Let's say that there's a school filled with FPS games. We'll call DOOM Eternal is the smartest kid in the class, the Albert Einstein of all FPS games. Shadow Warrior 3 is that average Joe who asks DOOM for help. Shadow Warrior 3 has some notes, but not all of them are copied to make it feel enough like its …
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Let's say that there's a school filled with FPS games. We'll call DOOM Eternal is the smartest kid in the class, the Albert Einstein of all FPS games. Shadow Warrior 3 is that average Joe who asks DOOM for help. Shadow Warrior 3 has some notes, but not all of them are copied to make it feel enough like its own work. And with some of that help, Shadow Warrior 3 passes.
That is the best way I could describe Shadow Warrior 3. It takes a lot of notes from DOOM Eternal in terms of design philosophy. It just does things differently. Instead of glory kills giving health, ranged attacks do. Instead of the chainsaw giving ammo, melee attacks do. SW3's version of glory kills are finishers where they replenish all health and give unique weapons for a limited time, providing brief moments of a given power fantasy. You have 2 charges (3 much later) and if you use 2 on a heavy enemy for a stronger weapon or 1 on a weaker enemy just for the sake of regaining health. This system is a good way for players to use enemy prioritization. It's got a good variety of recognizeable enemies, all with different quirks. I will say though. What I think it does better than DOOM Eternal is a greater emphasis on using the environment to your advantage. There are a lot more traps here andthere are a lot more barrels. The barrels have different elemental effects and you can either chi blast them to push them or use the grappling hook to pull them.
What stands out mechanically is how Shadow Warrior 3 incentivizes weapon switching. Shadow Warrior 3 has 6 weapons and they all reload like any modern FPS. Switching weapons or using the katana with right click reloads them. Much like how shooting DOOM Eternal's precision bolt, switching to another weapon, then switching back to the precision bolt resets the cooldown and is much faster than waiting for it to cool down. I think this is a great mechanic for players who want to get better.
Not everything lands. Heavy enemy health is spongy that it is hard to study for smoother and ammo efficient weapon switching combos which is what made DOOM Eternal's enemies feel so well balanced. Part of what I adore about DOOM Eternal is that enemies demanded quickswapping, but not so much that they feel bloated. With efficient quickswapping, the super heavies lasted like say 7 seconds. With even Shadow Warrior 3's heavy enemies, I lost count of how long it takes to kill them with quickswapping. I think each enemy varies in their health pools so that may be why its harder to familiarize with combos while DOOM has categories of enemies based on their health pool.
I could not care any less about the writing. Referential jokes, low brow jokes, puns taunting the enemies. I didn't laugh once, but it didn't want to make me pull out my hair like Borderlands 3 did. A straight foward story about killing a dragon. It's whatever.
It's only like 5 hours long and it sure as hell ain't worth $50. Personally, I pirated the game because of that steep price. Get it while it's at a huge discount. It's a neat shooter. But you should play DOOM Eternal instead.
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