

That, in connection with his crowd control skills, always allows him to be the one to deal the first blow. Traversing via the grapple hook grants him an extreme velocity. Opon: Lo Wang has a set of tools that allow him to always be one step ahead of his formidable foes.

What are some of the things you’ve done to achieve that? You’ve said you want to make the player feel overpowered in this latest Shadow Warrior. Due to the quick pacing of the gameplay and a more focused structure of the locations, we went back to using the classic skill tree character progression system and Lo Wang’s arsenal. That’s why the remaining mechanics had to get adapted to this system in order to support and cooperate with it. Opon: Shadow Warrior 3’s core loop is based on quick, seamless gameplay and acquiring Gore Tools. Can you talk about how you refined some of those systems, added to them, and, in some cases, got rid of them? Shadow Warrior 3’s design seems to be focused, in part, on reexamining some of the core systems built into the gameplay. At the same time, a lot of our devs were already acquainted with UE, so that helped immensely. The only minor obstacle we came across was the need to focus more on the basic systems that you need to get the game running, which we’ve worked on once before. The first prototype of the game was created in just three months, which is really fast. Opon: Unreal Engine is really intuitive to use. What challenges did you face when shifting to an entirely new engine for Shadow Warrior 3?
#Shadow warrior 2013 how to#
Besides, it’s way easier to find developers experienced in UE than teach everyone how to use a proprietary engine.Īs of now, we have four games in production and all of them are powered by Unreal Engine. UE enables us to stay up-to-date with modern technology in game development.

Opon: Utilizing an engine that is being actively developed and has proven itself in a lot of productions reduces the occurrences of risks that emerge when you develop your own technology. What made you decide to change to Unreal Engine for Shadow Warrior 3? Shadow Warrior and Shadow Warrior 2 were both built using your internal Road Hog Engine. That’s why we at Flying Wild Hog virtually unanimously agreed that we’re going with a linear campaign with a single-player focus. We also took a closer gander at the classic Shadow Warrior and realized that we’re working on a legacy and need some of those idiosyncratic features that made the classic game so special. Opon: Once work on the third installment had commenced, we had this sense that we had lost a portion of the story element-that focus on this insane, bombastic adventure that Shadow Warrior 2013 had, especially if you take into account the relationship between Lo Wang and his sidekick. What do you hope to achieve with Shadow Warrior 3?
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Where the 2013 reboot proved that the game could be modernized and successful, Shadow Warrior 2 built up its audience and helped reestablish the title as series worthy. It took a lot of evaluation but I think we pulled off a really good job! However, we believe that edginess also should have its barriers in order to not turn into disrespectfulness. Obviously, Shadow Warrior is a franchise that is intrinsically edgy. We were aware that not everything had aged well since 1997, times have changed and we decided to keep the outdated stuff out of our series. If you’re a fan of his cheesy one-liners, it's fair to say that you can expect that same energy in Shadow Warrior 3! Kuba Opon, Shadow Warrior 3 Game Director: When we started working on Shadow Warrior, our writers reimagined Lo Wang as a younger goofball who considered his jokes a divine power. Going back to the original reboot of the original Shadow Warrior from 1997, how did the team at Flying Wild Hog recreate the best elements of that game while leaving behind some of the less desirable elements? We chatted with Shadow Warrior 3 Game Director Kuba Opon about that refocus, how the developers worked to inject more verticality into this third entry in the franchise, and why Unreal Engine was a good fit for the first-person shooter. This time around, the studio decided to go back to that source game, and pull forward a renewed focus on a story that was historically an “insane, bombastic adventure.” Shadow Warrior 2 received equal acclaim, quadrupling the sales of its predecessor, and laying the groundwork for this year’s Shadow Warrior 3. That first reboot hit in 2013 and managed to do what few other reboots from that era achieved: create an enduring success that would become a foundation for a new series based on the franchise. They wanted to sanitise some of the cheesy one-liners and ‘90s crass humor of the original, but not strip away so much that the game lost its character. When Flying Wild Hog decided to reboot classic 3D Realms shooter Shadow Warrior, the team knew it had to walk a fine line.
