Warlocks 2: God Slayers is an Action RPG with a heaped serving of humor, and follows the tale of a Warlock-in-training attempting to join the Order of Warlocks.
Cast spells, splatter monsters, and loot, loot, loot.
This game is perpetually trying to smack that funny-bone of yours, and quite often hits the mark. Such as bumping into Professor Appletree who won’t speak to you, instead saying “Quiet, I’m hacking my calculator”. He chats to you later on and even let’s you choose between three mysterious eggs that you carry around until they hatch, revealing your companion creature, but more on those later.
Sometimes the jokes that are made are a little cringy, like dad jokes that just try a little too hard, but it’s forgivable because of the amazing audio.
Events and situations trigger unique ambience and songs which is pretty awesome, especially when dubbed over the already stellar sound track.
The second scene in the game, after breaking free of a cage with the aid of an old Shaman and beating up some drunk dudes, is to chat to a bartender at a pub. Ok, first of all this guy is great, he tells you of a magical fireplace that you can use to teleport and likens it to “doing shrooms”, which gives you that feeling that this game is going to be just fine.
During this scene you can find a Jazz band on the stage called The Rolling Spells – this was incredible and made me do a double-take. If you linger around the stage for a while they will play 3 or 4 songs, with authentic sounding background noise like crowds laughing and chatting, all while the band does sound checks. Well worth checking out.
You play as one of several characters with the goal of joining the Order of Warlocks, sending you on quests across the planet and beyond the realms of normality. The navigation menu is very well crafted for a pixel game, offering something similar to what you would find in much larger games such as Destiny or Warframe – only it’s fricken pixel art.
Warlocks 2: God Slayers gets lazy when it comes to the humble NPC which is evident in the Sval Camp early in the game. While the village appears to be full of life, the characters standing around all have the same lines, unless they are a part of your current quest. This normally isn’t an issue except in this case all of the NPCs can be spoken to, rather than seeming like part of the backdrop. Of course, this isn’t game-breaking but it certainly could be avoided by another dozen or so generic lines being available to the non-essentials.
Another example of laziness when it comes to reusable lines, pops up when playing as a female character, who refers to the self as a “him”, and not in the gender-fluid way. A simple edit to the character dialogue will surely be on the list of things to patch out first.
Whether it’s trying to be edgy, or the developer is a bit of a party advocate, the fact remains that there are a lot of drug references. There was the shroom comment from the bartender, then shortly after, you chat with a guy from the Sval tribe, aptly named Pothead. He doesn’t have many lines but does mention that the other villagers made fun of him (presumably because of his inclination towards the mystic herb) with his family. He also mentions his children being “very fragile”, which we take to mean his Mary-Jane seedlings. So, it would seem that Frozen District and No Gravity aren’t concerned about a possible SJW squad lighting their torches and grabbing their pitchforks.
I, for one, thought that it was hilarious, and also refreshing to see them not hold back. Or, perhaps they did hold back and what we are seeing are the somewhat tamer versions of what was initially in the story. But that’s neither here nor there.
Now, back to the companions. As mentioned earlier there are three mystery eggs that Professor Appletree will offer to you, and much the same as in the Pokemon games you select one and are stuck with it for the rest of the game, it even goes as far as to have three stages of evolution. While you are acquiring better weapons, buffs, and accessories, you are also able to equip certain items to your companion in order to make them more efficient as your weird little side-kick.
Warlocks 2: God Slayers is a dungeon crawler at heart, seeing the player fall and rise again countless times. It feels a little less repetitive however, mainly due to the size of each map, and your progress not resetting on each level when you are killed. If your adventure is sending you on a mission to retrieve five of a particular artefact or item, dying won’t mean starting over again, which helps to keep the flow of the story rather than being derailed by attempting the same task too many times.
Clean, entertaining, and doesn’t feel empty like a lot of indie platformers do. A large amount of upgrades to the very generous amount of characters, with a decent amount of playtime on offer. It is not likely that you will be able to finish this game in one sitting, so be ready to come back time and time again.
Give it a play for yourself and let us know what you think in the comments.