![]() ![]() It creates an interesting dynamic where you can pick off some health from a distance with your secondary weapon, and then finish opponents off with your main weapon or vice versa.Ĭharacter design is also an excellent mark that Shadowgun War Games capitalizes on, including the heroes’ backstories. The secondary weapon has unlimited ammo but at the cost of reduced damage. A hero’s main weapon uses limited ammo, but deals more damage. Every hero has two distinct abilities, both on very short cooldowns, and also two weapons. They rely on speed, which makes them excellent for Capture the Flag.Īnother unique touch is loadouts. Four of the classes are self-explanatory, but runners are unique to Shadowgun War Games. A hero’s class is more indicative of their playstyle instead of a broad title. Shadowgun War Games increases that number to five: assault, support, tank, runner, and sniper. In Overwatch, there are three classes: tank, support, and damage. Take the number of classes, for example, which have been expanded. The game injects innovation to differentiate itself from its inspiration. That’s not at all a bad thing and, as far as graphics are concerned, it’s polished like a AAA title. Aesthetically speaking, Shadowgun War Games is clearly riding the coattails of Blizzard’s Overwatch. Even fresh out of beta it has the potential to be a dominating force in the realm of mobile FPS titles if MADFINGER Games plays its cards right. First-person shooters come and go on the mobile scene, but few have the staying power Shadowgun War Games alludes to.
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