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by Jerry Whorebach 03/23/2012, 2:17am PDT |
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It's possibly the most blatant imitation of Super Metroid yet; but unlike the Metroidvanias, it's not even a good one. My biggest problem was with the map: it's ridiculously large (three times the size of Super Metroid!) and every part of it looks exactly the same. In Super Metroid, you were exploring a delightfully weird alien planet comprised of multiple terrain types, each with their own unique flora and fauna; in Symphony of the Night, you were trapped in a beautiful gothic castle, with all the cathedrals and clock towers and gill-man hatcheries that implies. What was distinct or memorable about the titular Shadow Complex? It was just a generic subterranean military base, where every section looked alike and they all pulled from the same (extremely limited) pool of banal human and robot enemies. Even by the end, I still found myself pausing regularly to call up my map, because I had no idea where any of the areas were in relation to each other.
The sense of sameness wasn't alleviated in the slightest by the incredibly unappealing polygonal graphics. If anything, the pseudo-3D planes shoehorned into every other room only served to make aiming with the right stick frustratingly imprecise and unsatisfying. The point where I finally got sick of trying to fight the autoaim and started letting the game pick my targets for me was the point where Shadow Complex exhausted my last scrap of good will. When a new game is aesthetically inferior to its ten-year-old competition in every conceivable way, and its sole mechanical addition to the formula turns out to be an unmitigated disaster, I struggle to find a reason why anyone should choose to waste their time with it. |
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