Perhaps this is to make it work better on a controller with less inputs, but at the same time, these changes also work hand-in-hand with the game's entirely different combat beat, which seems now heavily inspired by the recent Doom games. These paths then end up in typically circular battle arenas, where enemies spawn in waves and progress is achieved by vanquishing them all.Įssentially, a level is an A to B path where you engage in first person platforming with very light combat in a corridor style where you have very distinct paths that you can traverse through very quickly. Ultimately, we're looking at tunnel-like movement from arena to arena, but the design is great and the combat itself is very well designed. The focus on fewer weapons works as they're all satisfying to use, while the enemy design is also worthy of praise. It's a different take on Shadow Warrior, but the move from the Road Hog engine to Unreal isn't as smooth as it should be - literally. ![]() While Flying Wild Hog's transition from an art perspective is generally well accomplished, other technical elements fall short. That starts with the move away from real-time engine-generated cinematics to low frame-rate, low quality video, which often interrupt the flow of the game as they used mid-level to introduce new areas, characters and enemy mechanics.
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