Rather than screw around introducing the game to you, I'll just jump straight into the review. It's hard to introduce downloadable, retro titles because they're generally so uncomplicated. Instead, I'll say I hate the term "metroidvania" with a passion and would love for it to be made into some manner of arcane homunculus that it might actually die in a fire.
The Good
There isn't much to SC in terms of story or thought; aside from an environment-based kill or secret passage it's pretty much just run and jump, so the mechanics that are there have to be tight. They are. In about 1.9 trips (I've stopped just before the end to go collect everything) through the game, I never felt hampered by the movement controls. They are responsive and, most importantly, consistent. Things always work, and always work the same way.
The bosses look cool and are well animated. They're totally video game bosses and I never believe they would be applicable for anything else, but when they show up, you know shit is going to go down.
Maybe my favorite thing about it is the frequency at which upgrades are acquired. In some other games, there's this mid-game drag where you have all the basic stuff and what's left is the game-progression keys that are handed out really sparingly to make a player run around and pad for length. When you need something in Shadow Complex, it's there instead of the other end of the map. You will find “locked” doors for lots of optional stuff, but it doesn't feel like there's a lot of (unnecessary) padding.
The game isn't graphically impressive, in fact, some textures are downright bad, but the distant camera hides it and the game is “shot” well. The camera pulls back at the right times to show off spaces and the environmental effects have enough variety that areas feel distinct.
The Bad
The method Shadow Complex uses to fire into the back- and foreground is unreliable. I feel the Destructoid review glossed over it a bit. There were a couple points in the game where I actually couldn't aim at enemies that could fire at me with expert accuracy. I angled the stick back and the auto aim locked onto a barrel instead of one of the three machine-gun wielding baddies. The barrel itself was actually obstructed by a computer or something so I was unable to do anything but pump bullets into a wall or charge through a hail of bullets hoping there was some cover off the left side of the screen. It happened on both playthroughs in exactly the same way, so it wasn't chance. It's one thing to wiggle the stick around to get the auto-aim to pick someone running around in the background and another entirely to be completely unable to shoot enemies.
There's no way I can talk about this one without giving something away, but that won't stop me because it's so unforgivably bad.
Skip the rest of the paragraph if you don't want to trade spoilers for avoiding terrible frustration. The penultimate three objectives are acquiring the final parts to the armor. Waypoints lead you to the first and second pieces, sometimes by way of a nearby switch or whatever that unlocks the room. The point isn't always right on the item. The third objective, however,
makes it impossible to get the final armor upgrade. It isn't required to finish the game, but
what the fuck?! After providing reliable objectives for the entire game, you will be given one that will permanently bar you from 100% of the items. The game lies to you! This is, of course, just before the final boss, so I hope you're ready to play the entire game over again because you dared to believe the map.
Spoilers over.
Speaking, now spoiler-free, of the end of the game: it is one of the most abrupt ends I've ever experienced. It didn't seem to build to it, nor was it especially satisfying for story reasons I won't spoil. It's like they all got bored and decided to slap the ending on and call it a day.
In Closing
Yeah yeah, I went on at greater length about the bad points; I always do. All that explanation fills up a post. If I had to give it a score, it would be pretty low considering the
pure hate its flaws inspire. I won't give it one because the game is actually fun in spite of said flaws. If you have the points, pick it up.
Sounds about right. I'm really enjoying it so far.
Now OK, about your Spoiler bit: WTF REALLY?! I mean, how so? Do you break something that keeps you from getting somewhere else, or is it like "time's up, go directly to final boss?"
I don't have as strong an emotional reaction the the flaws as you did, but I see where you're coming from.
Also, +1 internets for the use of "homunculus".
Woah hold your horses!! why are the bosses under the good things?!!?
The bosses are almost the worst next to any game to date. The devs should not have let you just sit there and hit the right bumper to defeat them.
I would have liked to see some more imaginative boss fights.
@Vashts
I'd consider them refreshingly practical, considering the setting. Since wwe're not talking diamon encrusted aliensor anything, there isn't that much reason why just plugging away at something wouldn't get you, eventual, results.
But, like any good boss, there's a weakness that's much mroe efficient than grenade spamming (once you're empowered). Beating the "tire" boss was fun, using that one special skill you had learned just recently.
More imaginative, sure, I'd go in for that. But I think the variety was definitely passable.
@tubatic
A path gets blocked off. I tried the other way into the area which was blocked hoping it would have opened, but that was a no-go. As far as I've seen, it's the only one that gets blocked too.
@walk
There are some things that bug me more than others and they just happened to pick from the top of the list.
@vashts
Because they're big, stompy robots? They are pretty simple to fight, but I can't deny the spiders clamber around in a really cool fashion.
HaHaHa!
I can't believe you posted this now! I literally posted my blog speaking about my hate for the word Metroidvania about an hour before you posteed this!
Anyway the game looks kinda cool, you have however validated my early scepticism about the ability to fire into different planes...
@hutty
I also don't consider "metroid" to be a genre. I can deal with genericized branding for q-tips, kleenex and jello, but it strikes me as particularly stupid when applied to video games. Metroidvania, to me, is like calling every platformer a "mario".
Totally.
As I said, these type of games are a pseudo genre at best; I wasn't calling for the genre to be renamed or really getting into that (delicious) debate, simply that Metroidvania, apart from being a ridiculous label, gives far too much credit to the part that Symphony of the Night played in defining the 'genre'.
I can get behind that.
I just beat this not too long today, and I agree on all of these points. If there is one thing I wish were different were the graphics. If it looked as good as Mass Effect 2 or Uncharted 2 or as colorful as Folklore or Team Fortress 2 I'd like the game soooo much more.
Also, I wish the hook worked more like the bionic arm in BC: Rearmed so I could swing.
That's more or less the impression of it I've been getting thus far. And since there's no way I'm buying another fighting game I'll never play and thus won't get $10 back for buying all the damn SoA titles, I'm waiting.
Good writeup. Thanks for highlighting some flaws the Dtoid review glossed over.