Introduction Born late in the era of the Doom clones and under the looming success (some might even say shadow, har-har) of such titles as Duke Nukem 3D, Heretic, Hexen, Blood and others, the original Shadow Warrior was a product of 3D Realms (the maker of many such clones). Faced with the tall order of standing out among these giants in the emergent genre of the first-person shooter, it tried its best to dazzle and wow with technical feats like climbable ladders, turret sections, and vehicles, all of which would go on to become staples of the genre in later years. Sadly though, while its gameplay was strong, its story and atmosphere was not, and with the 90's fast drawing to a close (a time which would include a slew of histrionic controversies about video-game violence that would dampen the genre for years to come), many people were craving more than the usual run-and-gun adventure that had served past titles so well. Thus, while it garnered a cult following among the fans of original-generation FPS games, Shadow Warrior was left to languish in obscurity, while games like Half-Life would come to define the next decade with their blend of a cinematic experience and action. However, by the early 2010's, this situation had changed. The scandals of the late 90's had largely cooled or blown over, and a slew of bad attempts at revitalizing old franchises had filled the increasingly-mature fans of that generation with frustration, as well as a desire to do right by their childhood treasures. In hindsight, with object lessons on how to get things wrong scattered all over the place, it seems inevitable now that someone was bound to get it right. Like its inspiration source material Doom, Shadow Warrior is all about shooting demons and kicking ass, only with a magic katana instead of a chainsaw. Cowabunga, hellspawn! That someone as it happened was Flying Wild Hog Studios. Fresh off the learning curve from their experiences making Hard Reset, a game that sought to capture once again the action-packed and fast-paced mechanics of the Doom clones, they caught the attention of Devolver Digital, who themselves were old hands at such titles thanks to their work with Croteam on the Serious Sam franchise. Together, these two forces teamed up like buddy cops from an 80s action flick to produce a nostalgia extravaganza that nevertheless remained self-aware and novel enough to be engrossing for fans and newcomers alike. Now, five years later, the question remains: did they succeed? Some might argue the sequel they got is proof enough, but there's more to a good game than making money. If you want to decided for yourself, you can usually pick it up for $9.99 on Steam during a sale (or play the demo for free if you're the 'try before buying' type). If you want to hear more though, then buckle up (no seriously, this starts in a car). StoryThe plot starts with protagonist and modern ninja mercenary Lo Wang (yes, seriously) on his way to complete an 'acquisition' for his boss, the shady industrial magnate Orochi ZIlla. His goal is to get a reclusive rich man named Miyazaki to part with a master-crafted and legendary sword called the Nobitsura Kage. When money fails to do the job, he whips out his own blades and goes to work. About five minutes later, he runs afoul of Miyazaki himself, who it turns out is in league with supernatural, extra-dimensional powers. Things quickly spiral out from there, as Wang is captured and held hostage in negotiations with Zilla, before a full-scale invasion of tribal-looking demonic creatures cuts his incarceration short. He then makes 'friends' with the deceased Miyazaki's familiar, a demon named Hoji tied to a magic mask, whose connections to the sword run deep. Together, the pair set out like a two-man comedy routine made of high-caliber weaponry and flashing katanas to reclaim the sword (nominally to finish the job and get paid, though that changes later on). The underlying subplot of the history of the Nobitsura Kage and its connection to the mysterious Shadow Beings is told through beautifully-illustrated and engaging comic slides accompanied by superb voice acting. It really makes a contrast with the goofy, quip-loaded cutscenes that tell Wang's side of things. This lightning-paced storytelling is reminiscent of both the Doom clones of old, and the kung-fu flicks that the original Shadow Warrior was created in homage to. It's rapid-fire, concise, and totally goddamn bonkers. Yet unlike the original, the narrative of the reboot never feels like it's just there to push the boat along. Despite being corny, cheesy and high in calories, the main story and the central subplot (revolving around the mysterious Shadow Beings and their leader Enra, who really, really want the sword) are offset and supported by the comical banter between Hoji and Wang. The zingers and belly-aching that they bounce off one another make them seem far more human and relatable, like a duo in a buddy-cop film (specifically John Woo's Hard Boiled if we're being honest, though there's definitely a bit of Tom Hardy's Venom in the relationship too). The additional subplot