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Way of the Warrior (3DO)

56
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Written by  :  ETJB (447)
Written on  :  Nov 18, 2012
Rating  :  3.4 Stars3.4 Stars3.4 Stars3.4 Stars3.4 Stars
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Summary

Way Of The Wobbly Joystick

The Good

Way of the Warrior was one of the few, original 3DO titles that really demonstrated the hardware capabilities of the system.

In 1994, if you owned a 3DO system you wanted to own this game and just about every gamer wanted to be able to, at least, play the game.

Way of the Warrior features impressive, even breathtaking, graphics, digitized actors and sets, heavy amount of graphic violence, lots of different fighting moves as well as secret characters.

As an added bonus, the game music consisted of songs from 1992 White Zombie album La Sexorcisto: Devil Music, Vol. 1.

This game had so much going for it, in terms of graphics, music, digital actors in goofy costumes, it is a shame that it had a few unforgiving problems.

The Bad

Way of the Warrior was fun to look at and listen to, but when it came to actually playing the game, things turn an ugly turn for the worse.

Character animation was oftentimes choppy, but what hurt the game worst of all was its poor game play mechanics. A game that borrowed so much from the likes of Pit Fighter and Mortal Kombat, neglected to study the art of game play.

Way of the Warrior offers numerous playable characters, albeit some of them hidden, and each character has a wide range of offensive and defensive moves and, yes, most (if not all) of the characters have some sort of attack similar to the "Finishing Move" in Mortal Kombat.

The problem was that it was difficult to consistently perform the game's fighting moves.

True, it did not help that the original 3DO controller was not well designed for fighting games, but the newer 3DO joysticks did not really fix the control problems in Way of the Warrior

The Bottom Line

Way of the Warrior is a 3DO game that is amazing to look at and listen to, but not quite as much fun to play.

It is a shame, because their is clearly a tremendous amount of creativity and coolness in the game. Had the game controls been more consistently responsive and more easier to execute, then game could have turned into a franchise.