The Shadow Warrior which came out in 2013 from developer Flying Wild Hog was an instant
hit among fans who took control of the modern day ninja Lo Wang as he fought his way � by
sword and gun � through levels of demonic hordes, and it was a classic reboot of the
1997 title with the same name.
Following in the successful wake of their first release, Flying Wild Hog has teamed
up with Devolver for a sequel, and from the looks of the trailer which premiered at E3,
they�ve stayed true to the amped-historical first-person sword-shooter that hallmarked
its predecessor.
Players will once again be playing as Lo Wang (the phallic double entendre notwithstanding)
as he roams through a variety of proto-Asian landscapes, but the first thing they might
notice is that the environments are far more open-ended and non-linear, and will range
from the inside of a tea house and pagoda to the exploration of a gorgeously rendered
Japanese-esque gardens and wilderness.
Another new feature in Shadow Warrior 2 is the development and integration of procedurally
generated levels (similar to Minecraft) with both the position, proximity, and orientation
of such things as buildings, weather, and enemy positions all being randomized � it
gives a dramatic and spontaneous edge to the gameplay, considering one of the biggest challenges
for any FPS has been the monotony associated with pre-generated layouts.
Additionally, Shadow Warrior 2 brings an unprecedented multiplayer co-op mode.
While still being able to access and play the game through single-player, up to three
additional players can now join in.
In a unique style choice, each player will perceive their character as the protagonist,
Lo Wang, with other characters portrayed as supporting ninja � rack it up to solipsism,
but the idea that everyone gets to play as Wang has a certain appeal.
The incorporation of four players brings a new possibility to Shadow Warrior 2 that was
missing from its predecessor as well, and this is the employment of teamwork and strategy
to overcome enemies.
But it also raises some questions about how loot is shared (or not shared), with each
player able to take off on their own to explore the vast shadow-detail-heavy world.
The addition of bigger spaces in the game will also help give Shadow Warrior 2 more
of an open-battlefield feel rather than the often claustrophobic corridor skirmishes of
other FPS releases, and help avoid the linear clustering of enemies.
As we�ve seen in the gameplay trailer, in terms of taking on multiple enemies at one
time this is crucial.
On top of this, and about time considering we�re dealing with ninjas, is some seamless
traversal elements that help Wang move through each level, including ladders and rock-climbing.
And because each level is procedurally generated, you can expect some loot-grinding and re-running
of levels in order to boost up Wang�s skills � a seemingly more RPG-oriented element
of gameplay.
But thankfully the other more prominent ninja elements, such as weaponry and stealth, have
carried over.
Wang can turn invisible and bypass hordes of enemies, or use it to sneak up on an unsuspecting
demon, but it will be interesting to see how Flying Wild Hog has adapted this ability for
four player co-op mode.
In terms of weaponry though, it�s all about style.
Starting out with just a katana held out in front, the advancement through levels and
the subsequent loot discovered and experience gained will grant access to a veritable arsenal
of different ordinances, ranging from classic melee weapons like over-sized shuriken, double
wakizashi swords, and hand claws.
The sound effects and combat graphics are exceptional, but it�s difficult to tell
whether or not each weapon is actually acting differently � at times, one almost wishes
they could pull out style just so they can see the more acrobatic and impressive uses
of the blades.
Nevertheless, the quick-switch feature between weapons allows the player to fire off several
rounds from a four-barreled shotgun against an encroaching demon and then switch instantaneously
to a katana to power through in a final killing blow.
And with over seventy different weapons, one has to wonder if the developers are taking
a page from Borderlands in terms of granting a wider selection of upgradeable firepower.
Three gem slots are available for each weapon, and in keeping with their approach to style,
have some flashy reloading animation.
I enjoy the shotgun, in which a player turns the barrel up, pops in a few rounds, and slams
it back.
You can�t fault a ninja for adding a little panache to his repertoire.
With both the addition of new weapons and the option for co-op play, one can also expect
some ingenuity and novel approaches to how boss fights are handled.
While the first Shadow Warrior relied, much like Half-Life and previous-gen games, solely
on the skills and reflexes of a single player, this sequel adds a component of teamwork.
But again, make sure you haven�t pissed your roommate off recently � the potential
to backstab, or let an unwitting ally plummet into a nest of demons while you watch with
judicious amusement from above, is ever present.
In watching the trailer, there were a few other things that seem to make Shadow Warrior
2 stand out, and it has to do with the sheer aesthetic quality � both in terms of creature
design and movement, actual combat, and back ground scenery.
As mentioned, the game has an amped up attention to light and shadows, and the hyper-color
filter on the buildings and characters alike is highly reminiscent of HD photography.
Fans will have to wait until early 2016 to get their hands on the game, but it will be
worth it.
They can also expect, of course, the quintessential in-game humor which � while childish, and
probably indicative of the sort of people behind its creation � gave the previous
Shadow Warrior a sort of cult status following.
Expect plenty of double entendre and on-the-nose puns about genitalia from the ever witty Wang.
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