The co-op idea is brilliant. Everyone plays as Lo Wang but sees everyone else just as some ninja helping along.
Shadow Warrior 2 (2016) thread "Originally Devolver Digital trademarks "Shadow Warrior""
#31 Posted 15 June 2015 - 05:51 PM
#33 Posted 16 June 2015 - 05:04 AM
Jumping from roof to roof and everything seems really exciting indeed. This doesn't tell me if it will have "real" SP or if it's like Killing Floor though. Looks like it may be in between.
#35 Posted 16 June 2015 - 05:55 AM
Because the previous one was very much wave based, and 4 player coop made it sound like it could become that. Plus this kind of coop FPS has been very popular lately.
#36 Posted 16 June 2015 - 06:20 AM
Based purely on the video it seems kind of like enemies are scattered around the place, kind of like the original 1997 version. It'd be very difficult to make it wave-based when it's claimed to have such open level design, not to mention sneaking past enemies. So it sounds like they at least won't lock you in a room until you kill everything.
On the other hand, the wave-based nature of the first one didn't become strong/obvious (to me anyway) until a few hours into the game. Of course playing again from the start I was much more aware of this which made me lose interest.
On the other hand, the wave-based nature of the first one didn't become strong/obvious (to me anyway) until a few hours into the game. Of course playing again from the start I was much more aware of this which made me lose interest.
#37 Posted 16 June 2015 - 09:45 AM
MetHy, on 16 June 2015 - 05:55 AM, said:
Because the previous one was very much wave based, and 4 player coop made it sound like it could become that. Plus this kind of coop FPS has been very popular lately.
Thats not like Killing Floor though. KF didn't have map progression, you were just in the one map surviving until you were killed off or you killed the end boss on his wave. It got to the point where the user maps were just like 3 rooms with one trader room.
If anything, it would be like a 4-player Painkiller because thats closer to what you're talking about.
#38 Posted 16 June 2015 - 10:29 AM
I meant I was scared it'd be like KF and L4D, that is to say co-op oriented primarly, in the sense that if you play it alone, you'd either be playing with AI partners (like in L4D) or the game would be pretty much pointless (like in KF).
Now though I see with the videos and explanations it won't be like that, but I do wonder how they will balance things so it works well no matter how many players there is.
Now though I see with the videos and explanations it won't be like that, but I do wonder how they will balance things so it works well no matter how many players there is.
This post has been edited by MetHy: 16 June 2015 - 10:30 AM
#39 Posted 16 June 2015 - 11:17 AM
I guess the enemies will just get damage and HP buffs depending on player count...as much as I loved SW2013 that's pretty much what they did with the higher difficulties on that. I didn't mind it until I got to the berserkers and that stopped my Heroic playthrough in it's tracks.
#40 Posted 16 June 2015 - 11:19 AM
Possibly spawn in more enemies as well.
Also presumably all 4 players would have to have some serious variety in their attacks if they want to 5 star the encounters (are they still doing that scoring system?)
Also presumably all 4 players would have to have some serious variety in their attacks if they want to 5 star the encounters (are they still doing that scoring system?)
#42 Posted 17 June 2015 - 04:59 AM
Jblade, on 16 June 2015 - 11:17 AM, said:
Heroic playthrough
aka
* ki strike *
* ki strike *
* ki strike *
* ki strike *
* ki strike *
* rocket launcher*
* ki strike *
* ki strike *
playthrough
This post has been edited by MetHy: 17 June 2015 - 04:59 AM
#44 Posted 18 June 2015 - 08:57 PM
Same writers as the first game. The basic premise is the two worlds from the first game have basically collided into one causing the whole world to go to shit.
#45 Posted 18 June 2015 - 09:32 PM
Man I really hope they rebalanced the weapons and enemies. I can barely stand Shadow Warrior 2013 these days because all it really is, is you locked in an area fighting absolute bullet sponges. If there's some "smart" or "sophisticated" way of taking down the bigger enemies (and there are a lot of them in the later levels) then I haven't found it. Never have I seen such a weak rocket launcher in a game.
#46 Posted 18 June 2015 - 11:22 PM
Micky every time you talk about the game you keep changing your opinion of it so it ends up being more negative over time Maybe just don't play it again on the higher levels? I think if you enjoyed a game the first time and don't like it as much the second time it's a good idea to call that quits and savour the good initial playthrough rather than running it into the ground so you end up hating the game.
