Project Warlock — это шутер от первого лица, который попросту нельзя пропускать, если Doom, Hexen и Wolfenstein для вас — не просто слова. Взрывной коктейль из смертоносных пуль, опасных заклинаний и злобных монстров. В Project Warlock вас ждут 60 уровней непрекращающегося безумия, полных кровожадны...
Project Warlock — это шутер от первого лица, который попросту нельзя пропускать, если Doom, Hexen и Wolfenstein для вас — не просто слова. Взрывной коктейль из смертоносных пуль, опасных заклинаний и злобных монстров. В Project Warlock вас ждут 60 уровней непрекращающегося безумия, полных кровожадных врагов и жестоких боссов. Вы не просто будете истреблять врагов, паля из всех стволов, но и сможете развивать своего персонажа при помощи системы перков, улучшать оружие и открывать новые заклинания. Кроме того, стоимость этой игры порадует как поклонников хорошо проработанных инди-проектов, так и ветеранов классических шутеров от первого лица.
В апреле 2018 года у сотен игроков была возможность попробовать раннюю версию Project Warlock и поделиться своими впечатлениями. В течение шести месяцев после этого команда студии Buckshot вместе с художественным руководителем Якубом Цисло доводили игру до совершенства, чтобы подарить вам самые яркие и полные впечатления. “Итог всего этого Вы можете проверить сами.
А, и кстати. Джон Ромеро сказал, что она «круто выглядит».
It's basically something between a Castle Wolfenstein and a Heretic, with a stylish asthetic and simple gameplay.
However, what is there is *quite* polished. The upgrades are fun (reminiscend of Overload in their binary A-vs-B nature), the stat points work well and the perks feel significant enough. The bosses are genuinely difficult and the guns feel "weighty".
If I had to criticize something it'd be the bugs (mostly audio, sadly something Unity is known for, the odd pop, brrrr or hiss) and the fact that normal difficulty makes non-boss enemies too easy while hard goes too far out of the other end with reset-to-title-screen. Needs something in between, really. Hence the -1 star.
Why is FPS locked at 60? whats with the colddown on the axe? sometimes the colddown is longer than normal? destroyes one of the coolest weapon in the first part of the game. Not sure if it after every three swings the colddown is longer? there is no indicator and testing it is a pain and seems random at times, its makes it feel like a input bug. another smaller strange thing, the ends of the levels, would be great if there was a "accept leave level" option or just a press action to to to next level.
if you can live with 60fps and like/love old school shooters BUY and enjoy!
Shotgun verdict: There is a lot to like about Project Warlock, but some flaws are holding it back unnecessarily.
Aight, lads, buckle up. Here's the problems I feel are holding the title back: The movement feels just a tad too sluggish, the hitboxes (particularly the player's) a tad too big. Many attacks aren't particularly well paragraphed, the levels (particularly in the beginning) feel a smidgen too cramped, their design juuust skips over the edge of where repetition moves from familiar and endearing to mentally grating. The difficulty seems hit-and-miss (the first level was far harder for me than anything after that up until the first boss, which saw another spike through apparently unavoidable (though somewhat random) damage.
To top it off, the game saves only when you return to the hub after an array of a few levels. This does not seem so bad in the first hour or so, but when the first boss kicked my ass without giving a hint of what I could do differently (and I've been putting demons out of their misery since the original Doom), I felt pretty annoyed by it. Also, missing secrets means missing out on upgrades, which is a personal pet peeve of mine.
I have to admit, I did not enjoy puking out a slew of negative things about the game, because behind all those flaws waits a pretty good game that could be great if those points were addressed.
The music is catchy and really adds to the mood, the art style works even though it looks akin to Doom at 320x200 back in the day, and has a distinct "Heretic meets Blood" vibe going. The weapons provide nice, visceral feedback and feel powerful. The control scheme is as basic as it gets, but just as with Doom, this mechanically makes the game into a top-down shooter you just happen to play from first person. Enemy variety is pretty decent as well, as is the arsenal of upgradeable weapons and spells.
I really hope that the game gets a few patches and fixes, because as said: It's definitely a game to love at its core.
Great enemy/environment variety, very evil level design (which I like)
OK-ish boss fights, good sound tracks, some tracks are superb.
My favourite part is the level/trap design, those evil contraptions remind me of doom.
I think what keeps most people from this game is the thing with limited lives.
You can play it in easy so you have unlimited lives.
Or you can start it on normal/hard, and choose to play single stage and farm lives (recommend on boss stage)
That way you can play it as hard as you like and not to worry about lives.
Project Warlock is clearly a game made with passion. It's a fast paced shooter in the vein of the pre-Doom greats like Wolfenstein 3D or Catacomb Abyss. It's moderately challenging, and chock-a-block with weird monsters, fun guns, interesting (although very mazelike) levels, optional magic, and a small but well balanced upgrade system which rewards exploration and trying different things.
Graphically, the game won't appeal to some, as it's a highly pixelated, cartoon sprite look deliberately similar to it's inspirations. The framerate however is far more modern, and there are many modern touches like reflective surfaces or realtime lighting effect. There are also a number of custom shaders available in-game to tailor the look and feel, although I mostly don't use these.
In terms of audio, the FX are serviceable and identifiable but not spectacular. The occasional voice lines from the titular warlock (mostly "You motherf....s" when he dies) fit in pretty well. The soundtrack is the standout here, although it works best with the game and isn't quite as good by itself as an OST collector might prefer.
In terms of mechanical gameplay, controls are simple and responsive, aiming is easy due to large hitboxes and minimal input lag, and weapons and spells feel largely balanced to the enemies you'll encounter. Protip: Get the quad shottie upgrade, flame weapons not so useful.
Overall, an excellent game with a modicum of replayability, held back from 5 stars only because I think they missed a major opportunity to include some form of level editor and browser - these would have extended the game's playability tremendously, considering the relative simplicity of building levels would (hopefully) bring in many rookie mapmakers. However the devs appear responsive to feedback, even if it takes a little while to implement, so I'm hoping for good news on that front. Maybe in PW2?
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