XaiJu
StrangeScaffold
StrangeScaffold

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Shadow Complex Remastered (2016 game) = Finished

I remember when the original came out!

It was one of the first metroidvanias I'd ever played. I easily sunk over 30 hours into combing every piece of its map for secrets and upgrades. The two tasks I left unfinished are still burned in my mind. I can remember their exact locations, and the struggles I went through trying to get them.

I'm a bit older, now, and I don't particularly see the point in spending 30 hours on a fairly decent conspiracy-tinged 2.5D metroidvania. So I cleared it, again, at peace with my younger self's refusal to look up a damn walkthrough.

Shadow Complex is one of the best examples I've seen of a tightly scoped project done right. It operates on an existing formula, does an original take on a few of the mechanics (the Foam attachment in particular can be seen as a direct precursor of the GLOO gun in Arkane's Prey, down to the crystallized bubbles comprising its structure), executes on its component parts with precision, and then has the grace to exit. It tells its story quickly and minimally, in well thought-out positions, and characterful bits that usually feature the voice of Nolan North. You can kick metal spiders and make them explode over a dude's head. It is satisfying to run into people so hard with your squeaky sci-fi body that they dissolve into smoking ashes.

I wouldn't say it's a fantastic game, but it doesn't have to be. What Shadow Complex is, is good. Solidly good, with decent polish and budget supporting it. Apparently, Shadow Complex also sold quite well, with over 200,000 units bought on XBLA within a week of release.

Looking to my own projects, I think I'd like to aim for similar goals. The sales are unrealistic without major elements of luck and promotion, but as far as the product itself?
I want to be solidly good.
I want to be tightly scoped.
I want to exit gracefully.


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