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Shadow Warrior corner  "This thread has alotta Wangs! Discussions on Shadow Warrior only."

User is offline   gemeaux333 

#241

I love the game like I liked the first game, and even more !


Why are they all bashing Ameonna (in the game) ?
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User is offline   Jblade 

#242

There's a bunch of documents and shit that monsters drop, she basically stops the war between the demons and humans and then sets up a sex cult in the wilderness. It was very confusing compared to her in the first game but of course she never really said anything in that so we can never know for sure if this was what her personality was originally like.
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User is offline   Lunick 

#243

Shadow Warrior 2 has really pretty retail boxes that I really want https://twitter.com/...421154268524544
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User is offline   HulkNukem 

#244

Oh man that is really pretty I will actually just buy it for PC- oh wait Poland only
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User is offline   necroslut 

#245

Beat it now and I'm honestly quite disappointed. I dig the increased movement options, and the more vertical and open levels would have been nice - except it feels like there is very little actual level design in there. Not once did I really get a "sense of location", it mostly just feels like a handful of tilesets slapped on randomly generated walls. This also serves to drive the game into the typical sandbox-esque minimap/questbeacon gameplay style as the levels aren't really "locationy" enough to be easily navigable without it.
It's a real shame and seems like a wasted opportunity because they have a solid system there - just seems like they never really built a game on top of it.
The writing is also complete cringeworthy shit that is both pretentious, longwinded and Borderlands-level retard-comedy at the same time. Oneliners are shit too. Lo Wang comes (to me) across like even worse than Duke in DNF, and I even liked him in the previous game despite his whiny voice. On the topic of voices, voice acting is pretty shit too with too-obviously non-asian voice actors who can't even pronounce their own names.

It's a pretty game, but compared to their earlier Hard Reset the visuals - especially in the futuristic area - aren't nearly as clear, which is bad for a fast-paced action game.

The RPG/look system is also a real mess. The gems thing could have been fun if the amount was cut down by maybe 95% - now it just adds a tedious element of inventory management as well as clutter to the world. Halfway or so through the game (normal difficulty) I pretty much stopped bothering with gems and it didn't seem to make much difference. The elemental damage also adds a lot of visual clutter to an already visually messy game, which was also a reason I pretty much stopped using them.
The skills doesn't really add anything of value to the gameplay and could have been skipped without anyone missing it - just like in the previous game.
Enemies are a bit less bullet-spongy and guns more useful than the last game, which were two of my main complaints against it, but there's still some remains of that.

It seems sometime after the very impressive first video - which looked a lot more like SW'97 with the vertical layout and stealth options - they went full Borderlands instead. Despite some flaws I really enjoyed SW'13 a ton but I can't see this one holding up nearly as well, mostly due to the lack of worthwhile level design. ;)

I haven't tried the coop yet though as I don't know anyone who got it and I hate playing randoms, that should add some more fun to it.

This post has been edited by necroslut: 18 October 2016 - 08:42 PM

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User is offline   ---- 

#246

After finishing SW2, here are my impressions compared to SW from 2013. for those who played SW 2013 and are not sure if they want to get it.

Only pure single player impressions, no coop tested.

No content specific spoilers in the list.


- The movement has definately improved with double jumping and air dashing.
- The combat feels mostly the same. It has a bit more variety than in SW 2013.
- I really like the new special abilites which are thankfully triggered with a dedicated key.
- The freedom in the levels has improved (no longer faucets with arena after arena).
- You now have enemies in the open levels instead of only in arenas, you can also decide to ignore some of them and sprint/dash past them (some arena fights are there, though).
- As necroslut said, the levels don't feel like locations. They are bigger sandboxes and lack a specific structure for the environment.
- As mentioned multiple times: The upgrading is too complex (and handling sometimes too complicated) and interrupts the action too much. And just when you thought you mastered it in a speedy fashion, they also add crafting. ;)
- I like the idea of sidemissions and sidequests, but they sometimes take too long to activate (lot's of running around and searching)
- After being very, very, very pleasantly suprised by the story in SW 2013 I was unpleasantly suprised by the mediocre main story arc in SW 2.
- The presentation of the story in SW2 is nothing special, I liked the comic sequences from SW 2013 for the Shadow Realm parts.
- The ending in SW 2 is mediocre, but I loved it in SW 2013. There it had much more emotional impact, was dramatic and sad, but felt good at the same time (melancholic). For me at least.
- There are some nice new weapons, but most of them are similar with different statistics. The new special weapons could also have been an alternate fire for the standard weapons and you just upgrade the statistics and activate the alternate firemodes. That was better in SW 2013.
- Graphics look very good, technically. But I felt that SW 2013 had more variety in the environments and looked better in style.
- Visually there is more variety for the enemies.
- Animations and voice acting is OK* as they were in SW 2013. I didn't think it is worse now.
- One liners are OK. Not on a DN3D or SW 1996 level, but they fit the character. And some dialogue made me laugh:
Spoiler


