GAME JOBS
Contents
Making Shadow Complex: Donald Mustard Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Making Shadow Complex: Donald Mustard Speaks
by Christian Nutt [Design, Interview]
14 comments Share on Twitter Share on Facebook RSS
 
 
August 28, 2009 Article Start Previous Page 4 of 6 Next
 

Did you get external testers or anything to look at the game to tell you about the readability and the mechanics and stuff?

DM: We did. I think probably one of the greatest advantages we had with the game is... So, Shadow Complex was published by Microsoft Game Studios. Because we were part of MGS, we got access to those labs. As early as we were allowed in there, we were putting the game in there to get as many people as we could playing the game.



That feedback was crazy. We'd get like basically our 2D map back with all these dots saying, "Here's where someone got lost. Here's where someone turned around. Here's where everyone got stuck at this spot." I think that without that data, we would have been up a creek because that just gave us such a broader perspective on things that we thought were so painfully obvious that nobody thought was obvious at all. We were definitely able to smooth out the huge bumps.

That being said, we're starting to see lots of posts on message boards about, "Stuck here. Need help here," but a lot of that is little stuff.

LM: A lot of them are gamers, too. We're getting emails from gamers who are like a minute and a half in. They're like, "I can't..." And it's just like, "Alright, you're going to have to try a little harder than that."

DM: This is actually a good and a bad. I don't know if you saw it when you were playing, but there's something Metroid never had. There's an objective line, a blue line that will trace the next objective. We put that in there for the modern gamer, not for us.

The benefit of the blue line is it tells you where to go. The problem with the blue line is it tells you where to go. And people start to get dependent on the blue line. And then when all of a sudden they have to maybe go off the blue line a little bit, they get scared. So, our hope is that we made the blue line loose enough in a way that by the end of the game, you're trained and you're comfortable exploring the world so that those new gamers will say, "Oh, I don't need a blue line. Screw the blue line."

Thinking in three dimensions is so hard that games got more linear, in all genres. But there's a balance that has got to be really tough for you guys, because the hallmark of the genre is explorability.

DM: [laughs] Yeah, man, it was way hard. I don't know. That's the one thing that I don't know how successful we were at. And we'll have to see. That's where I need like the feedback of all the people actually playing the game and looking at how they did it. But we tried...

Just an early example, when you got the grenades for the first time, so the blue line goes across and through the grenade door and keeps going, but you have to drop down, walk back, find the grenades, walk back out, fight the boss, walk up the boss, and then go through the grenade door. So, even though the blue line is saying go here, there's a blockage in the way that forces you to backtrack.

We tried to do stuff like that early on especially to say, "Oh, the blue line isn't going to say go here, then go here, then go here, then go here. It's going to give me a general direction, and then force me to think of ways to get to that goal." I don't know how successful that is, but it was my attempt -- or our attempt -- at getting people to think, "Oh, this is a game where I just don't go forward. I go forward, I go backwards, I go up, I go down," and start to rekindle that.

Do you think that when working in a genre like this, it seeds with the hardcore and they help spread the word because they're so excited to play a game like this?

DM: It's certainly our hope. Our hope was that if we made a game that fundamentally was a fun, compelling game to play, we would be successful. But then on top of that, our goal was to...

I don't know how we would achieve this, but our goal was to create a game that felt both nostalgic and new at that time, it had hints of what you remember being awesome playing before, but it still offered you something fresh and unique that you hadn't experienced before. We thought if we could get that, then we could get us. You know, the people who grew up playing Metroid.

Our hope was that if we get the hardcore, they would start talking enough about it that we'd get... Because there are a lot of gamers out there that grew up playing Halo. They've never ever experienced a game like this, and so we tried to design it in a way that maybe could appeal to them as well and hopefully get new people.

We, who are steeped in classic games, often think in that language. So much about games is actually based around the player expectations...

DM: Exactly. We knew if we made it too hardcore -- when I say "hardcore", I mean anyone that's over the age of 25, who had that opportunity -- that we wouldn't be making the right game because so many people that are 15 right now, or 20, that think classic game design is Halo.

No, I'm serious. Not that that's bad. That's great. It just your age of exposure, right? So, we're trying to get both.

LM: We have kids, and they're total gamers. Donald and I have two boys, 10 and 8, and it's like our job to make sure they embrace all the new stuff, but we make sure they know what the original Metroid is. They play it and they love it still, at least in tune enough where they want to play it on their Game Boy.

DM: Yeah, a lot of it is exposure. To me, the best thing ever for Shadow Complex to do is if someone played Shadow Complex and said, "I really like that game, and that made me go back and play Super Metroid, which I've never even heard of before."

LM: More games in the genre. We talk about it all the time even in the office. It's like, "Imagine for the next 15 years, no one made a first person shooter." It would be like this whole group of fans that were like, "Come on, man! Remember these games?"

DM: "Yeah, remember. They were awesome!" And people would be like, "What? Okay, whatever, old dudes that played these first-person shooters!" And then someone would make one, and people would be like, "Oh my gosh! These are awesome!"

