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With the recent release of the classic Shadowgate for GameBoy Color, interest in Shadowgate 64: Trails of the Four Towers has been building steadily. Shadowgate 64 (SG64) faithfully brings the feel of the original Shadowgate to the N64, with updated graphics, sound and all new puzzles. While an all around solid game, like any other RPG on the market it's not really for everyone, and the game, much to my disappointment, fall short in some areas.
It can be said that the game environment is Shadowgate 64's strength and weakness. Those of you who are familiar with the original game will remember that players would have to search each room thoroughly for items in order to be successful in the game. Unlike Zelda games, hints are less frequent and it is often up to the player to discover what to do next. Shadowgate 64 copies this classic element from the original Shadowgate with ease, with the 3-D environment providing an additional level of immersion. Players will be impressed with the vastness of the castle, a castle filled with traps, labyrinths and haunted quarters. However, the vastness of the game makes it immediately overwhelming to the gamers. The lack of any real hints as to what to next will often force players to wander for hours while searching in vein for that missing piece of the puzzle. The game contains so many items that collecting them becomes a task, even when players have no clue when or how the items will be used. Some written articles, like books, are well placed and easily obtainable. Many of them contain pages of written text, providing much depth and insight into the world of Shadowgate. On the other hand, articles like the Maps or small keys were difficult to locate, blending in with the background well enough that they could have easily been missed. Compounding the problem was that the Map isn't very useful as it only showed gamers their general location. While the puzzles were generally well thought out and interesting, based on a player's learning curve, they aren't very well balanced. Some are no brainers while others take hours to figure out. One puzzle comes to mind. After mixing two very specific potions into a bowl, a mist is created, revealing a star lit roof. Among the constellations of stars is a bright red star, with what seems like a key hole in it. To make the key, players must them move on to the other room and put a nail into a key making machine, assuming they remember to pick up the nail earlier in the game. With the key in hand, players are then expected to stand on a chair to 'reach' the key hole. The only problem is, even at that height, the key hole is quite a distance away and the key ends up floating there, destroying any sense of atmosphere the game might have generated earlier on. Which brings me to another point. When picking up or using items in the game, they float towards or away from the player, something I find awkward to watch. As gamers explore the castle, it is immediately clear that the game doesn't flow smoothly. Moving from room to room will treat gamers to a nice fade to black animation as the room beyond is rendered. Once the rendering is done, the new room then fades into view. This lag in movement is somewhat distracting and could become disorienting as players will sometimes lose their sense of direction. However, Shadowgate 64 has its charms. Since players will spend most of their time talking to spirits and apparitions, the castle is virtually devoid of and living characters. As players explore vast chambers and winding tunnels, the game exhibits an eerily haunting atmosphere. Early in the game, players will stumble into abandoned rooms where they find a shoe on a table, but when they proceed to pick it up, it won't leave the table, and we are led to believe that an unseen force is holding it down. In the same room, a wooden horse sits quietly on the floor. While examining the horse, ghostly laughter from unseen children erupts and could be heard echoing through the room. Nice touches like this certainly helped the game establish atmosphere.
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