![]() The four gauntlet type weapons (Chill Factor, Emperor's Touch etc) are also very unique. The Triad and the Deck-ARD are technically both revolvers but they don't feel the same, the Hauer and the Shogun are both pump-action but they're distinct from one another and the Springchester and the Judgment of Enra are vastly different performing railguns. Each weapon also has different base statistics and special abilities (even the weapons from the same category and sub category), which links into how each weapon feels and performs differently. So if you wanted to be cynical you could say that every weapon is the same as every other weapon in its category but that would be both unfair and untrue.Įvery weapon looks, sounds, feels and performs differently to one another. The weapons from the same category are interchangeable in as much as any handgun, shotgun etc, is interchangeable with each other. In that all weapons are pretty much interchangeable But to claim SW2 as a whole lacked focus or a well thought out structure would be grossly unfair in my opinion. ![]() That all said, if by lack of focus you mean how they changed the level design and upgrade systems to be far more expansive versus streamlined like in SW1 I can totally understand what you're getting at. And given how they crafted and put together this structure in SW2 it doesn't feel like it lacks focus on the contrary, everything in the game pulls together to facilitate, vary and accentuate the fundamental gameplay mechanics and combat. Sure, the overall structure isn't as streamlined or linear as its predecessor but that was an intentional design decision to open things up and give people more player-choice and replayability. Every feature in SW2 compliments each other instead of hindering. There's a lot of systems running concurrently in SW2 but FWH clearly worked their butts off to make these systems the best they could be, and just as importantly made these systems smoothly interwoven with one another. FWH knew exactly what they wanted for the game so they focused on implementing those aspects and features to the world of Shadow Warrior. ![]() Its look can be similar to that weapon from various other games published by Devolver Digital, such as Serious Sam 3 and Hotline Miami.Narrative aside, SW2 didn't lack focus. In Shadow Warrior (2013), katana gets various skins that alter its appearance.Katana upgrades are automatic in story mode, however in survival you must buy them as upgrades.Īncient Tsuba: Adds a 5% chance of HP drain from enemies.Įngraved Blade: Every slash becomes a Ki wave. Universal weapon fit to use against any enemy, except Mothers because of their suicidal explosions that deal a large amount of damage. Every enemy killed by the katana will drop ammo, making it essential part of fights.īest to use for short range attacks and when conserving ammo. It's best for close range battles or when low on ammo. Katana returns yet again in Shadow Warrior 3 as Dragontail. Katana returns in Shadow Warrior 2 now in couple of different variations. The weapons descriptions states, that katana is made by fitting laser-whetted folded steel to a strong, yet lightweight carbon fiber handle. The blade combine with Ki attacks becomes a universal weapon fit to use against any enemy, even the bosses and flying creatures. In [[ 2013 version, katana now has much more vital position in Lo Wang's arsenal. It can only slice through lower Evil Ninjas, as other enemies after killed with katana will only show their default death animation. In the Classic, katana is more of a secondary weapon, used only when being out or conserving ammo. ![]() Overview Shadow Warrior Classic, Wanton Destruction and Twin Dragon 1.1 Shadow Warrior Classic, Wanton Destruction and Twin Dragon.
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