Some of the loops during combat, however, grow tiresome after hearing them for the umpteenth time. The music fares a bit better, with subtle themes that peak during moments of excitement. Character models are blocky, and constant shimmer can be a real eyesore. There are a few polished pieces of texture work, but for the most part, the game looks like it was rushed out the door.
The framerate, though, runs at a steady lag, making the entire journey feel like something of a slog. Visually, there are some interesting elements to check out, and the draw distance is impressive at times. This makes the combat feel even more mundane than usual, and ultimately, we don't see the multiplayer component offering much value to players. Battles are mostly the same as in single-player, though defensive motion moves are stripped from the equation. In addition to the Story Mode, two players can go head to head in Versus Mode. The story and gameplay just never come together to form any type of entertaining bond, and though we appreciate the attempts at mixing up traditional RPG gameplay, Shadow Warriors doesn't feel fresh or very fun. The world is surprisingly expansive and occasionally interesting to roam around in, but you'll be doing mostly the same things over and over. The game's formula is simple and pretty repetitive. Abilities are used more like actual magic, allowing you to sacrifice equipment to be used to heal party members or damage enemies in a pinch. Some Mugics damage enemies, while others heal or add buffs to your own monsters. Mugics are pretty much the focus of the story, and in battle, they are used like items. It's an interesting system, but in practice, it doesn't feel satisfying, nor does it add anything of great value to battles.
It all really comes down to simple up, down, or sideways swipes with the Wii Remote, and gesturing at the right time along with onscreen cues will afford you extra Action Points and other goodies that can help you during combat. Each monster has several attacks to choose from, and you'll see symbols signifying what motion gestures are required in order to successfully pull off each attack. Once you enter the combat phase, monsters take turns performing various actions, including Attack, Ability, Mugic, and Taunt.