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Shadow Warrior 3 by Flying Wild Hog

Haba

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What is it missing that the original had? Orochi Zilla and Lo wang are there, it's the same setting, it's the same genre. I mean, we're talking about a 90s FPS, it's not like they're remaking torment or baldur's gate.

Yeah, the names are there. It isn't like either of the two was really memorable in the first place.
 

Ghulgothas

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Looks slick. Always did like the design and art direction that went into the new Shadow Warrior games.

Now all I need to set aside my reservations is for them to confirm that it's going to have proper level and campaign design this time.
 

DJOGamer PT

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They seemed to have slowed up movement speed compared to SW2.
The gameplay also seemed to be taking some things from Doom Eternal.
And as a nitpick I think I preferred 2's apparence.
Other than that seems to be an improvement over the last two games.
 

Lyric Suite

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The humor is complete, total, utter, unspeakable cringe. Doom Eternal had some of the worst writing i've ever seen in a game, but i think this is worse.

In fact, it's so bad and cringe that i'll just say fuck the gameplay. Don't give a shit even if the game is good, this shit is unbearable to me.
 

udm

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Make the Codex Great Again!
The game clearly wants to be "Deadpool the FPS". I guess the license was too expensive.

But they really are not getting anything from the "Shadow Warrior" -license besides the name... and what value does the name really have those days?

The Shadow Warrior license = asian guy making stupid jokes. it's always been that way (although the nu version's jokes are considerably dumber than the old one).

I guess we are going to reach the point where they will just buy licenses to get cool names ('cuz all the good ones have been already used at some point).

What is it missing that the original had? Orochi Zilla and Lo wang are there, it's the same setting, it's the same genre. I mean, we're talking about a 90s FPS, it's not like they're remaking torment or baldur's gate.

Humor.

And good gunplay.
 

lefthandblack

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Goddamned faggots, Shadow Warrior 2 was awesome and this looks like more of the same. Go choke on your fucking nostalgia, this is why we can't have nice things. They could remake your shitty corridor shooter with exactly the same shit graphics and lameassed put the x on the baddies and clicky clicky mechanics that it had in nineteen-ninety-whatever and it will still suck and it will still be current-year and not the yesteryear that you are flailing around grasping for.

Tough titties.
:incline:
 

SpaceWizardz

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Sep 28, 2018
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Random thoughts:
  • Narrow FOV + oversized weapon models that take up bottom right of the screen, gross!
  • Melee combat looks more like 2 where it's just an M1 spam flurry of fast attacks, 2013 had a variety of different charge up/power attacks that with good timing and precision you could get through most of the game only using guns during boss fights, insta-killing some basic mook with a simple slice to the neck always felt cool.
  • Overall appears to be less emphasis on melee and more on guns. :decline:
  • Zilla acts like a boring straight man, Hoji was fun because he relentlessly bullied Wang for being a loser and there was this back and forth between the two, now it's just Wang says something lame and Zilla sighs.
  • Lots of spike traps and environment hazards laying around to grapple and kick enemies into :incline:
  • No more healing or shield spells?
  • Environment art and enemy design are very good. The laughing accordion thing that peeks his head around corners to taunt you? That's good shit.
 

Silly Germans

Guest
Gameplay looks good but i hope they manage to make the hardest difficulty actually a bit difficult. It would be great if they took a look at Doom Eternal for that. Shadow Warrior 2 didn't have a single challenging fight since you could dash non stop.
 

Boleskine

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https://www.pcgamer.com/shadow-warr...ith-some-of-the-excesses-of-shadow-warrior-2/

Shadow Warrior 3 is doing away with some of the excesses of Shadow Warrior 2
By Luke Winkie 5 hours ago

No more stats, a more focused arsenal, but a whole lot of demon blood.

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(Image credit: Devolver Digital)

In 2016's Shadow Warrior 2, players often found themselves pressing pause in the middle of a killing spree to check if a +3.1 percent haste bonus modifier was superior to the damage gem they already had slotted into their revolver. It was a bizarre juxtaposition with the arcade flippancy of Flying Wild Hog's ongoing revival of the 1997 3D Realms shooter. There were dozens of different builds, leveling thresholds, loot pickups, and infinitesimal stat buffs. It wasn't necessarily bad, it felt a little incongruous to the tone in the rest of the game.

In next year's Shadow Warrior 3, Flying Wild Hog intends to go back to the basics.

