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25 May 2016

Shadow of the Beast videogame review

It was the beast of times... 




The original Shadow of the Beast is an odd game, one that has become a cult icon despite its sadistic difficulty, and fussy, oft-frustrating gameplay. A lot of this had to do with the game's graphics, which - for the time - were unparalleled in all their parallax-scrolling splendor - and David Whittaker's score; an unforgettable OST that managed to be incredibly unnerving and deliriously catchy
at the same time. The main reason I like to think Shadow of the Beast's legend has endured so long, however, is because it was so bloody odd - here was a game that mixed low-fantasy with high-tech, a game that asked you to explore underground warrens that - for reasons still unknown - were filled with discarded rockets and other, similarly incongruous pieces of technology. Intentionally or not. Psygnosis had created an incredibly textured and diverse world, one that stuck in the imagination long after players had vanquished the final boss and stepped out of the beast's shadow.

Now, in 2016, we're visiting the quixotic climes of Karamoon once more, this time under the guidance of developer Heavy Spectrum, who have managed to craft an experience that strips away much of the clunkiness and obscurity of the original, while fleshing out that deeply fascinating and richly realised world. There's a depth of visual storytelling here that compliments the newly expanded mechanics and beautiful graphics, and players who like to soak up every piece of lore and unlock every optional cutscene will find a wealth of fascinating content to explore. 

Players assume the role of Aarbron, a former-human who has been transformed into a living weapon  by Maletoth, an evil sorceror who looks a bit like Swamp Thing suffering from a serious case of malnutrition. As a slave under Maletoth's control, you begin the game, essentially, as a villain, with the sorcerous dictator's second-in-command, Zelek, leading you around on a leash and siccing you on anyone unlucky enough to cross your path. You're on the trail of baby, whom the sorcerer wishes to turn into another beast so he can cement his power and tighten his stranglehold on the world of Karamoon.

Things get a little more complicated, when Aarbron buries his spiky fists in his own father's guts, triggering a flashback that restores his memories. Finally, aware of who and what he is, Aarbron is able to shake off Zelek's control and attempts to kill his former tormentor. Unfortunately, Arby is unable to finish the job and the wounded mage manages to flee with the squealing babe in tow. So begins a chase that will change both Aarbron and Karamoon forever.




Aarbron's quest for vengeance takes players on a journey through seven side-scrolling stages that combine gore-drenched combat with stretches of platforming and puzzle solving. As a piece of virtual tourism, Shadow of the Beast, much like the Amiga original, is a triumph. The environments you'll visit feel incredibly distinct, each rendered in eye-watering detail and filled with all manner of surreal alien flora and fauna. Despite taking place on a 2D plane, there is a tangible sense of depth to these rolling vistas, and the camera often pulls way back to let players soak in a particularly pretty view.

While everyone can appreciate a shimmering sunset or the awesome sight of a giant mech soaring through the heavens, Shadow of the Beast's combat is sure to be more divisive. While initial encounters pass by in whirl of bloodletting and button-mashing, later skirmishes require you to make full use of all of Aarbron's abilities, which include a dodge, stun move, grapple, a kind of leap-frog maneuver, and various blood abilities that allow you to regain health, buff your score or recharge your wrath meter. The game never feels unfairly difficult, but early on, while you're still learning the ropes, the combat can feel somewhat stiff and unforgiving. Initially, I found myself getting frustrated - often I'd get tagged by an enemy while in the middle of a combo, or catching one between the shoulder blades when I tried to block an attack - but the more I played, the more I became acclimated to the game's idiosyncratic, almost rhythmic combat mechanics. 

These mechanics will reward those players who take the time to learn their ins-and-outs and - in terms of 2.5D games - the combat, encounter and enemy design herein is a definite step above most retro retreads. There's even an incentive to crack the game's most difficult setting and bag a gold medal in each encounter - doing so will let you witness the game's true ending, unlock a couple of additional epilogues, and even a playable, Sin and Punishment-esque mini-level. Still, while most players will appreciate this more deliberate approach, it is hard to escape the feeling that the game's slightly off-center gameplay and adherence to old-school difficulty will alienate more casual audiences.

My other main gripe would be that foreground elements sometimes obscure the action. This may not sound like a big deal, but for a game that's built around such a rigid scoring system, placing elements within these arena-like spaces that make it difficult to keep track of your opponents is a major oversight. The same can be said for the blood splatter effect that accompanies the game's more gratuitous gibs - it adds nothing to the game's presentation and, on occasion, can make encounters harder than they already are.

Luckily, while Shadow of the Beast is no pushover, it does make a few concessions for those players who are less well versed in the vocabulary of action games. On all but the highest difficulty setting, you can respawn an unlimited number of times, and the easiest option also allows you to get right back into fight without losing any progress. When you're not unleashing the beast, you'll often be tasked with solving simple, yet satisfying puzzles. Unlike the arcane brain teasers found in the Amiga original, these sequences are designed more to give you a break from the action than they are to pummel your gray matter.

This balance between bruising fisticuffs and puzzle-solving is struck perfectly in the Hydrath Castle stage, which, apart from being the most complex level in the game, is chocked with optional puzzles, unlockable combat encounters and branching paths. Sadly, the game's penultimate level feels somewhat lacklustre, consisting of a series of unconnected gauntlets that feel wholly divorced from the five artfully constructed, beautifully paced stages that preceded them. Thankfully, the final stage is a joy; a surreal on-rails boss encounter that takes one of the most bizarre moments from the 1989 original and turns it into a fittingly epic conclusion.



And that isn't the only nod to the original - here we have a game that goes beyond simple fanservice and acts as a sort of digital monument to a bygone classic. Delve into the Crypt of Shadows and you'll find a written retrospective of the series, in addition to scads of unlockable artwork, an in-game audio player that lets you bop along to David Whittaker's lauded OST, and even a emulated version of the Amiga original. That's all on top of the various upgrades for Aarbron, bestiary entries, optional cinematics, talismans and concept art you can spend your hard earned points on. It's a generously appointed package, as well as a heartfelt tribute to the days when games were measured in pixels, not polygons.

Shadow of the Beast may not tickle every gamer's fancy, but for those who can adapt to the rhythm of its deliberate but brutally satisfying combat, there is much here to enjoy. Not only is it stunning to look at, it features a huge amount of optional content, easter eggs and secrets. The scoring system also offers plenty of incentive to run through each of the beautifully paced levels again and again, and completionists will appreciate that the game's many unlockables, which - far from being mere padding - serve to enrich the already impressive, confidently mythic storyline, a storyline which paves the way for a sequel we're already desperate to get our hands on.

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