![]() The writing is a bit of a one-trick-pony of juvenile jokes from an era lost to political correctness and faux maturity, but no more so than Borderlands or South Park. The whole thing is just too damn fun for me to care about its little faults. To be clear: Shadow Warrior 2 is NOT the perfect game-but I can’t remember a single reason why. But, then you just get to blow all that stuff up again, and all is right with the world, so, swings and roundabouts, really. ![]() Not a huge problem in themselves, but losing an hour of progress because the game only saves content when transitioning maps or manually exiting is a bit frustrating. And we both noticed rare-but-catastrophic crashes that seemed to occur because of the physics in the game causing apocalyptic explosions with grenade or rocket launchers. That being said, there are things like a lack of large-scale map to pan around which can be a bit frustrating at times, as toggling between a mini-map and a slightly bigger mini-map just isn’t enough. Also, superhero landing! There are boatloads of quality of life features with things like the inventory, which really shine as well. It’s mildly disorienting at first, but hugely cool. Whether it’s spins, lunges, or rolls, they’re all there. Not only does Shadow Warrior 2 very successfully implement its melee combat, it’s also the first FPS I’ve seen where sword dancing is all in first-person. We were both put off by games like Fallout 4 where melee was only viable while using V.A.T.S., and not while playing in real-time mode. The first thing that stuck out to both of us was just how viable both ranged and melee weapons are. ![]() Rather interestingly, NOTMike and I share very similar opinions on the game. The second is: holy crap is this game fun. The first is that there’s a lot to play through in Shadow Warrior 2, even if tilesets do start to repeat themselves by the second act. In solo, I cleared about double the content in double the time-fancy that. All told, we clocked about 10hrs in co-op, which left us at a little over 30 per cent of the game completed. But, hey, NOTMike and I usually play in Hardcore, so it had to be done. Also, playing on the hardest difficulty that features increased loot at the penalty of massive losses on death probably wasn’t the wisest choice. Being a bit of a completionist, I spent much more time than required in missions (which play out like typical zones in an ARPG) than was necessary. ![]() As they say, “The way of Wang is long and hard.” And long and hard it was. But in order to make a co-op game appeal to the "co-op audience" as it were, it often involves making really damaging alterations to the way the game works and how it tells a story.I’ll confess that neither of us managed to finish the main story, so I can’t speak on expected features like New Game+ or new difficulties, or whatever you want to call them, but it certainly wasn’t for lack of trying. When people say they want SW3 to go back to SW1's design and story style and things like they, they basically want core elements of the game "un-co-opified". SW2 has the same problem a lot of co-op games do in that all the slow moments, all the cutscenes, etc get ripped out and replaced with Borderlands-esque quest givers and gameplay that is basically one combat arena after another. It alternates between action and exploration. ![]() SW2013 tells a linear story with a lot of first person cutscenes. Are you aware that if a game includes co-op such as Shadow Warrior 2 you can still play it single player if you enjoy that and those who want to play with friends or others can also enjoy the game together? Co-op would be completely optional so I don't see why not including this feature would be a good thing. ![]()
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