#47 Posted 19 June 2015 - 12:15 AM
Jblade, on 18 June 2015 - 11:22 PM, said:
Micky every time you talk about the game you keep changing your opinion of it so it ends up being more negative over time Maybe just don't play it again on the higher levels? I think if you enjoyed a game the first time and don't like it as much the second time it's a good idea to call that quits and savour the good initial playthrough rather than running it into the ground so you end up hating the game.
Yep you're right, each time I give the game another go I just end up playing for a shorter length than the previous time. Was probably less than 10 minutes today before I lost interest.
#48 Posted 19 June 2015 - 01:25 AM
Yeah as time becomes harder to find, replaying games loses it's appeal fast. I wanted to see about replaying Singularity but didn't even get past the first level before deleting it again. Replaying singleplayer stuff loses it's appeal as you get older (Well that and nowadays there's far far more games that are a button press away then there used to be)
#50 Posted 19 June 2015 - 03:00 PM
Uh...
Interview with one of the designers about the loot system, game length, mission structures, number of weapons, and improved controls
When playing singleplayer, there's no AI dudes at all.They only appear in co-op. They're targeting 6-7 hours if you just mainline the campaign and ignore the sidequests. "Half as long, twice strong" as the developer said. Targeting 60fps across all platforms.
Edit. Here's the full interview: https://soundcloud.c...terview-e3-2015
Interview with one of the designers about the loot system, game length, mission structures, number of weapons, and improved controls
When playing singleplayer, there's no AI dudes at all.They only appear in co-op. They're targeting 6-7 hours if you just mainline the campaign and ignore the sidequests. "Half as long, twice strong" as the developer said. Targeting 60fps across all platforms.
Edit. Here's the full interview: https://soundcloud.c...terview-e3-2015
This post has been edited by Mr. Tibbs: 19 June 2015 - 03:15 PM
#51 Posted 19 June 2015 - 08:13 PM
Lunick, on 15 June 2015 - 05:51 PM, said:
The co-op idea is brilliant. Everyone plays as Lo Wang but sees everyone else just as some ninja helping along.
It is quite a clever way of making everyone feel special by being the protagonist, but it has been used before in the 4 player co-op for AC Unity.
#52 Posted 19 June 2015 - 08:16 PM
Malgon, on 19 June 2015 - 08:13 PM, said:
...but it has been used before in the 4 player co-op for AC Unity.
Does everyone look like this?
#56 Posted 23 June 2015 - 06:06 AM
Goddamn this looks amazing. Like ten times the awesome of the first game with tons of freedom. The environments are wonderful too. Smooth gameplay. Day 1 buy.
#57 Posted 23 June 2015 - 06:07 AM
"Be very very quiet, I'm hunting dickheads" has to be one of my new favourite lines.
#58 Posted 23 June 2015 - 10:08 AM
MetHy, on 23 June 2015 - 06:06 AM, said:
Goddamn this looks amazing. Like ten times the awesome of the first game with tons of freedom. The environments are wonderful too. Smooth gameplay.
I agree, but for me it's a double-edged sword.
It really makes me wish this were a different game - a Thief type experience where you'd actually play a warrior stalking in and striking from the shadows rather than a wise cracking smart arse slicing up monsters and demons in bloomy sunlight.
There was never a reason to expect anything different and the execution is markedly superior as you mention, but the first two and a half minutes are easily my favourite part of the video.
#59 Posted 25 June 2015 - 06:38 AM
That old style pump shotgun is just... Mmm. The guns in general feel a little more impacty than the first one. Good on Devolver for listening.
Loving the extension of the slicing mechanics too. Very nicely done.
Loving the extension of the slicing mechanics too. Very nicely done.
#60 Posted 02 July 2015 - 01:34 PM
Flying Wild Hog's lead level designer on moving away from their corridor shooter roots.
The player can use their aerial dash and double jump abilities to avoid powerful enemies by taking alternate routes. There's a hub world where the player can take on side quests. When replaying a level, there are a number of variations from time of day and weather, to enemy spawn locations and fundamental geometry changes. Loot is key to experience as unique drops allow the player to augment Wang's weapons and abilities.
Quote
"Our first games were very linear and narrow, so since we're still developing our technology, perhaps in the future we'd like to make bigger games. We wanted to try something new."
The player can use their aerial dash and double jump abilities to avoid powerful enemies by taking alternate routes. There's a hub world where the player can take on side quests. When replaying a level, there are a number of variations from time of day and weather, to enemy spawn locations and fundamental geometry changes. Loot is key to experience as unique drops allow the player to augment Wang's weapons and abilities.