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Putting the “Complex” in Shadow Complex

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Tuesday, August 25, 2009

Editor's note: I am still on the road post-Gamescom, so I haven't had a chance to play Shadow Complex yet -- and it's killing me. Reading Jon's post about how developer Chair has successfully evolved the Metroidvania genre makes the wait even harder! -Demian



Shadow Complex
has easily become one of the most critically acclaimed titles to hit Xbox Live Marketplace -- it evokes our nostalgia for classic games like Super Metroid and Castlevania: Symphony of the Night, while updating the foundations of those titles with modern gameplay mechanics.

While some die-hards feel Shadow Complex isn't quite as good as what it emulates, I disagree; the game does a lot of interesting things to evolve the 'Metroidvania' genre, and ultimately is more mature than the games of our memories. I've outlined some of those advancements below....

Shadow Complex Image 1

Environmental Obstacles That Make Sense
One element of Super Metroid that bothers me to this day is the fact that somehow a red door is significantly more durable than a blue door, and a green door is kind of a big deal. Some floors or thin walls are impervious to super missiles, but incredibly vulnerable to supersonic sprinting.

Shadow Complex contextualizes these disjointed obstacles into believable elements of an industrial facility. A pile of large stones may not be dislodged by a series of grenades, but a missile would certainly pack the punch to knock down this natural barrier. A blast door is obviously a bit sturdier than a simple air vent cover. This simple, logical use of environmental elements makes Shadow Complex’s world more believable on a fundamental level.

 

Flexible Platforming, Speedier Progress
With incredibly large maps and plenty of different zones to explore, games in the Metroidvania side-scrolling action genre can sometimes be a pain to navigate. Shadow Complex's basic tools include a particular useful and unique weapon called the foam gun, which allows you to construct footholds and bridges, and in classic Metroid fashion, double jumps and even triple jumps allow Jason to reach high platforms.

In addition, the final act of the game introduces a weapon that’s almost purely for utility, the hookshot. All of these options not only make it possible to reach the highest points on the map, but allow for different methods of overcoming a particular platforming section and much faster navigation.

Rewarding Completionists, and Encouraging Multiple Playthroughs
Each of the games in Shadow Complex’s subgenre tend to have RPG elements that reward players for exploration with upgrades to their arsenal, but these upgrades are not always worth the effort.

While each missile capacity upgrade gave you five more shots to take on Ridley in Super Metroid, in the end you could still mess up if you lack the proper timing. Shadow Complex opts for a different approach, empowering the most ambitious of collectors by rewarding them with infinite ammunition for weapons they’ve completely upgraded.

Not only that, but various armor upgrades acquired throughout the course of the game can give you more maneuverability or make you practically invulnerable. By investing your time in fully exploring the complex, Jason can be an unstoppable tool of destruction, providing the player with a great sense of superiority.

Shadow Complex Image 2

In concert, all of these innovative techniques make Shadow Complex both friendly and satisfying.

The last 2D Metroid games were Metroid: Zero Mission and Metroid Fusion, both of which played it safe by adding only a couple of new weapons to Samus’s arsenal, and took place in somewhat predictable environments. If Nintendo hears the call of its customers and decides to make a more traditional Metroid follow-up, I hope they take notice of some of the innovations that Shadow Complex brought to the table and present us with a further-evolved vision of this subgenre.

