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https://static.gamespot.com/uploads/original/1549/15495145/3144330-4869739195-maxre.jpg
https://i.ytimg.com/vi/1eF19WT8ohk/maxresdefault.jpg
-enermy and hud
https://static2.gamespot.com/uploads/original/1549/15495145/3144334-3601860795-Shado.jpg
https://static1.gamespot.com/uploads/original/1549/15495145/3144333-9045722468-b2c6f.jpg
-skill tree
https://static1.gamespot.com/uploads/original/1549/15495145/3144363-0432410008-Shado.jpg
https://static2.gamespot.com/uploads/original/1549/15495145/3144367-9874605726-O1eal.jpg
-oh yeah randy dickford in credits "level design". the guy who killed duke nukem and ruined alien colonial marines, lets not forget that cringy song. he loves a good joke.
you must really have a thick skull or have not played borderlands to miss that
http://www.mobygames.com/game/windows/shadow-warrior-2/credits
Lead Level Designer Michał Mazur
Level Designers Paweł Chmiel, Patryk Duch, Paweł Książek, Marcin Matuszczyk, Marcin Mazur, Mateusz Romach
so you basicly say the game has simillar features (which it does, it is nothing uncommon in games Dead Island also has similar features) and say this guy is involved...
and you call people thick skulled...
Every FPS-RPG hybrid has those elements.
They're both FPS RPG
If you want a third comparable game, take Fallout 4.
you play shadow warrior 2013 and see how its changed
Played both, Shadow Warrior 1 is a more traditional fps (perfectly linear) with an upgrade system.
You are partly right in that the changes certainly stem from the desire to get as popular as BL2, but this doesn't mean that someone from Gearbox went to work to Flying Wild Hog and is responsible for that.
They wanted to try a more different genre, since classical fps don't sell as well, but... not everybody liked the results.
actually dude, Randy Pitchford worked on the classic "Shadow Warrior" from 1997, when he was still a part of 3DRealms