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Shadow Warrior (DOS)By: The J Man
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The first person shooter was, and still is, a bloated genre. But if you look at their history, you'll see that they are to the gaming industry what pornography is to technology - early adopters who rake in enormous amounts of cash, and whose potential profits frequently create a demand for new technology. We all know what the Internet is for, and porn played a large part in advancements in digital video, network speeds, storage, you name it. Similarly, the FPS is usually just vapid twitch candy, but it led the charge in creation and adoption of photorealistic, real-time, blazingly fast, true 3D engines. Was that not the goal even in 1994? Are we not still moving toward that today? And what kind of games are the adopters of this new technology, and the benchmarks of that progress? That's what you get with the Build games. A significant, incremental step toward creating a smooth engine and areas more realistic and urban than those in Doom. Their humor and zaniness are more of a stylistic bonus, while the action taking place in its environments is always enjoyably fast and brutal. You should expect nothing more and nothing less with this game; Shadow Warrior. Build3D does Japanese samurai films.
Through various delays and internal issues, Shadow Warrior ended up coming out in 1997 as the last Build title. You may have heard critics razzing the game for "missing the boat." Duke3D was absolutlely a true "Doom-killer," and wrested the FPS crown away from its 2.5-D competition. But for many, Quake's true three-dimentional levels closed that old chapter and started a new one by which all future FPS titles would be judged. Even the fickle gaming media blew off Shadow Warrior because it came a mere year after Quake, and used boring "old" last-year's technology (who's writing these reviews? Joan Rivers?) Personally, I believe that Build's ability to render incredibly diverse, rich arenas bests any of the early true-3D titles. Quake's action is impressive, but its locations are boring. Build titles, by comparision, are full of needed variety. The games in the Holy Trinity of Build3D arguably play the same, or at least similar, but the levels among them offer distinct experiences from both each other, and from other games on the market. Take some of the showcase levels as an example - the boardwalk in Blood, the space station in Duke, the villa, underwater base, and clouded volcano in this game. You'll get no brown castle walls and barren corridors here. Though Shadow Warrior's lack of true 3D rapidly becomes apparent, it looks real enough for my tastes, and a damn sight better than the repetitious dungeons of Quake, or even Doom.
But like any FPS, these puzzles and interaction act as an added bonus to the main attraction of first person shooting. Shadow Warrior isn't likely to disappoint in this regard - I say isn't "likely" because you are causing the same physical trauma to humanoid enemies that you do, not only in every Build game, but in every FPS EVER MADE. If you get bored of the staple action of shooting enemies, then your only recourse is to leave the entire genre behind. Otherwise, Shadow Warrior is as competent as the tops of the class, and makes itself distinct with its creative combination of ninja-themed weapons and Western artillery. You have throwing stars, caltrops, smoke bombs, and a razor sword early in the game. You'll quickly move on to double-fisted Uzis, a shotgun with a four-chambered revolving barrel, and the delightful spike mines that stick to most surfaces. By the time you get to the flamethrowing head, deadly autonomous clone of yourself, and nuclear missile launcher (which usually manages to kill you too at harder difficulties), your tongue should be firmly in cheek. Almost all weapons have a secondary fire function, increasing their adaptability to wider situations. The missile launcher cycles through three different kinds of ordinance. The shotgun fires one barrel at a time, or all four at once for tougher foes. You can select two uzis at once, or drop to one to conserve ammo. These are all selected by pressing the number key for that weapon again, with a corresponding visual change to the gun model, such as an LED illuminating. This makes it easy to see which setting you're currently on, and the limited settings (usually two per gun) means you can cycle between them as easily as you would switch to a new weapon.
Controls are the same as previous Build games, with a full keymapper in the setup program. The only thing worth noting here is that Shadow Warrior, perhaps responding to Quake's competition, attempts to be far more 3D and stretches its technology in places the other Build titles avoided. Enemies often appear on ledges above and below you, in cramped quarters that require you to look in their direction instead of simply backing up and letting auto-aim do its job. Mouselook in Duke was more of a novelty than a requirement, but not so here. You'll need it to crack at least three puzzles. You'll especially rely on it when handling the grenade launcher, as you must elevate your view to properly hook shots around corners. Since Build isn't true 3D, you'll see a distinctive warping every time you try to do this, and it's the only visually sour part of an otherwise rich game. Sound is a high point, with excellent music that streams off the CD. Most is subdued atmospherics played on classic instruments like the shamisen. Occasionally you get some rock-style themes with the same instrument selection but more bass and "power." Effects seem taken from the Build library. Explosions, brass, richochets, blood, and groans are appropriate, but nothing special. Lo Wang's actor (John Galt) delivers his lines with an impish glee. In general, the audio supports its visuals well. It sounds dismissive to call this a "Samurai Duke Nukem," but honestly, that's pretty much the score. You have inventive weapons, you have plenty of action, you have a character with some snappy lines and a love of big guns. Any distinctively Japanese weapons get passed over by the end of the first level, and the monsters you splatter them with could just have easily come from outer space instead of some kind of oni conjured up by Zilla's meddling. However, there are frequently beautiful areas reflecting classic Japanese styles and temples. Excellent texture work and a few digital pictures of art and statues give Shadow Warrior's levels a distinctive style. If you're looking for more of the same action in new locations, this is much more complete than a simple expansion pack. If you're bored of this gameplay, or never liked it to begin with, this is just a continuation of Duke's successful style. -reviewed 12/28/07 - game copyright 1997 Atari, Inc.
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