The game does give you a handy map in the top left of the screen. Unlike the old days, I rarely got lost in the corridors of Project Warlock. While corridors sound boring, I was really invested in this design. A moment of calm to upgrade at the Workshop. Except this time, the exit actually attacks you! It’s a helpful indication that you have reached the end, but it’s also a sneaky last challenge. The level designs are pretty simple: find the keys to unlock doors and find the exit-just like the old days. The game ran really well in both handheld and docked modes. This small claustrophobic feel works really well on the Switch, especially in handheld mode. Most levels are small corridor designs, though every now and then you find an open area. The game is separated into five episodes, each with several levels and a boss fight at the end. The wand can also be charged up to fire a devastating blast. You can tailor the game to play the way you want, which is great.Īs a stage prepares, the game remarks “Get Psyched,” a reference to Wolfenstein 3D and Spear of Destiny, which really took me back. For example, you can lock the y-axis so that the game plays more like old games such as Wolfenstein 3D and of course Doom. You can also change a variety of gameplay settings in the options menu, which was most welcome. Fortunately you can change this to button presses. On the Switch I found this finicky and hard to use, not ideal when enemies were coming to eat me. This slows down the action but doesn’t pause it. To select weapons you use a weapon wheel by holding one of the shoulder buttons. These vary from a simple light to illuminate areas to freeze abilities, although you can only unlock new spells by finding special books hidden in the levels. You can also use magic spells at a press of the left trigger. The kunai can be charged up and thrown at enemies at a distance, as well as used at close range for a quick attack. Even the melee weapons were really useful and fun to use. What I liked is that no weapon felt useless or throwaway. These are gradually given to you, giving you some time to try them out and see if they suit your play style. As you progress through the game you start gaining a variety of weapons like the pistol, crossbow, good old shotgun, flamethrower. You start off with some basic weapons: an axe, a mechanical wand that can shoot small or charged shots, and a kunai (a ninja’s throwing melee weapon). No long cutscenes, no nonsense, just straight-to-the-point FPS action. Project Warlock, as my dad would wisely say, “looks like Doom.” Here, you play a Warlock who looks like a bearded John Romero (who worked on the original Doom) on a mission to eradicate all evil. But is Project Warlock just another Doom clone or something more? Like DOOM, right? Back to basics So when games like Project Warlock come along, they do pique my interest. For every first person shooter (FPS) game my dad saw after Doom, he would always say, “It looks like Doom.” It’s a special memory to me, and it plays a big part in why Doom was a game I jumped on for GameBoy Advance at launch despite its notable graphical downgrade from the original.īut I’m not really attracted to modern FPS games these days they just seem to lack that something special from the era of the original Doom. When my dad used to take me to his place of work I played the shareware versions to death on his old PC. The original Doom and Spear of Destiny (a spin-off of Wolfenstein 3D) have a nostalgic spot in my heart. Review code used, with many thanks to Crunching Koalas! The Doom Days System: Nintendo Switch (also on PC, Xbox One, and PS4)ĭeveloper|Publisher: Buckshot Software | Crunching Koalas
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