How fun is it?
Shadow Warrior 2
They absolutely murdered the game with borderlands esque systems and semi random levels (which actually resulted in game re-using 3 fucking levels all over and over again, you just spawned at different sides).
Also the sidekick bitch was nowhere nearly as good as Hoji who was the best thing about SW13.
Fun for a single playthrough on Hard difficulty. The loot aspect and bullet sponges on higher difficulties really drag it down.
fun
fantastic gameplay, subpar game
Moving around at light speed, dodging and doublejumping everywhere while slicing and shooting bad guys feels absolutely great but the whole design philosophy of randomizing nearly everything essentiall kills the game.
Comparing artifacts and respecing weapons is annoying and often you just say "fuck it" and use whatever does the most damage.
The randomized level design results in tons of deja-vu moments (hell, there's a fair chance that you run through the arena of the final boss a few times before even fighting it) and doesn't feature enough variety for multiple playthroughs or extended play time since there's essentially enough level content in the game for like four or five proper levels.
Leveling up feels pretty unsatisfying since all you get is some skillpoints - no HP increase, no MP increase, no base damage increase, no nothing.
Combined with the lack of enemy levels/stats you never feel like you made any real progress outside of your weapon talismans.
The story and writing is also horrendous with some pretty ridiculous character derailment and an annoying Hoji stand-in.
Seriously, the game feels like an early access title that's still missing its major polish and after a while you'll be asking yourself "why am I even doing this?".
It does feature the most satisfying chainsaws in any FPS so far, though.
>biggest problem with the 2013 reboot was the gunplay
>"hey lets make the sequel a looter shooter with even more bullet spongey enemies"
This, the devs clearly ran out of money somewhere during development.
It's pretty fun if you ignore the gem upgrade system. I spent hours trying to minmax gems that gave me +0.14% more crit chance til I said fuck it. Look up where you get the nobitsuta kage in this one, it's stupidly powerful.
What's baffling is most of the free DLC.
>"Hey! Here's your Christmas level DLC!"
>the same town level you played dozens of times, only with snow, presents, candycanes and santa hats
>"Hey! The bountyhunter DLC has finally been released!"
>run back and forth the same fucking maps you played dozens of times to shoot a certain type of enemy for like half an hour per map
>"Hey! The Way of the Wang has been released!"
>did you even playtest half of this shit?!
Not fun at all. It's basically the worst aspects of looter shooters condensed into a single game:
>Mind numbingly repetitive game play and maps.
>Enemies that can soak up multiple mags.
>Meaningless loot.
>Bland as fuck rpg elements.
>Town hubs that feel like morgues.
>No story or characters worth mentioning.
Hard pass and play the original instead.
To give you an idea how bananas the design is:
Due to copying loot-based games they decided to highlight DPS as if it's the most important stat of a weapon but the thing is, this is a damn first person shooter where you have to aim at quickly moving targets, guide shots, etc., not a Diablo-esque RPG where you just keep your mouse cursor on an enemy and hold down the attack button and your character keeps hitting it until it dies.
So that 89.3 DPS might look high but each shot actually only does 6-7 damage, some shots probably won't hit and some are GUARANTEED to not hit thanks to that miss rate stat down there that just says "no, that shot didn't count - not even at point blank".
And then there is the Orbs of Masamune system that was later patched in to give you some sort of proper weapon customisation.
Problem is that those orbs are extremely rare during normal play and the costs for upgrading have an absolutely ridiculous increase to the point that you'll probably stop increasing your weapon stats after two levels.
The core mechanics (particularly movement) are great but the actual game is wank
plus clip size and reload times affects what would be an actual DPS so much.
Those are taken in to account though. You could use one of those "double-edged sword" mods that gave you + reload and - fire rate on a rocket launcher (1 shot per reload) for huge DPS.
there is a rng based miss chance? fucking morons
>using guns
Just play the 2013 one instead
fpbp
it's very hit and miss, like 30% of the time everything kinda comes together and it's great the rest of the time it feels very mismatched
also the melee and dodging feels really sloppy compared to sw2013, you are constantly getting hit with no way to dodge and the levels are a bit rough around the edges, some level chunks and setpieces are pretty great looking though so it's a shame you kind of just rush through it, should have been more tailored singleplayer
>borderlands esque systems
it's not really focused on the loot though, it's fairly inconsequential to the gameplay
Guns become much stronger later on.
You can essentially turn even the pistols into one hit killing machines with splash damage.
Only really shit guns are SMGs due to every single shot being way too weak.
Not really fun. Looters and shooters don't go well together, it's always the same shit and doesn't work.
Its up there for me with SoF1
they added random missing to the guns in a fucking FPS? what the fuck were they thinking?
it's ok if you don't play on insane difficulty or whatever
the level design and mission structure is pretty bad though, how they went from unique levels in SW1 to reusing the same 3-4 levels 90% of the time in SW2 is beyond me, there's only a few missions where you see unique levels
couldn't said it better, the gameplay is fps warframe which is fun and added to what you said I can't find middle ground in the game difficulty between fun and hard spot, it either too easy and boring or frustrated hard.