I like the game and it is a keept on my HD for at least two or three replays, but I don't passionately love it as I love for example boobies.

If you liked SW 2013 and don't mind the upgrade system, the standard story and the less structured levels you will get a lot of time out of this for a shooter. It then is definately worth the initial price and even a sale of -20% to -40% should definately be a buy if you either liked SW 2013 or looting, or non tactical shooters in general.


*) It is not perfect, technically, but hey it is $20 less than DooM, for example.

This post has been edited by fuegerstef: 19 October 2016 - 01:22 AM

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User is offline   Jblade 

#247

I'm liking the game more, finding 50 secrets is gonna be a giant fucking pain though. I'm only at about 28 and the random nature of the maps means guides aren't gonna be that helpful. I know at the very least that most of them have dragon symbols located nearby, but still. I only have that, reaching 10 million gold and hitting level 50 to go.
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User is offline   Micky C 

  • Honored Donor

#248

I'm about 80% of the way through the game and it's definitely peaked. The game has more or less devolved into throwing so many enemies at you that it might as well be arena combat anyway. The fun factor is quickly starting to decline, being replaced with tedium. Sure, you can still avoid most of the fights if you want, but this is meant to be a first person shooter. It's a bit of a shame since it started out so well, with a few enemies scattered around an open area not too unlike 90's FPS, before devolving into a grind-fest. Plus you do start to see some serious repetition in the level design both on a smaller and larger scale.

I'm also quite disappointed there isn't more Zilla. You see him once on a TV near the start of the game, and haven't seen him at all since. Sure, you encounter his men and visit his city all the time, but no presence of the man himself which is a real bummer. I'm sure he'll appear at the end, but Lo Wang needs to stick it to the man, but he's got no man to stick it to.
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User is offline   ---- 

#249

View PostMicky C, on 19 October 2016 - 01:36 AM, said:

I'm about 80% of the way through the game and it's definitely peaked. The game has more or less devolved into throwing so many enemies at you that it might as well be arena combat anyway. The fun factor is quickly starting to decline, being replaced with tedium. Sure, you can still avoid most of the fights if you want, but this is meant to be a first person shooter. It's a bit of a shame since it started out so well, with a few enemies scattered around an open area not too unlike 90's FPS, before devolving into a grind-fest. Plus you do start to see some serious repetition in the level design both on a smaller and larger scale.

I'm also quite disappointed there isn't more Zilla. You see him once on a TV near the start of the game, and haven't seen him at all since. Sure, you encounter his men and visit his city all the time, but no presence of the man himself which is a real bummer. I'm sure he'll appear at the end, but Lo Wang needs to stick it to the man, but he's got no man to stick it to.



I skipped all user missions before the final mission because of repetition. I wanted the story to close.

Oh, and in the last 20% of the game, one of your complaints is adressed to your satisfaction, I think. At least partially. ;)

This post has been edited by fuegerstef: 19 October 2016 - 02:13 AM

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User is online   NightFright 

  • The Truth is in here

#250

Second update is coming this Thursday according to Steam. I have waited with starting to play for now because I anticipated a few issues at the beginning. Hopefully all issues are fixed within the next few weeks.

BTW, TotalBiscuit tore the game completely apart. Uninspired levels, enemies taking too long to die (aka "bullet sponges"), lack of challenges, screwed looting system, pointless resistances (you can swap gems at any time) and more. Watch from minute 50:30 for the conclusion.

