![]() ![]() Each episode has a specific theme to it, so you’ll constantly be exploring new areas that flow together naturally. However you go about killing your enemies, there are roughly 60 levels for you to explore through. One spell, for instance, doubled the damage on everything in the game world, which could prove useful during some of the boss encounters. I suppose that could be seen as a flaw, but their descriptions did sound handy. The spells are more straightforward, having only a single option, but I never felt like I was missing out on skipping them. It basically ruined my SMGs and I was stuck with them. ![]() I was really enticed by the prospect of a nailgun, for instance, but then I learned its shots ricochet off of walls and they end up hitting you in tight corridors. The only blemish on the system is that for weapon upgrades, you have no chance to test the changes before you buy them. In my playthrough, I focused entirely on my arsenal instead of spells, but the fact that the game even allows you the option makes for some diverse combat scenarios. #Project warlock ii upgradeMy personal favorite upgrade was taking the double-barrel shotgun and turning it into a flak cannon, which brought up some Unreal Tournament memories for me. You could completely ignore all of this and play the game exactly like Wolfenstein 3D, but with those upgrade tokens, you can learn powerful spells that live up to the game’s title, or transform your weapons into different types. That system is where Project Warlock begins to differentiate itself from the past. ![]() Along with that, exploring each level and discovering secrets will often lead you to upgrade tokens, which you can spend on your weapons or spells. By killing enemies and collecting gold in levels, you’ll earn XP that you can put towards stat boosts. Project Warlock features an incredibly light experience and upgrade system. After however many levels are in your bracket (two, three, or four), you’ll get kicked back to your workshop to focus on weapon/magic upgrades and stat points. You won’t have a choice in what levels you go to next, but you also won’t need to play through the entirety of an episode before it’s over. Project Warlock is divided up into episodes much like id Software’s older work, but the way you progress through them is pre-determined. No need to worry about the plight of humanity when you have keys to find and doors to open. It’s very refreshing to have such a minimalist approach to game design, especially since it lets the actual gameplay do the talking instead of NPCs. While you could try to piece together bits of lore from your surroundings, the main thing you’ll be doing in Project Warlock is shooting demons and blowing them to bits. There is a semblance of plot about the main character, a Warlock, trying to stop demons invading from hell, but like all the classic shooters of the ‘90s, that takes a backseat to the gameplay. It’s expected to be there, but it’s not that important.” Project Warlock lives by that philosophy and immediately kicks you into some action. To quote John Carmack, “Story in a game is like a story in a porn movie. If you grew up with retro shooters and have been yearning for them to come back, you’d be absolutely remiss to pass up Project Warlock. With his small team, they’ve managed to capture the feel of id Software’s legendary Wolfenstein 3D.ĭoes that kind of game still fly in 2018? The short answer is a resounding yes. Developed by Buckshot Software, the game is the vision of 19-year-old Jakub Cislo and his desire to recreate the games of his youth. On my last day of PAX East this year, I took a look at a retro-inspired FPS called Project Warlock. ![]()
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