![]() Some of the enemies can only be stopped with a fatality-type move. Using the environment for cover or to restock ammo and health adds a little variety, but that tactic is sometimes undercut by a camera that gets stuck in the scenery. But they’re all overused and the fights feel like degrees of the same thing. They’re chaotic, messy, and go on way too long. Beyond that, battles are simply run-and-gun until it’s over. Power boosts come in a number of different flavors, from the self-explanatory Protection tree to the crowd-control-based Flux, but only a small handful of choices are available in each. There’s a bit of lock-and-key strategy involved as you figure out what weapon certain enemies are weak to. October 9th, 2013 by Christopher Coke reviewed on PC To Demon Slaying (cont.) Character progression is loosely tree-based. Shadow Warrior retains the simplicity of its 1997 roots in its kill-many-enemies approach but adds the depth of a 2013 first-person shooter. The game is good, bloody fun, and a bloody good time. Pretty soon battles are simply protracted greatest hits encounters with one group of strong mini-boss enemies and infinite respawns of weaker ones. Shadow Warrior is the reboot nobody seemed to ask for but we are lucky to have gotten anyway. There’s a uniform weirdness about the yokai and some of them are pretty tough. ![]() Each fight introduces a new yokai-type enemy with a different gimmick. Like in early shooters or even recently with the Serious Sam reboot, battles in Shadow Warrior are additive. The simplicity extends to enemy encounters. There are also some easy environmental puzzles made frustrating by mechanical imprecision. The latter are uniformly circular and multi-level. When all is said and done, Shadow Warrior 3 has two types of environments: short sections that you travel through, and combat arenas. The grapple hook mechanic is a messy disaster, finicky, and dependent on timing and undercut by the game’s camera. Double jumping and wall running work great. There’s quite a bit of verticality, wall running, and the use of a grapple hook at specific locations. The environments themselves range from pretty temples and mountainside aeries to underground caverns. After all, the original Duke Nukem and Shadow Warrior weren’t exactly rich with subplots and side quests. ![]() It could be argued that Shadow Warrior 3 is returning to its roots. From the rather excellent opening cutscenes, I was expecting much more from the story than I got. The very small number of other characters are voiced with equal competence. They’re also repetitious, especially in combat. Wang never shuts up, and his constant stream of asides, jokes, and commentary are both profane and often amusing. It isn’t that the writing and acting are bad. ![]()
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