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Shadow Complex (XBLA 2009/Multi, 2015 (Remastered))

Shadow Complex (XBLA 2009/Multi, 2015 (Remastered))

Subgenre: ARPG/Metroid-like hybrid (when leveling up you gain stats (stamina, accuracy, HP) and at certain intervals other abilities/perks: see whole map (lvl 20), infinite ammo for certain weapons (40/50/60); automatic gains) - can also find HP/Ammo capacity/Armor upgrades, breakable walls), Minor stealth element (silent melee takedowns from behind - can also do jump kicks or knock enemies over and then KO them (what happens depends on your position relative to the enemy when pressing the button), security cameras although these can pretty easily be destroyed - SS2, some waiting for patrolling guards in a couple of rooms), Mixes in some TP view turret segments (easy)


Movement Mechanics: Wall and ceiling running+water surface running via the friction dampeners (Super Metroid (could walk on walls in Strider NES but it was much more limited), Sonic 3), jumping hinders momentum a bit but not short falls), hookshot (optional; can also pull shields off of heavy gunner enemies and be used underwater, can be fired again while latched onto something - Zelda: TP?, can't swing while latching onto something though), Triple jump via thrust pack+thrust boots, Ground slam/stomp - kills or knocks enemies out and can break some weak floors (Horace and the Spiders, Bonk, Yoshi's Island), Limitless underwater swimming via the rebreather, You basically start with a wall jump+temporary wall grab with partial sliding down (similar to Meat Boy) as well as automatic ledge grabbing (gained soon after the prologue)


Other: 360 degree mouse aiming w/ strafing/aim lock (KB&M controls option), Escape sequence, 2.5D element (can shoot into the background like in Dick Tracy for MD as well as towards the camera), Optional collectathon element (12 keycards for the fusion helmet - projectile shield when moving slowly or still, 12 gold bars for the gold versions of each main weapon), Some voiced communication via radio (non-interactive, basically tells you where to go/what to do next)

  • Partially non-linear structure (very linear between certain upgrades such as between the jetpack and rebreather however where the game locks doors behind you and most detours lead to temporary dead ends to funnel you towards the latter, linear upgrade progression between the jetpack and all the way to the missiles (jetpack, rebreather, foam gun, omega armor), can't go back to the surface after getting the rebreather until you go further south for the foam gun etc.; finally opens up after getting the missiles and lets you go after either of three different suit upgrades or go for the final boss (which is cool and kinda similar to Chrono Trigger) - about 2/3 into the game), Some backtracking w/ gained abilities to progress

  • Some interesting gained abilities gained (create temporary platforms with the foam gun by shooting repeatedly at a point from the same angle to build a tower or bridge (also freezes enemies in place though you can't stand on most of them? - can grab onto certain wall crawler enemies, freezes some platforms and elevators in place, shuts off some traps, can be used to stick a grenade to a surface such as a breakable ceiling door)), wall and ceiling running+water surface running via the friction dampeners (Super Metroid, jumping hinders momentum a bit but not short falls), hookshot (optional; can also pull shields off of heavy gunner enemies and be used underwater, can't swing while latching onto something though), triple jump via thrust pack+thrust boots)

  • Start w/ a flashlight that lets you notice breakable objects when aiming at them by color coding them in green (similar to the x-ray in SM but faster and more flexible, also similar to Batman: Arkham Asylum)

  • SM-style map system with some additions (marks points of interests with a question mark and collected items with a dot, map stations, zoomable and browsable with the mouse - can't change the zooming to something other than the mouse wheel though), You can toggle both the objective marker and blue route line (Dead Space) to it that the game adds after each finished sub objective on the map screen meaning they're optional

  • Decent environmental storytelling at times (cameras during early gameplay - nod to Super Metroid, some good foreshadowing of future areas)

  • Some decent puzzles (water raising to reach some items and to beat a boss (here you trick it into drowning itself), some spatial awareness puzzles (some elevators), some speed booster rooms - SM, minor puzzle/tactical element to most bosses)

  • Detailed and optional tutorial

  • Auto-saving only (when entering a room marked with a star on the map - these tend to also contain health and ammo, one slot per game, no collecting or exploration progress is auto-saved if you die). There are also some checkpoints before tougher segments

  • Can slide down ladders and after getting the jetpack, boost up them as well

  • Fully configurable controls besides the map zoom

  • Various shortcuts early on (some mid-late game though there could've been a couple more)

  • One major environmental change in one area becoming almost completely flooded

  • Some sequence breaking possibilities (can swim into the factory area after the first boss and in that area you can make enemies that shoot foam open purple scanner doors (systemic element), unintended double jump lets you reach some platforms earlier+reach the foam gun very early (although it won't work properly as without the actual gun you'll shoot into the background instead but it's still useful in some ways), with infinite foam (lvl 30/new game+) you have more flexibility in what you can reach early on, more with glitches)

  • Exploding enemies also hurt other enemies

  • Unlockable new game+ (keep your level and stats, get access to upgraded main weapons (gold weapons) near the interrogation room if you get all 12 during your playthrough)

  • Difficulty options (easy-very hard)

  • Challenge mode (proving grounds)

  • One alternate bad/funny ending

  • Shows your item collection stats in the menu

  • Can't ever move on the z-plane, only shoot (sometimes feels like the game is teasing you with background paths and doors)

  • Enemy respawning after reloading a save (can make certain rooms harder as you'll come into them from a less optimal direction)

  • Some instant death traps and some that are close in that they drain your health super fast

Some notable cons:

  • Some control/interface issues (various issues with the camera not following your avatar properly or zooming in leading to shots from off screen - you might think you're alone in a room but then you set off an attack with a grenade or shot), can't look around with the mouse - some leaps of faith, map doesn't mark green and red obstacles besides the regular horizontal doors - also doesn't mark one-way switch operated doors, can't place map markers, no subtitles, overly "springy" (fast start when starting to jump) and kinda vertical-focused jumping (see Contra for the latter), need some forward momentum or a wall jump won't work which sometimes breaks flow, etc.)

  • Some trial & error (if you go too far east during the final boss you automatically die instead of receiving a warning, arbitrary wall that can't be opened if you come at the triple jump thruster from the left - frustrating if you got there without the hookshot, the escape sequence after the explosion - at first made it seem like it wasn't doable, some cheap enemy placements - sometimes overly zoomed in camera, etc.)

  • Some tedious aspects (some unlocked/broken doors don't stay unlocked, can't use missiles to destroy green (grenade-able) obstacles, some annoying one-way obstacles like green boulders placed so you can only hit them from one side for seemingly no reason, etc.)

  • Some overly easy bosses (on normal anyway)

  • Some unnecessary one-way paths and indestructible crates and sandbags that stop you from running

  • Too many later items are locked behind basic weapon doors rather than making you use your equipment or abilities in a skillful or creative way

  • Various bugs (see the mini review)


Video Review (Remastered) - Mini Review



Influenced by: Super Metroid and Fusion or Zero Mission, probably MGS or Splinter Cell series, possibly Uncharted, GI Joe franchise, Tomba or Klonoa, Zelda: Twilight Princess (hookshot)


Influenced: Indie gaming as a whole, possibly Bionic Commando Rearmed 2, Aliens: Infestation, Cave Story 3D, Strider 2014

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