Shadow Warrior is a bit of my culpable winter pleasure that ends. Of course, it is felt that the development has had to be hasty and that the studio's ambition has perhaps been constrained by timetable objectives and probably less expensive financing than that of the Bethesda stable. Clearly more permissive and less subtle than Doom in the approach, however, gameplay remains devilishly effective. The weapons are all successful, the shots have impact and the hero's flexibility augurs for beautiful recaptures of the fly. Only the grapple remains a little too shy and lacks impact like speed when you throw yourself at an enemy. The set may seem a little rough sometimes and some collision problems may occur, but not always be brakes to the pleasure of playing intact. Shadow Warrior 3 remains a great fun-mouth before the next game of the ID Software that we should hear about by the next E3. It will only be necessary to close your eyes to a weak lifespan for the gender. A lesser evil for a short but intense experience, to keep appetite for the return of the king. Neither perfect nor failed, Shadow Warrior 3 is the image of his hero: a little bit cabossed, sometimes heavy but with a very good background inside for anyone to dig.
For
- Artistic direction
- Very original and crazy best
- The main theme that slams
- The nervousness of the gameplay
- Gameplay controlled arcade
- The arsenal with punch
- The Glory Kills Revisited
- The boss fight against the giant cock
- The suicide raccoon (RIP)
Against
- Some collision bugs
- Lack of variety of the bestiary
- Discrete OST
- The soft grapple of the knee
- AI that sometimes has strokes
- Lo Wang often heavying
- Very low lifetime
- Customization limited by lifetime
- Platform level CP
- Only two bosses
- Slowing in kinematics
- No new game plus or nightmare mode





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