Shadow Madness is the first RPG developed
stateside by Crave Entertainment. The development team was made up of former Square USA
staff members who were responsible for the translation of Final Fantasy III and
the development of Secret of Evermore. I thought Secret of
Evermore fell far short of the quality you'd expect from Square. So it was with
hesitation that I approached Shadow Madness. The second US developed
Japanese-style console RPG is an improvement over their first attempt but, unfortunately,
the American development team still has a way to go to equal the level of quality that
Squaresoft can produce.
The game offers a huge world to explore and provides a rich history of endless wars and
strife that are plaguing the three continents of Arkose. Many years after the
last world war, a seaside village is suddenly destroyed by a flash of light. The
resulting crater spews forth nasty monsters which feed on the populace and act as a
foreshadowing of future chaos. To add to the problems, a mysterious sickness is
spreading throughout the world, causing those afflicted to suffer the
chaos-madness. The only survivor is a young man by the name of Stinger who is
shocked by the unfolding events and sets out on a journey to discover its cause. Along the
way he meets several companions such as a mage woman, Windleaf, and a farming robot,
Harv-5, both whose towns were destroyed in the same manner. They discover a dark
plot perpetuated by a rogue mage who has unlocked a power to awaken an ancient evil from a
lost civilization. Your journey takes you to all three continents, underwater, and
even a second underground world. The story is the strongest aspect of Shadow Madness.
I especially liked the million year mythology created in the various books you can
read which are scattered around the world. This really shows that the authors set
out to create a deep story within a living world. With such auspicious beginnings, the
game unfortunately goes downhill. While each characters has his or her own unique
personality, they are all ultimately one dimensional. Beyond figuring out who was
responsible for destroying their villages, they lack any other motivations.
Glaringly absent are any personal problems or quests which would have made them
appear more human. The Japanese developers are very good at introducing drama into
their RPG stories. It is sorely lacking here.
The
graphics of the the game can only be described as ugly. While the similarity to Final
Fantasy VII is obvious, with the pre-rendered backgrounds and polygon characters,
instead of improving on an established style, Crave only made a sloppy attempt at copying.
The game environments always appear dark. For some reason, even in daytime,
it's not that bright. Furthermore, there is not a whole lot of detail to the
environments. The cities appear dead, with few if any movements in the
background. The biggest problem is with the actual characters. They are always
small. So small that sometimes it looks like you are moving tiny dots around a city
maze. In Final Fantasy VII this also happened, but it was balanced by
numerous close-ups of your characters and they never disappeared into dots.
In Shadow Madness the characters
are never shown close-up. This gives the feeling of all the action appearing as
distant from the player, so the player is never drawn into the game world. Battle
graphics are even worse. Enemy detail is very low. So low, in fact, that sometimes
it looks like you are fighting blobs that only vaguely resemble some animal. Again,
the problem of making everything small drags down the style of the battlefield.
Spell effects are usually not more then simple lighting effects. There are
occasional summon-type spells which can be cast that are quite impressive. However,
there is little variety to these, since it seems that every summoned monster looks like
its made of liquid metal.
Another problem I had was with the
over-world maps. Instead of having your characters travelling around a rich 3D
landscape, you move from one flat roadmap to the next, all segregated into squares with
pictures representing towns or places of interest. It's almost as if the developers
were too lazy to put any detail into the over-world travelling.
Fortunately, the music and sound are
enjoyable because they fit the current events and the environments nicely. From city
jazz tunes to desert-style nuances, the music is not bad at all. However there
aren't any tunes which are very memorable. The music was the best aspect of the
battles.
Gameplay is where this game really stinks. The first problem was the awkward
control. Attack, run, spell, or item usage is divided into four boxes controlled by the
upper L1, L2, R1, R2 buttons. While extremely difficult to get used to at first, the
system does become easier with practice. The big problem comes later when you are
fighting at a fast rate and accidentally cast an expensive spell simply because your
previous set command stays the same between turns. Since enemies attack in real
time, the player must move fast to execute the commands.
Attacks come in three flavors: guarded,
normal, or aggressive. While there are advantages and disadvantages to the three
attack levels, they ultimately don't make a whole lot of difference and I ended up
just using normal attack. What really reeks is the utter lack of any challenge to
the battles. Your characters hit the enemies for 150 hit points. The enemies hit
your characters for 4 hitpoints. This is the first RPG where you can go through a dungeon
without healing once! It's so bad that you can max out your characters' hit point
levels to 999 by the middle of the game! Sure, menu-driven combat is usually easy
in general but at least in most RPGs, there is some strategy involved in balancing attacks
with spells and item usage, especially during boss battles. Here, there is none of
that since most bosses can be defeated with a few summon spells and hits.
Another pointless addition is the inclusion
of hundreds of useless items which either have no purpose and can heal you by 1 or two
hitpoints. This would be a harmless addition if your item inventory were
infinite. However, your space is very limited, so the player always runs into
situations where their packs are full and they have to go through their menus to drop
useless items before picking up a better piece of armor. Speaking of armor and
weapons, in the shops there's no indication if the item bought is better than what's
already equipped. All you have to go on is price, which is an annoying disadvantage
to shopping. One nice aspect to the game's flow is that at some points, you get to
split your party into several sub-quests and you can split your items among the two
parties. This does add some variety to gameplay in that you have several objectives
to complete at once which you can tackle one at a time or switch between parties during
each successive quest.
Another
interesting aspect lies in some of the mini-games. An example is Stinger's lock-picking
skill which comes in 4 levels of difficulty. This game consists of following a
sequence of movements of two lock picks, one controlled by the right buttons and the other
by the directional keys. The player must follow the movement sequence given
on-screen to successfully open locked doors or chests. The challenge comes from the
angles shown on-screen. You can't tell if the lock-pick is going up or right.
It can be frustrating but when you are successful it is satisfying to open the door and
get the treasure. These little additions are nice but don't really save the game at
all.
I really wanted to like Shadow Madness and support the company for their valiant
attempts at breaking into the Japanese-dominated market. However, this game is
so bad that its an embarrassment to the genre. From its ugly graphics to sloppy
gameplay, you can only wonder at what could have been if it was done right.
Seriously, my advice to the casual gamer is to stay away from this game and buy Lunar:
Silver Star Story instead. That game is a true example of what a great RPG
should be.
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