Shadow Warrior corner "This thread has alotta Wangs! Discussions on Shadow Warrior only."
#241 Posted 18 October 2016 - 06:58 AM
Why are they all bashing Ameonna (in the game) ?
#242 Posted 18 October 2016 - 11:59 AM
#243 Posted 18 October 2016 - 12:19 PM
#244 Posted 18 October 2016 - 12:31 PM
#245 Posted 18 October 2016 - 08:37 PM
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
#246 Posted 19 October 2016 - 12:51 AM
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:
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
#247 Posted 19 October 2016 - 01:15 AM
#248 Posted 19 October 2016 - 01:36 AM
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.
#249 Posted 19 October 2016 - 02:12 AM
Micky C, on 19 October 2016 - 01:36 AM, said:
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
#250 Posted 19 October 2016 - 04:53 AM
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
#251 Posted 19 October 2016 - 09:02 AM
#252 Posted 19 October 2016 - 09:21 AM
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
#253 Posted 19 October 2016 - 09:46 AM
MetHy, on 19 October 2016 - 09:21 AM, said:
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.
#254 Posted 19 October 2016 - 10:29 AM
necroslut, on 18 October 2016 - 08:37 PM, said:
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.
#255 Posted 19 October 2016 - 08:21 PM
MetHy, on 19 October 2016 - 09:21 AM, said:
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.
#256 Posted 19 October 2016 - 08:33 PM
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.
#257 Posted 20 October 2016 - 02:21 AM
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
#259 Posted 21 October 2016 - 01:42 PM
#260 Posted 21 October 2016 - 11:19 PM
Lunick, on 18 October 2016 - 12:19 PM, said:
This is a goddamned steal. I'd buy it but I don't like that it's mostly in Polish.
#261 Posted 21 October 2016 - 11:26 PM
Jimmy Gnosis, on 21 October 2016 - 11:19 PM, said:
Why is there a penis on the back of the box, please explain Cage
#262 Posted 21 October 2016 - 11:45 PM
Lunick, on 21 October 2016 - 11:26 PM, said:
What, you don't want some...
#264 Posted 22 October 2016 - 12:51 AM
#265 Posted 22 October 2016 - 11:42 AM
Michal Szustak, Studio Director at Flying Wild Hog:
Quote
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!"
#266 Posted 25 October 2016 - 01:15 AM
Changelog:
This post has been edited by NightFright: 25 October 2016 - 01:58 AM
#267 Posted 27 October 2016 - 12:02 AM
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.
#268 Posted 27 October 2016 - 06:08 AM
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.
#269 Posted 27 October 2016 - 07:19 AM
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
#270 Posted 27 October 2016 - 07:55 AM
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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