While I agree with the general sentiment that the game went a bit overboard with the amount of gems that it dropped, I disagree with the notion that this resulted in you having to spend as much time in the inventory as on the battlefield. You could have four handguns on your weapon wheel and each one would perform vastly different if you have modded them appropriately. Once you get creative with your gem choices the variety and possibilities with all your weapons starts to feel endless. It's important to note that this is all before you even begin slotting gems into these weapons. The four gauntlet type weapons (Chill Factor, Emperor's Touch etc) are also very unique. The Triad and the Deck-ARD are technically both revolvers but they don't feel the same, the Hauer and the Shogun are both pump-action but they're distinct from one another and the Springchester and the Judgment of Enra are vastly different performing railguns. Each weapon also has different base statistics and special abilities (even the weapons from the same category and sub category), which links into how each weapon feels and performs differently. So if you wanted to be cynical you could say that every weapon is the same as every other weapon in its category but that would be both unfair and untrue.Įvery weapon looks, sounds, feels and performs differently to one another. The weapons from the same category are interchangeable in as much as any handgun, shotgun etc, is interchangeable with each other. In that all weapons are pretty much interchangeable But to claim SW2 as a whole lacked focus or a well thought out structure would be grossly unfair in my opinion. That all said, if by lack of focus you mean how they changed the level design and upgrade systems to be far more expansive versus streamlined like in SW1 I can totally understand what you're getting at. And given how they crafted and put together this structure in SW2 it doesn't feel like it lacks focus on the contrary, everything in the game pulls together to facilitate, vary and accentuate the fundamental gameplay mechanics and combat. Sure, the overall structure isn't as streamlined or linear as its predecessor but that was an intentional design decision to open things up and give people more player-choice and replayability. Every feature in SW2 compliments each other instead of hindering. There's a lot of systems running concurrently in SW2 but FWH clearly worked their butts off to make these systems the best they could be, and just as importantly made these systems smoothly interwoven with one another. FWH knew exactly what they wanted for the game so they focused on implementing those aspects and features to the world of Shadow Warrior. Defeat dozens of enemies in each game from the moment you learn how to use the controls.Narrative aside, SW2 didn't lack focus. Stick Fight: Shadow Warrior is a very fluid action game, that's sometimes even spectacular. And, by defeating powerful bosses, you can unlock nine different colored belts that show your game skills. ![]() On top of that, there's a few different kinds of enemies, each one with its own attack patternĪs you progress though the game you can unlock tons of weapons and other objects to equip your character with. If an attack fails, you will be defenseless for a second or two, and any enemy could defeat you. ![]() Stick Fight: Shadow Warrior has a very simple control system: tap the left side of the screen to attack enemies on the left, and tap the right to attack enemies on that side. Control a character situated in the center of the screen, and try to defeat all the enemies that keep appearing from both sides. Vanquish hordes of enemies in the two dimensional action game Stick Fight: Shadow Warrior.
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