The game sat on that shelf for over 15 years until corporate restructuring forced the sale of the dormant IP, and everyone’s favourite Indie label, Devolver Digital, swooped in to give Shadow Warrior a second chance at life. Although the original release sold over 100,000 copies, a respectable figure for the time, the franchise was very much a one and done as 3D Realms shelved the IP. It had the same over the top violence and crude sense of humour as its older brother, but it benefited from enhancements to the in-house BUILD engine. The Shadow Warrior franchise began its life in the mid-90s as a means to improve on what once legendary Developer 3DRealms had done with its iconic Duke Nukem franchise. Shadow Warrior 3 was reviewed on PC with code provided by the publisher.You can find Seasoned Gaming’s review policy here While the shooting and free-running gameplay are enjoyable when everything works, Shadow Warrior 3 remains both fun and frustrating in equal measure - while it lasts. there are only two boss battles in the whole thing, and there were many times where I thought I could go somewhere and couldn’t. I love short games but it feels like a lot was cut out - for example. It’s also not a long game - it took me just under 6 hours to finish on Medium, and I can’t imagine playing it again. I encountered problems like these regularly. I encountered many problems - including moments where climbing didn’t work, either myself or enemies getting caught on scenery, falling through solid platforms, and more - all of which usually meant my death. The thing that cripples Shadow Warrior 3, and really sets it apart from an id Software game, is how buggy and unpolished it all feels. Shadow Warrior 3 Review: The Final verdict 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.
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