![]() ![]() Shadow Warrior 2’s The Way of the Wang Content Update opens up a new area within the game’s hub town, presenting seven special trials for Lo Wang to unlock and overcome. Strike at the demon hordes with new perks like Revenge and Shared Pain or arm up with the new Medusa Ray and EX-GF01 minigun. Battle alone or with up to four ninjas in crime in some of the most over the top missions yet like Plague of the Bunny Lords, 50 Shades of Shade, and Danger Zone on Mt. ![]() The Shadow Warrior 2: Bounty Hunt Part 1 content update piles on the action with fourteen wild new missions, two dazzling new weapons, and four tantalizing new perks for Lo Wang and the gang. Strap on your katana and go for one last ride alone or in co-op through missions like Lost Girls, Missing Yakuza, and Danger Zone with new weapons like the Tactical Bullet Spewing Machine (TBSM). However, I’m hoping it feels just as valid to simply play through the game start-to-finish if I want, without feeling like my gear is underpowered.The Shadow Warrior 2: Bounty Hunt Part 2 content update delivers thirteen thrilling new missions, two spectacular new weapons, and three powerful new perks for Lo Wang and the gang. Again, I wonder if it’ll have the same uniqueness I loved about the original Shadow Warrior‘s arsenal-every weapon in that game had a reason to push for the last upgrade, which isn’t really a feature of loot-driven games.Īnd then there’s the question of re-running levels. The upgrade path for weapons is also more fluid, with three gem slots per weapon. when Flying Wild Hog shows off katanas, short swords, crescent blades, and hand claws does it feel different to play with those weapons or is it just an aesthetic choice? I mainly wonder whether it’s actual variety or mainly a bunch of weapons that look different but function the same way-e.g. It’s not an inherently bad idea-I can’t fault them for adding variety. It’s a personal bias: I tend to like when games mete out weapons in a logical manner, and Shadow Warrior was a perfect example of this-starting out with just a katana and a pistol, you eventually filled out the weapon wheel with everything from a four-barreled shotgun to a nuke launcher. I’m worried we’re entering Darksiders/ Darksiders 2 territory-I much preferred the original’s Zelda-esque approach to gadgets, whereas the sequel’s loot-grind felt tedious by comparison. ![]() ![]() I’m less of a fan of the new loot system, but that’s because I’m not a fan of loot systems in general. Generally, though, a level will change each time you play it-and you might be playing them a lot, thanks to the new loot system. There are areas that will, of course, remain the same to accommodate boss fights and the like. Four players in the original game’s tiny corridors would’ve been a nightmare, but four players in levels geared towards exploration seems like a more reasonable proposition.Īll of the levels are also procedurally built. It does make co-op more appealing, though. I’m curious to see how balanced the stealth approach feels at release-during our E3 build it was a bit disconcerting to watch how easily the developers were able to cut out large portions of the level. ![]()
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