No 60 FPS trailer? Or is YT's 60 FPS? At work so I can't watch ^^;
CG trailer- but a good one
Put up the details from www.shadowarrior.com 'about' page-
What the heck is a procedurally created envirnment?
Something that games like Ziggurat, Tower of Guns, or The Binding of Isaac use - levels are 'randomly generated' for each playthrough.
I don't get it. There won't be any story-based levels?
Not sure...
I did enjoy the first one. It's a very fun game and had some cool ideas *BUT* the level design was really pretty boring. It was Serious Sam-style arena battles over and over again with hallways in between.
Really really wanted some Doom/Build Engine style level design with a modern twist.
FUCK YES, HYPED!
CGI trailer though. Hoping for some gameplay soon!
FUCK YES, HYPED!
CGI trailer though. Hoping for some gameplay soon!
Wait, was the first game any good? I thought it looked like a terrible take on the original without any of its charm.
The swordplay was excellent, the levels are extremely linear and fairly uninteresting though. Walk into an area enemies spawn out of portals, fight enemies, eventually fight giant bosses that aren't even remotely fun. If you have played Hard Reset it is a lot like that, but with better combat.
Major misrepresentation of the gameplay loop and Flying Wild Hogs level design. There's interplay between a dynamic environment, the player and enemies which is unique to Shadow Warrior. It's a shooter that rewards exploration and by and large, is far less linear than other current-gen shooters.The swordplay was excellent, the levels are extremely linear and fairly uninteresting though. Walk into an area enemies spawn out of portals, fight enemies, eventually fight giant bosses that aren't even remotely fun.
Major misrepresentation of the gameplay loop and Flying Wild Hogs level design. There's interplay between a dynamic environment, the player and enemies which is unique to Shadow Warrior. It's a shooter that rewards exploration and by and large, is far less linear than other current-gen shooters.
The secrets are a joke, just like they were in Hard Reset. The game is incredibly linear, just because it is less linear than CoD doesn't make it not incredibly linear. Exploration? Every once in a while there might be a super obvious path that leads to a secret, then you walk back to the path you were walking down to get to the next room of enemies spawning in waves out of portals. Dynamic environments? Sometimes there is exploding shit just like in Hard Reset, you just walk into an area then a seal goes up on the door to the next area until you defeat the waves of enemies there, there is nothing dynamic about the environments it is just a bunch of the usual scripted stuff. This game is just Hard Reset 2.0
The secrets are a joke, just like they were in Hard Reset. The game is incredibly linear, just because it is less linear than CoD doesn't make it not incredibly linear. Exploration? Every once in a while there might be a super obvious path that leads to a secret, then you walk back to the path you were walking down to get to the next room of enemies spawning in waves out of portals. Dynamic environments? Sometimes there is exploding shit just like in Hard Reset, you just walk into an area then a seal goes up on the door to the next area until you defeat the waves of enemies there, there is nothing dynamic about the environments it is just a bunch of the usual scripted stuff. This game is just Hard Reset 2.0
Linear does not describe all the level design in Shadow Warrior. Some of it, sure, but not everything on offer. The secrets aren't the only branching paths. Take chapter 3 for instance, part of the level a mini-sandbox. Loads of levels feature some form of backtracking or a combat arena. Shadow Warrior has some of the least static environments in any single player shooter I can think of. Just about every prop in the world can either be shot, broken, or explode with just a few shots from coffee tables and lamps to vending-machines and awkwardly placed firework displays. Calling it Hard Reset 2.0 is selling it short.
I don't think you and I have the same definition of linear. That level is very linear to me. The arenas in the game are just rooms connecting two paths, they might as well just be considered part of a singular path. There is also nothing sandboxy about that level, or really any of the levels in the game as there is always only one way to approach encounters, you just keep walking till you get to the spawn point then wait for portals to appear to spawn enemies. Branching paths in the game are just one off rooms and dead end paths, the game isn't built around branching paths to allow different ways to advance the game. It is all just linear, having to stop moving in one direction for a bit because you have to break the seal on the door or w/e is road blocking you doesn't make it nonlinear. You are always just going down whatever one set path there is, there is no variety in completing a level. Exploding barrels(or in this case cars, and vending/arcade machines) might make the combat a tad bit more dynamic, but they don't make the levels more dynamic when they don't do anything to change the level when used.
We're just going to have to leave it there. I don't think you appreciate what linear level design is, or why it's not a bad thing (it's certainly the most-played out criticism when it comes to shooters). Chapter 4, like many levels in the game, features non-linear elements which allow the player to approach enemies from multiple directions, using a variety of weapons and tactics. Shadow Warrior's level design empathizes player agency.
Going plural with Shadow Warriors would've been a cool move.I'm ready.
Only disappointing thing is they missed adding an 'S' to the title reveal to really hammer in the co-op aspect.