In the third level, I unlocked what I’d describe as a “fire-hose” spell, turning any enemy in front of me into a dancing conflagration. The second, however, would freeze all surrounding enemies within its large splash radius, making it very useful for responding to the game’s frequent ambush sequences. The first spell I obtained let me dual-wield my guns, which, let’s face it, you can do without the aid of magic. The second level has a better rhythm to it than the first, and it’s also here where the game’s spells began to show their value. Otherwise, though, Project Warlock 2’s first half-hour is messy in all the wrong ways – confusing and lacking a clear direction.Īs Project Warlock 2 progresses, however, it begins to sculpt a more distinct experience out of the lump of flesh it initially presents you with. Blasting an enemy at close range sounds like a helicopter crashing into an abattoir. In fact, Project Warlock 2 has one of the best ‘gibbing’ sound effects I’ve ever heard. The starting assault rifle may be unimaginative, but it is enjoyable to shoot, making your enemies collapse in satisfyingly grisly fashion. Project Warlock 2’s opening is not all bad. You spend most of it spraying assault-rifle bullets at a constant stream of enemies while desperately figuring out where you’re supposed to go. Yet while large, the introductory level demonstrates little flow. Where the first game’s levels were small, straightforward gauntlets, the sequel’s maps are like souped-up versions of Doom’s sci-fi mazes, combining sprawling open areas with meandering networks of corridors. It all feels a bit shapeless, a sensation compounded by the fact that one of Project Warlock 2’s major new features is non-linear level design. The art style seems to have been hastily assembled from the remains of Doom, Duke Nukem and System Shock, while many of the game’s enemies are either unsubtle references to or outright copies of iconic foes from the era, including an almost identical version of Quake’s shambler. Dumping you in a nondescript geometric labyrinth and hurling hordes of zombies and skeletons at you, the sequel to the even more retro Project Warlock plays like a vague mishmash of every FPS released before Half-Life. It’s this twist which Project Warlock 2 initially lacks. READ MORE: ’90s dance legends Utah Saints on their video game history and creating new music for ‘Final Vendetta’. From Prodeus to Wrathto Turbo Overkill, there are countless low-poly, high fire-rate experiences tearing up Steam’s underbelly like a space marine with a chainsaw, all of which put their own little twist on the classic formula. The only shooter boomers actually understand is the Vietnam War). (I refuse to call them ‘Boomer Shooters’, as most baby boomers would have been around 45 when Doomcame out. It took a while for Project Warlock 2 to click with me, to the point where I began to wonder whether I’ve finally had my fill of retro-FPS’. This week, Rick Lane is a wizard with a gun in Project Warlock 2. Unfinished Business is NME’s weekly column about the weird and wonderful world of Early Access games.
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