"It's going to have much simpler character progression," says Paweł Kowalewski, game designer at Flying Wild Hog. "We don't want to draw the player's attention away from the action. We don't want anyone standing in place for five minutes wondering what upgrade they should put on their weapon to increase some stat for whatever percent. We are going back to the first Shadow Warrior, but we are upgrading everything."

We saw a bit of the studio's newfound razor focus in the reveal video released recently. Lo Wang jumps through a dewy canyon that pays homage to the spellbinding mountain ranges in southern China. Wang is equipped with a brand new grappling hook, which soups up some of the rebooted series' rudimentary platforming mechanics. At times, Wang looks like Faith from Mirror's Edge—catapulting through the sky, linking together wall runs, rope swings, and vertical scampers—always keeping an eye out for the color red, videogame shorthand for "you're going the right way."

Eventually, Wang makes landfall in a combat arena in front of a giant wooden gate. A Ming-era meat grinder rattles away in the foyer. With the power of his grappling hook, Wang yanks the machine forward, mulching all the demons in its path.

That is a point of emphasis for Kowalewski. Shadow Warrior might not be the doodad-laden maze that it was in 2016—you might not be able to min-max Lo Wang like he's Commander Shepard—but Wild Hog still intends to deliver a combat experience that's more flexible than its previous efforts.

"We improved the movement of our character, and that allowed us to build bigger, more vertical arenas. But then we thought, 'Now we have to fill them with combat,'" he says. "We want more than the generic explosive barrels, we want devices that are connected permanently to an arena that you can interact with in different ways. We are thinking about approaching encounters from different angles."

There are probably some fans who will be disappointed to know that Wild Hog is stepping way from some of the ludicrous scale it experimented with previously. It was enthralling to witness the sheer number of weapons the team managed to fit into Shadow Warrior 2. (73 in total!) Kowalewski says the team is reeling that instinct in considerably—they don't have a final count of arsenal in Shadow Warrior 3, but he expects it to land somewhere around eight weapons you can carry around, each polished to a mirror shine.

Instead, Wild Hog wants to express its appreciation for videogame gun design in other ways. When you kill certain enemies, says Kowalewski, Lo Wang will have an opportunity to gain their "trait." For example: In the trailer we watched Wang cut down some weirdo jack-in-a-box mech. Afterwards, he reaches into its sundered chest and pulls out a horrifying fireworks-belching minigun—just nothing but confetti and gore—which obliterates the rest of the legion around him. "You can only use it for a limited time," he continues. "It adds another layer to the combat."

It's interesting to consider that we've been living with the Shadow Warrior reboots long enough for this level of introspection and reinvention to even be possible. The original game came out in 1997, and it never achieved the same level of global recognition as Duke Nukem or Doom. The stereotype laden portrayal of an East Asian protagonist seemed to seal its fate as a late-90s also-ran. But now, in 2020, Wild Hog has firmly reconquered the franchise. It belongs more to that studio than it does to 3D Realms now. The fans have become the authors of a brand new legacy.

"We are old enough to remember the classic game. It's surreal that this IP is basically ours right now," says Kowalewski. "This is our Shadow Warrior, people will connect this game with our studio from this point. At the beginning we were worried if there was a place for a game like this on the market. But from the response to Shadow Warrior 2 and the trailer for Shadow Warrior 3 on social media, it feels great."
 

ferratilis

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Just like Shadow Warrior 2, this game seems to have an overbearing visual design where every fight looks like a big clusterfuck of particles, without enough contrast to distinguish what is what. Shame, because the gameplay itself seems fun. Doom Eternal did it well, where you could easily identify targets even during the busiest fights. These guys could learn a thing or two.

 

d1r

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I fucking hated every second of this video.
 

Lyric Suite

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So the second one copied Borderlands 2 because that was popular at the time, now this one copies Doom Eternal. Granted all the Build Engine games are copies of each other but at least they were copying good stuff, now it's shit copying shit.

Copying Doom Eternal is an improvement.
 

Sodafish

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Dec 26, 2012
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Just like Shadow Warrior 2, this game seems to have an overbearing visual design where every fight looks like a big clusterfuck of particles, without enough contrast to distinguish what is what. Shame, because the gameplay itself seems fun. Doom Eternal did it well, where you could easily identify targets even during the busiest fights. These guys could learn a thing or two.



This really is almost a re-skin of Doom Eternal, right down to the dash, meat hook, fatality animations, arena combat, weapon upgrades etc. It's just blatant :lol:
 
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