 
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Comments (10)
Lance_darnell
August 26, 2009
I have now read about 6 or 7 blogs about Shadow Complex, and it is nice to read one written from a different angle! (I read this one upside down ;) ) It seems that Chair not only took the best parts of Super Metroid, but they added in more realism, and that is very welcome to this Gamer. But no one has mentioned the music!? Is it decent? Oh, and my front door is red, but my stronger closet door is green! ;D
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August 26, 2009
Y'know, the music didn't really capture too much of my attention, which could be a step back from Metroid's iconic score. There was one notable scene where some chilling piano music really contributed to the emotional power, so it looks as though Chair at least has some good ideas that maybe didn't quite come to fruition. Now that you bring it up, maybe the fairly recent home improvement trend of painting front doors red in deep contrast to the rest of a house's colors may have been rooted in Metroid style. Take that, HGTV!
Lance_darnell
August 26, 2009
@Jon - Cool, and your above comment had me laughing hard. My Fiancee watches HGTV all the time, and now whenever I see it, I am going to think of what you wrote! ;D
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August 26, 2009
The music is more or less an ambient score. Sometimes it's not even there at all. But there is ONE track that really stood out for me, and I think it's the one Jon mentioned. It actually sounded as though it were inspired by Metroid (maybe Kraid's Lair?).
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August 26, 2009
Regarding the contextual doors... The problem with Shadow Complex is that the same kind of obstacle is often represented with a different colour. Metal panels are sometimes orange, sometimes green, sometimes red even. This completely undermines whatever "sense" the system makes. The doors in Super Metroid are absolute - red will always be red - but in Shadow Complex you can never trust that a particular obstacle is destructable with a particular weapon because the rules often change. This is why the flashlight highlight had to be added over the top as a secondary system of judgement. Ideally the flashlight would only be needed to illuminate dark areas and not to make the mechanic more obvious. As for your last paragraph... I don't want to be the Metroid defender but it seems a bit weird to me to chide the Metroid sequels for not introducing many new weapons when all of Shadow Complex's weapons and upgrades are ripped directly from Super Metroid. It offers nothing new. As for the "predictable environment" of the Metroid sequels, Shadow Complex takes place in a military industrial facility filled with faceless soldiers! That's about as predictable an environment as you can get, see 80% of action movies and games for examples.
Default_picture
August 27, 2009
@Chris: Let me see if I can address some of the points you made here. The obstacles that you speak of are often different in very subtle ways, but they are in fact distinct and consistent. For the majority of these things, they are often designed to make sense, as I said. Smaller rocks are vulnerable to grenades, larger rocks are vulnerable to rockets. An air grate will be vulnerable to firearms, a plated air duct cover will be vulnerable rockets. While some of them are hard to distinguish from each other, that's exactly why the flashlight exists. My reading of this gameplay element is that the flashlight exists as an extension of the visual representation of Jason's senses - he shines a light on something, he has greater awareness of that particular obstacle. It's perfectly valid to defend Metroid, because I absolutely loved the two games I mentioned. When you say that Shadow Complex's upgrades are ripped directly from Super Metroid, though, you're speaking with disappointing hyperbole. The fact that the primary weapon is upgraded with your plot progress, the grenade weapon is new to this genre as far as I know, the foam gun has multiple useful applications, and the Hookshot is also definitely not in Super Metroid makes your point pretty moot. Not only that, but the point of my post is more that the convergence of certain ideas borrowed from lots of different places can give birth to totally new and interesting things. As for your response to the "predictable environment" of Shadow Complex, I think you were reading me wrong - I meant that Metroid often recycles very similar environments, while Shadow Complex is a new IP which took this particular subgenre to a different kind of world.
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August 27, 2009
Great article, Jon. I agree that Shadow Complex makes some solid improvements to the 2D Metroid formula. In particular, I felt that exploration was a much more pleasurable experience. I actually wrote a blog post about it a couple of days ago. Take a look: http://bit.ly/13obzX
Shoe_headshot_-_square
August 27, 2009
It's a dumb thing, but it still bothers me that I can't blow up a purple fan vent cover with a missile. :) I agree that this game has some smart ways to encourage replays and complete playthroughs. Also of note: [url]http://bitmob.com/index.php/mobfeed/its-the-little-things-shadow-complex.html[/url]
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August 27, 2009
@Shoe: Great article, I tried to avoid mentioning achievements because you definitely tread that ground in a concise way. And yeah, if there's one thing I would have asked for if I had a hand in the game before release, it'd be having stronger weapons being able to crack their weaker counterparts' obstacles. But I guess there's always more to improve for Shadow Complex 2: Shadow-ier.
Me_square
August 29, 2009
I will be interested to see what is next for this property. Shadow Complex 2: The Next Complex? Might be tough to recapture the original magic...

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