The first Project Warlock was a game I was quite fond of in spite of the fact that I could hardly play it. I play a lot of first-person shooters, and the muzzle flashes in them rarely give me trouble. That game, however, absolutely blinded me every chance it got. I was worried Project Warlock II would be the same. Thankfully, it improved on that aspect. 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. But the question stands: is Project Warlock II worth it in Early Access?
When you start a new game in Project Warlock II, you have two difficulties: Go Easy on Me and Come Get Some. “Ah, easy and normal, huh?” you might think. Wrong! Normal and hard. 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. Naturally, you can’t change the difficulty without starting a new game. Project Warlock II has multiple characters, but only one of these, Palmer, is available at the start. Different characters have unique aspects to them, but I haven’t unlocked any others yet. Palmer can use magic to temporarily allow him to dual wield a second gun.
For Palmer at least, Project Warlock II is far less warlocky than its predecessor. Whereas that game started you with a mana pool and gave you neat spells and the like as you played, all I’ve found in this one so far are guns. Well, Palmer starts with a claymore before getting a rifle, shotgun, cannon, etc. The difficulty options function more like normal games, and the pointless lives system of the first game is gone. Even better is that you can save at any time. I absolutely needed this on hard, as the game is very fond of
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