Familiar corridors

Any game that plays with my 90s nostalgia of FPS games on my Packard Bell PC is sure to garner attention. Project Warlock wears its inspirations on its sleeve. This is an unapologetic throwback to games of that era including Doom, Heretic, Duke Nukem, and many more. While I am a sucker for these types of games, I also enjoy it when they toss some new ideas into the mix. Sadly, Project Warlock doesn’t reinvent the wheel in the genre, but what it does do it executes extremely well.

The premise reminds me of the classics. You are a one-man wrecking crew that is tasked with removing demons from four various time periods. That’s about it. The story is here simply for exposition and to give the player a reason to keep going. The title was originally released in 2018 on PC and it makes the transition to consoles with little issue.

MSRP: $14.99
Platforms: XB1 (reviewed), PS4, Switch, PC
Price I’d Pay: $14.99

If there is one nagging issue it is the weapon wheel. Yes, we have talked to the developers and they are aware of it. It is functional, but it is also stiff and hard to navigate at times. It feels like a game that is so fast-paced would have a simpler way to switch weapons. Ion Fury had this same issue on console, and I am not sure why games don’t just adopt what Doom does on console and make cycling weapons quick and simple.

When I first dove into the game it felt familiar. The game is going for that 90s FPS design with tons of enemies pouring out of monster closets left and right. What sets Project Warlock apart though is what surrounds it. There is an abundance of enemy variety, each with their own unique attack patterns. So much so that it can take a while to learn and adjust to them all. There are also tons of weapons at your disposal. The standard firearms are accompanied by melee and even magic weapons. It feels almost like a mix of every FPS from that era. Doom meets Hexen meets Rise of the Triad all in one fell swoop.

It is almost too much at times. There is also an upgrade path that allows players to increase stats in three key areas. I found this part confusing, as it doesn’t really explain the ins and outs of each effectively. There are a ton of levels broken down into various worlds and like the enemies each one has its own unique style and aesthetic. If there is one thing Project Warlock is not short on, it is variety.

The game looks like its inspirations with pixelated enemies and chunky corridors. As I mentioned the enemy variety is second-to-none and the music and accompanying sound effects are outstanding. This game was a touch louder than other titles on my Xbox, so I always had to turn down the volume when booting it up. Still it really put my sound system through the test and sounds amazing.

Project Warlock isn’t going to set the world on fire, but what it sets out to do it does well. I found myself loving certain sections while struggling with others. With a few tweaks it could easily become a fan-favorite title that scratches that itch so many other games attempt and fail at.

Review copy of game provided by publisher.

Good
  • Enemy variety
  • Great soundtrack
Bad
  • Confusing upgrade system
  • Weapon wheel issues
6.5
Decent
Written by
Ken is the Editor-in-Chief of this hole in the wall and he loves to troll for the fun of it. He also enjoys long walks through Arkham Asylum and the cool air of Shadow Moses Island. His turn-ons include Mortal Kombat, Metal Gear Solid and StarCraft.