![]() ![]() Can you say more on that?įWH: The main goal for us was to provide the most action-packed and visually stunning linear campaign our studio has ever done, however better quality meant that we needed to be extra careful with how much content we’re making, and to consider if everything we’re doing has a meaningful impact on the whole experience. SN: You previously said that Shadow Warrior 3 “focuses more on density rather than longevity” about the game length. And arenas are built entirely around the idea of providing a clean, fun-to-navigate environment that supports all the movement mechanics and combines those with combat. Overall the arenas were one of the focal points for our gameplay since shooting is probably the most important core element of our game. The environmental kills were a fun gameplay ingredient that added a cool element to make arenas more interactive. This gave us time for more iterations of the map to deliver the best gameplay possible.īecause the player gets all the tools to travel (grappling, wall run) pretty quickly, we were able to build maps without limits which also allowed us to keep consistency between maps. This allowed us to deliver a playable version of the level in a fairly short time, which already included art, story, and gameplay. This helped distribute the work – some people were looking for references, and the rest could work in the engine and come up with interesting gameplay for the player. So from the very beginning, the map was created ‘in parallel’ in each department. From the very beginning, we worked in strike teams, which included someone from Level Design, someone from Level Art, someone from 3D, and we also had support from the story team and concept art. On each map, there were places that the player would remember and associate with that map. We had some keywords that we had to stick to, like ‘monumentality’. The most important thing for us was for the player to have fun. SN: Can you take us through the process of how each level was hand-made in the game? What were the main priorities around which a level was drawn up? Was it the new traversal mechanics, environmental kills for example?įWH: We were a gameplay-driven game from the beginning. As is typical for game development, we usually have more ideas for refining the Shadow Warrior experience than we do time to implement them all. SN: Following the last two games, did it become more difficult or easy to keep nailing the trademark humor and crazy violence for Shadow Warrior 3?įWH: All the crazy, over-the-top violence is what the franchise is known for, you know…those ideas come naturally during the development, so what’s difficult is rather how to fit them all within our pipeline. Shadow Warrior 3 has racked up stellar scores from numerous critics as it readies for its release on all supported platforms later today. There are no plans for any Shadow Warrior 3 DLC right now, the developer confirmed, but fans can keep their fingers crossed for some special announcements down the road. It was why Flying Wild Hog came up with the idea of “Gore Tools” to “spice things up” in Shadow Warrior 3.įurthermore, post-release content plans were “certainly considered” during development, but are not a focus at present. The developer was also not in favor of just adding “a fancy animation” for players to trigger. However, the feature proved to be too complicated and time-consuming. Speaking with SegmentNext in a recent interview, developer Flying Wild Hog confirmed that “some attempts” were made to introduce finishing moves to the first Shadow Warrior game. Shadow Warrior 3 is a culmination of creative ideas dating back to the 2013 Shadow Warrior reboot which needed time and planning to realize.
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