of Hoji's missing memories and his ties to the sword also adds depth to the bond between the two, with tension over his role as an unreliable guide pursuing his own agenda adding an extra element of engagement. All in all, it makes for a good blend of action, comedy and mystery, which adds cinematic value to a game that otherwise lacks it. It's like Shakespeare with exploding demons and gun battles instead of florid speeches and fencing duels. Gameplay and Design The core of the gameplay is still very much rooted in the style of the Doom clones, though with obvious adjustments to make up for the passage of time. Apart from maybe one puzzle section, which is purposely lambasted with its own comedic presentation, the game flows from one combat segment to the next, relying on the action to serve as the chief tent-pole of its experience. This sets it apart from other reboots in that it plays to its own strengths rather than trying to do too much with too little. Enemies attacks are almost entirely projectile-based, with only a few brief and short-lived segments against Yakuza assassins breaking this pattern, meaning that the heart and soul of the fighting is in the movement. Lo Wang may not cover ground with the same speed as other old-fashioned FPS heroes, but he is a master of rapid side-steps and lunges, meaning that in the relatively compact combat arenas you'll face, circle-strafing or weaving between foes is a must. This is especially important at higher difficulties, where ammo is scarce, and sword-play is all that stands between you and death. In fact, it often feels like the gun-fighting takes back-seat Battles are brutal and bloody, with combos awarding you karma points that can be spent to unlock durability upgrades to fortify Lo Wang for the journey ahead. What this produces is a fast-paced blend of slicing and dicing with a sprinkling of bullets and bombastic explosions. Layered over all this like frosting on a cake is a system of chi powers Wang can invoke with button combos to enhance his abilities, including launching energy waves with his sword swings, generating a frontal shield to absorb blows, or rapid short-term healing. This last power in particular becomes vital later on, where battles become a mix of attack and retreat tactics thanks to increased enemy aggression and health. It's immensely engaging and satisfying when you master it, with enemies flying apart in a shower of blood and body parts as you dance between them like a highly-visible ninja who doesn't mind a double-digit body count. As far as visuals go, there's not a lot to say, though it doesn't mean it shouldn't be said. The game has superb visuals, even if it's seven or so years old at the time of this writing. It doesn't rely solely on its fidelity either, as some more modern titles are wont to do. All missions have unique color palettes that make areas that would otherwise be nondescript corridors and rooms feel a little more memorable. It also has some impressive set-pieces to liven things up as well, such as snowy mountain vistas, or (more impressively) a raging thunderstorm that sweeps through some docks you'll end up fighting through. The music complements everything quite well, with heavy drums and eastern flutes mixed with electric guitar chords that help sell the kung-fu action-hero vibe the game aims for. Of course that's not to say everything about the game is fine and dandy. Battles at higher difficulties can drag out for painfully long periods, especially when fighting enemies accompanied by endless waves of adds. The game can also be taxing for those with lower-end machines, as even now the graphics are on the higher end of the performance requirements scale. And as for the boss fights? They're a mixed bag, especially when playing more hardcore difficulties, which are so stingy with their ammo placement as to make it seem like all you ever have is your trusty cutting utensil. Also, the karma system used to upgrade certain abilities has very ill-defined requirements when it comes to scoring points, making its end-of-battle marks feel almost arbitrary at times. Most of all, the need to open every door and cabinet for resources feels like it could've been toned down. The complex environments don't always mesh well with hunting for money and ammo, as it's sometimes hard to tell what is and isn't something you can open. Oh, and there's this very frustrating glitch that can sometimes lead to dodging in the wrong way or at the wrong time resulting in instant death; not something you want to have to deal with when some of the fights can Final Verdict Shadow Warrior isn't perfect by any means. It has its flaws like any other game. But on the whole, it's a solid title. It's not designed to be ground-breaking; just a fun romp through a reimagined and wacky 90's cult classic. It's got story, it's got fun; it's got violence and it's got guns. But most of all, it's got heart. You might even say it has...the touch. So go check it out! You've got the power! And remember: swords don't run out of ammo! Final Score: 8.7
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