Flash fiction time: Too long didn't read - I don't like thing.
I played it last week and beat it, and honestly I thought the game was actually quite poor. Beyond just the writing and sense of humor being whatever, the core mechanics just aren't very good. The sword is unsatisfying to use, it's way too limp and lacks the crunch and satisfaction you want on a game feel level, ditto the guns. It's pretty freakin bloated for a game that isn't exactly varied or has a diverse set of ideas, since the lions share of combat encounters are just basic arena combat of you being boxed up in a room and fighting dudes. Through a lot of similar spaces, older school FPS games had the benefit of having interesting and more mixed up mazes, this didn't.
I also don't care for the upgrade system, and not even just for how fucking silly it is about adding accuracy perks to a gun (which eww), but more so just again, how much filler shit it is. Why is the amount of money I get for pressing the E-button on an environment prop tied to an upgrade? Why does the ammo work that way as well? Especially when I can just buy my ammo with money? Why is my ability to damage to a certain type of demon tied an upgrade system? It's just so unnecessary when the game could just focus on more interesting upgrades for the guns (the quad launcher for instance and targeting system for the rocket launcher) instead of shit that should be consistent from the word go.
The way the game handles statue hunts come off as the game not even understanding why Doom key hunts work. If you play Doom on "I hate fun" mode (Nightmare), you're still key hunting, but you are rarely, if ever forced to stay in a singular space and kill off a wave of enemies to take dudes out. This makes backtracking a total non-issue, because you can get what you need, fend off what you need to, and bounce. You can speed run a bit, and the pacing is never brought to a screeching halt. Shadow Warrior has a tendency to do the following
Relatively large area that has a few branches to the side with statues you need to break, you initially fight a big mob of enemies.
-Now go break statue 1, fight new mob of enemies (for the record sometimes you fight the mob before the statue breaking)
-Go break statue 2, fight new mob
-Back track to where you started (could happen before statue 2), fight a mob where you just fought a mob to start this entire fucking area
-Go break statue 3, probably fight one more mob
Next area
It ceases to be thrilling action, and becomes monotonous as a result. Also the way some of the mobs are built up go against the grain an effort to not be formulaic, but they also miss the point why certain formulas are tried and true. Like basic combat encounters: you fight dudes, then one of the bulky enemies: be it a shaman, a warlord, or um Berserker shows up, and they usually have friends so it's still a group. And you fight them, and that will take some time, and at this point you would think the fight is over, but now you gotta take on the flying goons. Who aren't a step up intensity, more so just an irritant of an enemy than a direct challenge. So it messes with some tried and true player psychology, we usually end up on the big bulky guy in every game ever, because that's the finish. Anything after him that isn't bigger and stronger would be anticlimactic. \
The scoring system does a poor job of explaining itself: It values time, and I guess it values not getting hit, but it really doesn't have you flex your expertise with the rest of the systems. It's not like you get bonuses for being creative with using the powers or mixing up your weapon of choice. In contrast Bayonetta and Devil May Cry expect you to not get hit, and do things quickly, but they also demand a level of understanding of their systems and for you to actually push your understanding of those systems. Those scoring systems are clear and better tied to their games, in Shadow Warrior it just comes off as bullshit.
The boss fights are straight trash.
A leaner game (it's a game like Alien Isolation, that would benefit from being a much shorter video game) would have improved the pacing or a game with better game feel would have kept the combat engaging. Since it does none of those, it just stayed mostly unsatisfying. I do like what I've seen of the sequel, it seems they've addressed my game feel complaints directly, but I also don't want to get it day 1, because yo seriously **** Shadow Warrior; game sucks.
And for the dweeb that honestly rolls with "git gud", I beat it on Insane, unless you did as well, and were 5 starring each encounter like a beast, I have immunity.
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