I’m not sure why this series seems to want to make it hard for people to see what they’re doing, but I suppose this game is solidifying that trait as a trademark. I got turned around a fair amount in the second level, mostly because of how dark it was. They aren’t as well-designed and satisfying to navigate as the levels in, say, Prodeus or Dread Templar, though. The levels are very much the classic “wander around and find keys” type. I’d fire a shot off, positive I was on the money, only for the attack to do nothing. This latter path gets a scope that lets you shoot out powerful railgun shots, but these too are astoundingly inaccurate. This is a problem for the rifle, as you can either upgrade it into the blinding heavy rifle or the useless, inaccurate laser rifle. You can upgrade all of the weapons too, but once you choose a path, it looks like you’re stuck with it. The weapons still have very predominant muzzle flashes, but they aren’t as eyeball-searing as last time. The second level is much darker than the first, which is awkward when a huge amount of enemies are taking potshots at you from the darkness. I had to turn the brightness up to be able to fight them. Then I got to the second level, which dropped me in an extremely dark cave where I could barely see the enemies in front of me. After the first one, I was extremely impressed by Project Warlock II. These levels are pretty huge and are packed with secrets. The map is too close for my liking, though, unless there’s a way to zoom out. Levels here drop the boxy Wolfenstein 3D aspect the original leaned so heavily on and give way to larger, more visually interesting levels. It’s not quite at Serious Sam levels, but things can get really dicey very fast. The first level alone saw me killing over 500 enemies. Project Warlock II is much more enemy-heavy than I expected. Or maybe a shotgun-toting skeleton drops down next to you and unload rounds before you can react. Palmer can use magic to temporarily allow him to dual wield a second gun.Įnemies show up behind you without warning and ruin your day. Different characters have unique aspects to them, but I haven’t unlocked any others yet. ![]() Project Warlock II has multiple characters, but only one of these, Palmer, is available at the start. Naturally, you can’t change the difficulty without starting a new game. I picked the latter and didn’t realize I was even playing on hard until well past the point where I was willing to start over. “Ah, easy and normal, huh?” you might think. When you start a new game in Project Warlock II, you have two difficulties: Go Easy on Me and Come Get Some. ![]() But the question stands: is Project Warlock II worth it in Early Access? And while there are definitely parts I like more about the sequel so far than its predecessor, it still has things that ruffle my feathers. I was worried Project Warlock II would be the same. That game, however, absolutely blinded me every chance it got. I play a lot of first-person shooters, and the muzzle flashes in them rarely give me trouble. The first Project Warlock was a game I was quite fond of in spite of the fact that I could hardly play it.
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