This post has been edited by NightFright: 19 October 2016 - 06:56 AM

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User is offline   Jblade 

#251

Can't say I agree with the review, on Insanity I'm still tearing enemies apart. They did need to explain the enemy types better though - the game has problems but after playing it twice (and got all the achievements) I've enjoyed it overall.
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User is offline   MetHy 

#252

I've started playing a bit more (just fniished Zilla's lab) and I'm a little overwhelved by the upgrades, especially considering I stumble upon one every fight (at the very least).
So far enemies don't pose much a threat and and don't really take advantage of the movement possibilities at the disposal of the player.

Also, in a way the game is even worse than the first with collectibles since they are everywhere. The downside of it in the first one was that spending so much time looking at details and around every corner meant not paying attention to the rest, and to the big picture.

Thank god this one has the map and the collectibles are shown on it. Especially considering some of them are really hard to see (honestly sometimes they're in front of me but I still need the map to tell me something's there)

About the map - is there any way to go fullscreen with it? I seem to only be able to switch from mini map on the top right to slightly bigger map on the top left. Or perhaps a way to zoom in/out ?
Also, any way to get rid of the objectives indicator on screen? I'm fine with having it on the map, but on the screen at all times it's distracting.

Level design is a huge step up after the first game though.

Story-wise cutscenes get in the way more than in the first. Also, Lo Wang seem to have turned into a Deadpool wanabee; down to the game acknowledging the thing with a "super hero landing" move.

This post has been edited by MetHy: 19 October 2016 - 09:22 AM

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User is offline   ---- 

#253

View PostMetHy, on 19 October 2016 - 09:21 AM, said:

Also, Lo Wang seem to have turned into a Deadpool wanabee; down to the game acknowledging the thing with a "super hero landing" move.


Yeah, after the ending of the first game I thought going into the opposite direction would be more appropriate. Not losing his oneliners, but becoming a bit more mature and cooled down.
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User is offline   Danukem 

  • Duke Plus Developer

#254

View Postnecroslut, on 18 October 2016 - 08:37 PM, said:

voice acting is pretty shit too with too-obviously non-asian voice actors who can't even pronounce their own names.


Quoted for the epic burn. ;)

If SW was moddable like Skyrim/Fallout it could be fixed up to make a truly awesome game, because the underlying systems are quite good.
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User is offline   necroslut 

#255

View PostMetHy, on 19 October 2016 - 09:21 AM, said:

Level design is a huge step up after the first game though.

Story-wise cutscenes get in the way more than in the first. Also, Lo Wang seem to have turned into a Deadpool wanabee; down to the game acknowledging the thing with a "super hero landing" move.

Did we play the same game? SW'13 didn't have amazing level design in any way, but SW2 to me felt like it almost didn't have any, just set pieces haphazardly strewn around.
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User is offline   Micky C 

  • Honored Donor

#256

There were aspects of decent level design there. But the individual pieces were used way too much by the end. I'm not sure how the random system works, i.e how large each of the prefab chunks are, or to what degree that individual levels have their own set of prefabs, but something needs to change. The forest levels in particular definitely blend together after a while.

I don't see why they can't use some degree of randomisation in the next game, as long as each level more or less has its own independent components to generate levels from. For example SW2013 had a dock level. That'd just be random dock components that no other level could use.

I didn't have a problem with the voice actors. I mean sure most of them sounded completely un-asian, but it didn't affect my experience.
1

#257

Some stuff I managed to figure out after an hour or so

Three ways to get inside the Outer Gates - https://youtu.be/VmhMfHnvrw0
Getting underground in the hub - https://youtu.be/_Sfnu-7EiqQ
Reaching unused training area - https://youtu.be/xyNhCb-cWAw
Getting out of bounds in hub map - https://youtu.be/XCHup3ZO_Nc
Getting behind gate in hub map - https://youtu.be/5BLR9uHgEZs
Getting out of bounds on the first level - https://youtu.be/xbQVHx24XWI
Get out of bounds at Mamushi Heika's place - https://youtu.be/XoSmfLHKXGg

EDIT: Started a TCRF article for the game, still a lot of stuff I need to add to it, though

This post has been edited by TheZombieKiller: 20 October 2016 - 06:21 AM

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User is offline   Mr. Tibbs 

#258


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#259

I finally started the original 1997 Shadow Warrior classic game! All I can say so far that it's a bloody hard game! Makes Duke 3D seem like a cakewalk in comparison. ;)
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User is offline   Jimmy 

  • Let's go Brandon!

