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Lost in Shadow

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Lost in Shadow

Jul 22, 2010

Main game

3.14 average rating based on 29 ratings

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"Lost in Shadow" (released as "A Shadow's Tale" in Europe/Australia and as "Kage no Tou" in Japan) is a puzzle platforming video game developed for Nintendo's Wii console by Hudson Soft. It was released in Japan in July 2010, in Australia and Europe in October 2010, and in North America in January 2011. It was also released for Wii U via Nintendo eShop in 2016. Lost in Shadow is played largely in the background of the game environment as the player controls a boy's shadow, which must climb the shadows of a tall tower, rife with puzzles and enemies. He … More
"Lost in Shadow" (released as "A Shadow's Tale" in Europe/Australia and as "Kage no Tou" in Japan) is a puzzle platforming video game developed for Nintendo's Wii console by Hudson Soft. It was released in Japan in July 2010, in Australia and Europe in October 2010, and in North America in January 2011. It was also released for Wii U via Nintendo eShop in 2016. Lost in Shadow is played largely in the background of the game environment as the player controls a boy's shadow, which must climb the shadows of a tall tower, rife with puzzles and enemies. He is accompanied by a sylph that can alter the direction of the foreground light sources, altering the alignment of shadows upon which he climbs. There are times in the game when the boy is able to materialize into the three-dimensional world and briefly interact with the objects themselves as opposed to simply their shadows. Less
Developers
Hudson Soft
Publishers
Konami, Mindscape
Event
Konami E3 2010 Press Conference
Platforms
Wii, Wii U
Genres
Adventure, Platform, Puzzle
Themes
Action
Release Dates
Jul 22, 2010 Full Release (Japan)
Wii
Oct 08, 2010 Full Release (Australia)
Wii
Oct 15, 2010 Full Release (Europe)
Wii
Jan 04, 2011 Full Release (North_America)
Wii
Jul 21, 2016 Digital Compatibility Release (Europe)
Wii U
Oct 27, 2016 Digital Compatibility Release (North_America)
Wii U
Jun 28, 2017 Digital Compatibility Release (Japan)
Wii U
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User Stats
132
In Collection
47
Wish Listed
1
Playing
63
Backlogged
How Long Is Lost in Shadow?
Main story: 11.7 hours
Total completions: 1
Please...callmeYork
Please...callmeYork gave Feb 26, 2023
Please...callmeYork gave Feb 26, 2023
and now you’re lost
This review is for the Wii version

It’s simple. Lost in Shadow is a victim of its length. It’s a 12-hour game. Ico reimagined as a 2D puzzle-platformer should not be a 12-hour game. It should be less than half of that.

The hook is simple: you are a shadow. The foreground is 3D, but you are confined to the background in 2D. You can manipulate light sources as well as rotate various parts of the 3D architecture to change the arrangements of shadows to help you progress. You solve puzzles and fight shadow monsters as you slowly ascend a tower for plot reasons that aren’t worth going into.

The puzzles are simple and get repetitive quickly. The combat is limited to a 3-hit combo with no evasive abilities other than jumping. Movement uses the control stick, which feels sluggish and makes it difficult to crawl without accidentally standing.

Each level requires you to collect three symbols (?) before you can progress, with optional “memories” to collect. These memories are accompanied by text and increase your health bar slightly. The text feels like a wasted opportunity to expound on lore or create atmosphere. They usually just provide an obvious tip or reiterate that you are a shadow. …

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It’s simple. Lost in Shadow is a victim of its length. It’s a 12-hour game. Ico reimagined as a 2D puzzle-platformer should not be a 12-hour game. It should be less than half of that.

The hook is simple: you are a shadow. The foreground is 3D, but you are confined to the background in 2D. You can manipulate light sources as well as rotate various parts of the 3D architecture to change the arrangements of shadows to help you progress. You solve puzzles and fight shadow monsters as you slowly ascend a tower for plot reasons that aren’t worth going into.

The puzzles are simple and get repetitive quickly. The combat is limited to a 3-hit combo with no evasive abilities other than jumping. Movement uses the control stick, which feels sluggish and makes it difficult to crawl without accidentally standing.

Each level requires you to collect three symbols (?) before you can progress, with optional “memories” to collect. These memories are accompanied by text and increase your health bar slightly. The text feels like a wasted opportunity to expound on lore or create atmosphere. They usually just provide an obvious tip or reiterate that you are a shadow. There are also portals that take you to discrete puzzle challenges, many of which utilise a simplified Fez-like rotation mechanic. You can also level up to increase your damage output, which is an unnecessary addition.

This game was released in Japan a day or two after Limbo was released worldwide and it suffers in comparison. Limbo is short and sweet, creating a dark compelling world that is worth revisiting again and again. LiS feels overlong, slow and repetitive. It’s a shame because a lot of the core puzzle mechanics are great, the visuals are derivative (it’s just Ico) but very pretty, and the way the shadows bend and shift to effect traversal is impressive. If this has been 4-6 hours it could have been a Wii classic.

Halfway through the game a new mechanic is introduced. You can enter doorways that give you a body of light, allowing you to explore the foreground in 3D. You can only occupy this body for a limited time, but you can activate switches, solve simple puzzles and enter other doorways to aid with traversal. They never explore this concept as well as one would hope, but it is a brilliant idea that makes you consider your surroundings in their entirety. Why did it take 6 hours to introduce this mechanic?

At this point there is a 2-3hr chunk that is mostly backtracking. Backtracking through puzzle-platformer levels where you have already solved the puzzles is disorienting and annoying. Once you suffer through this you are treated to a puzzle-platforming gauntlet that is a lot of fun, followed by a final section that incorporates all of the mechanics so beautifully that it should have been the whole game.

I don’t know. Lost in Shadows isn’t bad. It is just frustrating. Arty 2D puzzle platformers became the place for indie developers to flex their creative muscles, while this game feels like the before photo. It’s decent. It doesn’t deserve to be forgotten, stranded on a console that not many like to return to. But it also doesn’t really deserve a remaster. It is absurdly expensive for a PAL copy, so buy it digital on Wii U while you can.

Despite it’s flaws I kind of like this game. If it had been a 3DS title it could have been a bonafide classic (the 3DS was released roughly a year later). The repetition would lend itself to shorter play sessions, while the 3D slider would enhance the gameplay. There were times when I was completely engaged and other times when I was bubbling over with annoyance at another dull combat encounter. Proceed with caution. Or just play Ico and Limbo again. They are really good games. This probably doesn’t read like a 3 star review. Oh well…

I think this review is done. I’m going dancing. I gotta learn to two-step.

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