The enemies in the game are divided into henchman or minor bosses with the weaker ones easily dispatched with your sword and revolver, and the minor bosses better suited to your more powerful, but less satisfying weapons.įurthermore, these super weapons expose the inability of the battle system to achieve anything impressive or requiring any kind of skill. Don’t shoot the bunnies or else a bunny monster will come after you. Sadly, these seconds-long interjections are far too awesome for their own good, as they highlight the imbalance of your permanent weapons. Helping you deal with the quick build-up of enemies are temporary – but admittedly hilarious – ‘finishing weapons’, which are removed from the body of the enemy and are used to unleash hell upon your foes – such as a blackhole, a homing eyeball that shoots lasers and a Gatling gun that shoots fireworks. For some this will be enough, but it could have been so much better. Unfortunately, SW3 actually ends up too streamlined, leaving only enough room for some average gory kills and the odd quick-witted comment. Interestingly, the Shadow Warrior series has gotten shorter with each new entry – in this instance removing Multiplayer, New Game+, and all other extra features – which you’d assume would mean that the developer has been working away to perfect the formula – addition by subtraction, if you will. Some of the visuals that game provides are quite stunning. The only other real gameplay element, the grapple hook sections, are used to transport you from one battle to the next, but take up far too high a percentage of the gameplay and is seemingly artificially extended for inane character interactions. This essentially means that when the game starts to overcrowd these small platforms with waves of enemies there are few ways to enjoy it. The gun/swordplay is relatively decent – allowing for bloodspurting goodness in any given moment – but the battlefields are often far too small and poorly-designed, forcing the action into a box unfit for purpose. What the befalls the game though is a linear structure that devours any chance for anything unique (bar killable rabbits that spawn bad guys with rabbit ears) as cutscenes, battles and grapple hook sections robotically repeat themselves without improving, making the gameplay incredibly predictable. Call me crazy, but after being whipped-up in a giddy euphoria from playing around with the dismembering swordplay, I was half expecting to be able to add SW3 to my list of favourite games of 2022. It shouldn’t have been this way though, as the Doom-esque blasting and Deadpool-like humour combined with stunning environments that has you scaling mountains and cliff faces, running through bamboo forests and admiring Chinese/Japanese temples, starts the player off impressed and raring to go.
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