Shadow Warrior 2 did everything worse than 1 except for maybe mobility and how the combat felt (how the weapons felt was good, but the new weapon system was garbage though).Īs for 3, it's just a bad Doom Eternal clone. Shadow Warrior 2013 did everything relatively right including the story and characters, there's nothing to criticize there except for some minor details. But I often find myself disagreeing with the more ardent criticisms and lamentations of the game and its loot. I'd also concede that the loot and money systems could have been finetuned a bit more. However, it's one of those games that gives the more you put into it. A learning curve that many can't be arsed dealing with, especially those that prefer their shooters to be simple. The loot system, and the game as a whole, definitely has a learning curve. You usually end up keeping some and selling the rest, which is actually a good thing because you need money to buy high level gems from the shops and need even more money to craft higher level gems at the Anvil. Once you learn how to navigate the inventory menus, what gems are good, what upgrades you prefer/use and what you already have you can sift through all your new gems quickly and efficiently. I say this because my inventory gets just as full as everyone else's and I spend around 20% of my time sorting through my gear, which also includes completely rearranging my weapon wheel when I fancy a change, and 80% of my time slicing and dicing. Whenever I hear this rhetoric, and I've heard it from SW2's detractors many times, my response is always the same: either you're being hyperbolic because you simply don't like the game/its systems or you just haven't spent enough time with it yet (possibly both). While I agree with the general sentiment that the game went a bit overboard with the amount of gems that it dropped, I disagree with the notion that this resulted in you having to spend as much time in the inventory as on the battlefield. You could have four handguns on your weapon wheel and each one would perform vastly different if you have modded them appropriately. Once you get creative with your gem choices the variety and possibilities with all your weapons starts to feel endless. It's important to note that this is all before you even begin slotting gems into these weapons. The four gauntlet type weapons (Chill Factor, Emperor's Touch etc) are also very unique. The Triad and the Deck-ARD are technically both revolvers but they don't feel the same, the Hauer and the Shogun are both pump-action but they're distinct from one another and the Springchester and the Judgment of Enra are vastly different performing railguns. Each weapon also has different base statistics and special abilities (even the weapons from the same category and sub category), which links into how each weapon feels and performs differently. So if you wanted to be cynical you could say that every weapon is the same as every other weapon in its category but that would be both unfair and untrue.Įvery weapon looks, sounds, feels and performs differently to one another. The weapons from the same category are interchangeable in as much as any handgun, shotgun etc, is interchangeable with each other. In that all weapons are pretty much interchangeable But to claim SW2 as a whole lacked focus or a well thought out structure would be grossly unfair in my opinion. That all said, if by lack of focus you mean how they changed the level design and upgrade systems to be far more expansive versus streamlined like in SW1 I can totally understand what you're getting at. And given how they crafted and put together this structure in SW2 it doesn't feel like it lacks focus on the contrary, everything in the game pulls together to facilitate, vary and accentuate the fundamental gameplay mechanics and combat. Sure, the overall structure isn't as streamlined or linear as its predecessor but that was an intentional design decision to open things up and give people more player-choice and replayability. Every feature in SW2 compliments each other instead of hindering. There's a lot of systems running concurrently in SW2 but FWH clearly worked their butts off to make these systems the best they could be, and just as importantly made these systems smoothly interwoven with one another. FWH knew exactly what they wanted for the game so they focused on implementing those aspects and features to the world of Shadow Warrior.
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