#260

View PostLunick, on 18 October 2016 - 12:19 PM, said:

Shadow Warrior 2 has really pretty retail boxes that I really want https://twitter.com/...421154268524544

This is a goddamned steal. I'd buy it but I don't like that it's mostly in Polish.
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User is offline   Lunick 

#261

View PostJimmy Gnosis, on 21 October 2016 - 11:19 PM, said:

This is a goddamned steal. I'd buy it but I don't like that it's mostly in Polish.

Why is there a penis on the back of the box, please explain Cage ;)
Posted Image
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User is offline   Richard Shead 

  • "Dick Nasty"

#262

View PostLunick, on 21 October 2016 - 11:26 PM, said:

Why is there a penis on the back of the box, please explain Cage :D


What, you don't want some...

;)
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User is offline   Jimmy 

  • Let's go Brandon!

#263

It looks like it's mocking the PEGI 18 rating.
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User is offline   Micky C 

  • Honored Donor

#264

The rating shows all the stuff the game contains, and I'm fairly sure that extra box is contained as a joke along the lines of "contains wang".
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User is offline   Mr. Tibbs 

#265

Shadow Warrior 2 is the biggest game launch for both Flying Wild Hog and Devolver Digital, with the sequel quadrupling the sales of the 2013 reboot.

Michal Szustak, Studio Director at Flying Wild Hog:

Quote

“We could not be happier with the reception of Shadow Warrior 2. We’re a small studio with only about 75 people, and each of us poured our hearts and souls into making a bigger, different experience for Shadow Warrior 2. That our fans and critics have largely applauded our efforts means the absolute world to us.”


Free new content updates are on the way, "including new missions and an ultra-hard challenge mode alongside new weapons, items, and co-op ninja characters," the studio said.

A new patch is also in the works and expected out today, although that clock is ticking down in a hurry. "We're adding some new features like insane difficulty tiers, rebalance of some skills and drop system, better crafting and a lot of bug fixes, so it needs to be tested properly," the studio said on Steam. "Hope you understand!"
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User is online   NightFright 

  • The Truth is in here

#266

Since Saturday (Oct 22), v1.1.3.0 is available.

Changelog:
Spoiler


This post has been edited by NightFright: 25 October 2016 - 01:58 AM

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User is offline   MetHy 

#267

I beat the game yesterday on Hard, and overall I was disappointed because it's not exactly what I expected.
The main issue for me is that gameplay requires even less skill than the first one. I honestly feel like I'm playing Final Fantasy or Pokémon, where pre-combat preparation matters more than the combat itself. For a FPS, that's a little too much.

Still the game is designed to be addicting and I'll probably do a second playthrough on Insane2.

There are some fun moments though, like being in a huge openworld, jumping and climbing cliffs and mountains, and using the bow to snipe monsters from a safe distance, and watch them go full retard wondering what the hell is going on.
More than half of the stuff/weapons in the game I haven't used. I barely used melee and Chi powers on my first play, concentrating on firearms instead.
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#268

Shadow Warrior 2 is Out-Of-Bounds heaven. Makes Build look restrictive by comparison.

Only the Yakuza place had walls that I couldn't climb so far, and even there I managed to jump over into blocked-off sections, and up into the office of the Yakuza boss, thus fucking up the whole cutscene.
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User is offline   MetHy 

#269

There is indeed a lot of freedom of movement and it's amazing, however there are a lot of arbritary invisible walls and other rules like that. For instance, some roofs you can climb on, some you can't, but it's not always clear which. I got myself stuck a few times and had to kill myself to get out.

I'm replaying it on Insane and I'm amazed by how levels are generated, I think it works really well overall. The only downside is that, on my first playthrough, some areas I saw WAY too many times, and others I barely saw or even saw at all.

Playing on Insane lvl1 is still too easy, but Insane lvl2 is a little too harcode all of a sudden and I keep dying (and the penalty for dying is HUGE)...

This post has been edited by MetHy: 27 October 2016 - 07:20 AM

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User is online   NightFright 

  • The Truth is in here

#270

v1.1.4.0 is available.

Spoiler

You really can't complain about the devs slacking, they are really trying to get shit done™.

This post has been edited by NightFright: 27 October 2016 - 07:58 AM

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