Way of the Warrior 3DO Review: Naughty Dog’s Bloody First Draft
Reviews 5.5

Way of the Warrior 3DO Review: Naughty Dog’s Bloody First Draft

At a glance: Way of the Warrior · 3DO · Naughty Dog / Universal Interactive, 1994 · Fighting · Score: 5.5/10

Yes, that Naughty Dog. Before Crash Bandicoot, before Jak, Uncharted and The Last of Us, Andy Gavin and Jason Rubin’s studio made a digitised fighting game for the 3DO — a Mortal Kombat answer with live actors, White Zombie on the soundtrack, fatalities, and ambition leaking out of every seam. Way of the Warrior is not a good fighting game. It is, however, a fascinating one: a scrappy, sincere, technically precocious attempt to beat Midway at its own game, made by two future giants of the medium with borrowed costumes and total conviction. Its score reflects the game. Its importance reflects everything that came after.

The premise is pure tournament pulp. Every decade, the world’s greatest fighters gather in a mountain temple to battle for the Book of Warriors, while the undead warlord Kull the Despoiler waits for a champion strong enough to challenge him — and a dragon handles the formalities. Nine fighters answer: an Australian commando, a British punk, a ninja, a voodoo sorceress, a Shaolin monk, a sword-swinging executioner and friends, each digitised from actors the developers knew, in costumes assembled with more enthusiasm than budget.

Mortal Kombat, home-made

The debt to Midway is total and unashamed: digitised sprites, a block button arrangement, special moves, stage hazards and fatalities — here called, with a straight face, exactly what they are. Fighters can be incinerated, decapitated, shrunk, or dropped into the scenery, and the game revels in it with the glee of a teenager who has just been handed a camcorder and a horror-movie effects kit. Under the gore, the fighting system is the problem. Movement is stiff, jumps float, hit detection wanders, and special moves fire with a reliability that turns matches into negotiations with the controller.

Way of the Warrior on 3DO: the main menu, twin yin-yang skulls offering Game and Versus modes

Set against Capcom’s Super Street Fighter II Turbo on the same machine — precise, balanced, eternal — Way of the Warrior plays like a rough draft of a fighting game rather than the finished article. The AI veers between catatonic and clairvoyant. Two-player matches, the natural home of a game like this, are saved by comedy: the fatalities, the absurd character designs and the sheer audacity of the production generate the fun the mechanics cannot. It is a party game wearing a tournament game’s clothes.

The production is the point

And yet — the craft keeps ambushing you. The backdrops are rich, the digitisation is among the cleanest of the era, the animation has frames its rivals skipped, and the whole game runs with a smoothness that says the programmers knew the hardware properly. The soundtrack licensing White Zombie and period metal was a genuine coup for a small studio. Naughty Dog built their own development tools to make this, fought the 3DO’s quirks to a standstill, and emerged with the technical confidence that would define their career: this is a bad game made by obviously excellent developers, which is a much rarer and more interesting thing than a bad game.

Way of the Warrior is Naughty Dog’s garage tape: raw, derivative, occasionally embarrassing — and with the guitar work already audible.

Way of the Warrior on 3DO: a fighter face-down on the temple mat as Gaines stands over him, round timer at 40

The roster, for all its wobble, has real charm. Shaky Jake, the drunken Australian with his boomerang and didgeridoo; Konotori, the crane-obsessed acrobat; Nobunaga, Fox, the Crimson Glory — each is sketched with the affectionate shamelessness of a schoolyard argument about who would win. Their endings, their rivalries and their hidden encounters with the game’s secret characters give the single-player ladder more personality than its mechanics deserve. You keep playing to see the next ridiculous thing, which is a legitimate reason to keep playing.

Why it still matters

Historically, the game is a hinge. Way of the Warrior’s modest success and Naughty Dog’s evident technical class persuaded Universal Interactive to back the studio’s next idea — a marsupial with a spin attack — and the rest is PlayStation history. As an artefact, this is the first chapter of one of gaming’s great careers, playable and complete. As a fighting game in 2026, it is a curio: worth an evening with a friend, a White Zombie record and low expectations of the block button.

Way of the Warrior on 3DO: Shaky Jake facing Konotori in the temple arena, snow falling over the red pillars

The tournament, taken seriously for a moment

Strip the legend away and play the ladder on its own terms, and a curious rhythm emerges. The nine fighters divide, in practice, into the usable and the decorative: the ninjas and soldiers, whose specials come out when asked, can be wrestled into something resembling a game plan, while the showier cast members are lotteries in costume. The stages — temples, waterfalls, fighting pits — are generous with hazards and spectacle, and the two hidden boss encounters carry genuine menace, because the AI there stops negotiating. A determined player can finish the tournament in an evening and will remember perhaps three clean rounds and a dozen stories about the controller. That ratio — stories over rounds — is the game’s honest summary.

The versus mode, though, deserves its defence. With two players equally betrayed by the inputs, Way of the Warrior becomes a comedy engine of real reliability: the fatalities land as punchlines, the digitised actors’ grimaces become beloved, and the skill gap collapses into the shared farce of two people discovering the same broken special at the same moment. Games are not only their mechanics; they are the evenings they produce, and this one has produced thirty years of good evenings for the people who kept it. That is not nothing. In a library of museum pieces, it might be the most human thing on the shelf.

The technical footnotes complete the picture of a studio outgrowing its assignment. Naughty Dog’s tools and engine work here — the clean digitisation pipeline, the smooth scaling, the confident use of CD audio — were built from scratch by a tiny team, and the lessons are visible in everything they shipped afterwards. Way of the Warrior is the sound of a great studio learning its scales, in public, at full volume, in a skeleton costume.

How to play it, if you play it

Set expectations to “interactive B-movie” and the evening improves measurably. Learn one character — Gaines and Nobunaga are the forgiving choices — master the two specials that actually come out, and treat the block button as a rumour. Play the ladder for the endings and the secret encounters, then put two pads in human hands and let the fatalities do the entertaining. What you must not do is judge it against the Capcom conversion sharing its shelf; that comparison is a courtroom this game was never going to survive. Judge it against the other digitised fighters of 1994 — the Pit-Fighters and Kasumi Ninjas filling the era’s bargain bins — and Way of the Warrior suddenly looks like what it is: the best of the imitators, made by the people who would soon stop imitating anyone.

The soundtrack clause

One contract the game signed deserves separate applause: the music licensing. White Zombie’s catalogue, opened up for a tiny studio’s fighting game, gave Way of the Warrior an audio identity its budget had no right to — Rob Zombie’s industrial grind under digitised fatalities is a period time capsule as potent as Road Rash’s grunge compilation, and for some owners it is the reason the disc still spins. The 3DO era’s CD economics made such licences briefly affordable, and two of the system’s most remembered games are, not coincidentally, the two that spent the money on records.

Verdict

Way of the Warrior fights poorly and fascinates completely. Come for the Naughty Dog archaeology and the digitised carnage; stay for the fatalities and the soundtrack; forgive the controls the way you forgive a great band’s first demo. Score: 5.5/10

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