![]() ![]() Eventually, I started groaning every time I was about to enter a new arena, which isn’t exactly what you want from an arena shooter. The giant environmental traps are fantastic but there are only like five in the entire game, and the weedy Chi-Blast (Force Push) is nearly useless. Graphically the game looks imaginative but the combat encounters all feel pretty similar. I just wish these arenas were more varied. I also like how shooting enemies gives health and attacking with the sword gives ammo, so it forces players to swap between both. Doom’s executions have been replaced with “finishers” that require charging a meter to perform, but they also allow the player to steal enemy weapons, which is pretty cool. Enemies are all unique, so it’s easy to identify the main threats, and the design variety is great. Still, it’s the arena-based combat encounters that are the main part, and they’re generally breathlessly intense. The Prince of Persia-like free-running is entertaining and fast-paced but I’m more pleased that I always knew where to go - Flying Wild Hog does a good job of never letting the player feel lost, even when the whole level is crashing down around them. Fight Clubįortunately, the actual gameplay is fun, for the most part. The entire game consists of brief free-running platform sections followed by closed-off floating arena battles against swarms of demons. Id Software’s game did a good job of disguising the arenas as if they were actual locations, having smaller encounters between the big battles, or offering reasons to explore the levels. This didn’t have to be a bad thing, but in this case, it made for a repetitive, predictable experience in a way I never felt playing Doom Eternal. The game is rigidly linear all the way - hop off the ride even slightly and you’ll probably die. If you’re the type of person who likes secret hunting, forget it, because there’s nothing to find. As mentioned, it’s essentially Doom Eternal - confined combat arenas linked by platforming sections. Shadow Warrior 3 is still a linear FPS with a wacky protagonist you’ll grow sick of quickly, and we’re back to static levels with no co-op like the superior first game, but it’s not a corridor shooter. Shadow Warrior 3 changes things up yet again, but some of these alterations could have been left by the wayside. ![]() Shadow Warrior 2 took that gameplay but added co-op and randomly-generated levels to create a challenging but ultimately less rewarding game. Flying Wild Hog’s 2013 reboot was a faithful but linear retelling of the 1997 original with better swordplay and magic katana powers. It’s been six years since Shadow Warrior 2, and once again Flying Wild Hog has completely reinvented the gameplay - for better or for worse. This isn’t necessarily a problem, except that’s a lofty bar to hit and I’m not sure it reaches those heights. Yes, there are death traps, some fun swordplay, and annoying humor, but at its heart, the latest Shadow Warrior FPS is a Doom game. If there’s one game Shadow Warrior 3 desperately wants to be, it’s Doom Eternal. ![]()
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