Castle Crashers is a great example. Obviously, Double Dragon and Final Fight were huge. But then The Behemoth identified that. "There's nothing wrong with this idea. We just have to update it and make it." And now Castle Crashers is a huge success.

DM: Yup. Exactly. I think they're a great example of taking a classic genre and updating it and just proving, "Oh wait, that genre was always awesome."

The irony was that Bionic Commando Rearmed was better than Bionic Commando.

DM: It was. It's true. That game was sweet. My only criticism of that game was man, that end boss was so hard. I couldn't beat that end boss. But apparently now they have a patch that makes the end boss a little easier.

[all laugh]

No, I'm serious. Now that Shadow Complex is done, I can go and play it. I agree. Rearmed... I thought that game was awesome. But I'm pretty hard... Because again, that was a hard game. I can see how most gamers nowadays would just be like...

Mega Man 9 was pretty hard, too.

DM: Yeah, yeah. Exactly.

So, you do have to be careful, because that's an audience thing.

DM: Yup. You have to know your audience, especially if you want a change to break out. I think that's what Castle Crashers did so brilliantly. It was an amazing game with a great genre, and it wasn't overly difficult. And so that allowed modern gamers who aren't into being punished to embrace the game and have fun with it.

 
Article Start Previous Page 4 of 6 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Tom Newman
profile image
Shadow Complex is on my GOTY list for sure!!! I hope this game will set a new paradigm for 2D game design, and hopefully many core developers will pay attention (hint hint Konami) and use this as a model for new games. It does just as they intended - an all new game with an old-school feel. I will be reccommending this game to everyone I know.



...not that this had an impact on my experience playing, like some other readers, but the story was very generic (which is what I want for this type of game - an overly complex narrative would take away from this type of game experience) and did not need to be associated with a political douchebag like Card. I'd like to scrape Card and all his neo-con religious-wrong followers off the bottom of my shoe because even though I love the game tremendously, the association with a moron like Card makes me feel like I stepped on a dog turd while walking through a beautiful garden.

Christopher Braithwaite
profile image
Speaking of games with right-stick aiming, there's a game called Abuse that has mouselook aiming and is the most similar game to Shadow Complex I can think of. It was even made by some ex Doom devs if I'm not mistaken. It has great action, animation and a fantastic atmosphere which is one thing that Shadow Complex lacks. I hope a sequel would have more varied enemies and locations to give the player extra motivation to play through the game.

Rob Bergstrom
profile image
Case in point: Why all the crap 3-D Sonic games when Sega could make a seriously cranking, beautiful, bad-ass Sonic next-gen sidescroller? Back to basics. Hell, just update Sonic 1 or 2 with next gen, hi-def graphics and make it downloadable. Either way, I would totally take that ride and pay to do it.

Maurício Gomes
profile image
I agree with Rob :P



And I disagree with Tom.



and I agree with Christopher (btw: Abuse is really awesome o/ In fact, I don't expected someone to have the same idea as I... I am too making myself alone a game that is a mix of Metroid, G.I.Joe and Abuse... But yay! Like that guy said, it is better when someone else do it, because you can explore and whatnot, and when you do it yourself, you know everything, so it is not that cool... Now... back to work... I have much work to do :P

Z Z
profile image
Regarding the bombing of walls and flashlight game mechanic:



There is a big difference psychologically between discovering something through bombing of a seemingly normal wall, and shining a flashlight at a wall seeing that it is green and remembering that you have to go back to it later when you get grenades. To me the discovery seems a lot more rewarding when, I, the player found the discovery on my own instead of it deliberately being pointed out to me as long as I had my flashlight on.



I'm not saying it wasn't the right move, today's players might very well not care much for doing that, but they also might care to do that in the right context. All I'm saying is that I think our industry has to get over this idea of game mechanics becoming obsolete. The two game mechanics stated, Metroid's, and Shadow Complex's are totally different and usable at different times. Just because Shadow Complex is newer and does it this way doesn't mean a game to come should do it Shadow Complex's way.



It also doesn't mean a game can't use both mechanics, although if it does that it should teach the player early on that both mechanics will be used. Maybe flashlight color coding for most items (health boosts, ammo, weapon upgrades), but bombing of seemingly normal walls for special unique items which would in-turn even provide access to areas with even more flashlight color coded secrets (idea for Shadow Complex 2, please!). These super secret hidden walls wouldn't be crucial to the completion of the game, but they would add a lot of extra content to those that worked to find them. I mean if Fallout 3 can create a game that 95% of it has the potential to never be discovered I think a 2D game can as well.



Shadow Complex was great, but there was never that moment of discovery like there was in a Metroid game because everything felt - designed - due to the color coded environment and flashlight mechanic. Great game Mr. Mustard, but you just can't beat the feeling of discovery you get from bomb hopping up a wall only to find a breakable tile (on your own) a few feet up leading to a mysterious room with character upgrades like in Metroid with a game mechanic that tells the player exactly where all the secrets are. Very nice first attempt though, and I hope Shadow Complex 2 includes some of the ideas I've talked about.

Nick Kinsman
profile image
A rather interesting read as the entire time I've been playing Shadow Complex I've been thinking, "Was this a good design idea?"

For the most part, the answer is a resounding "Yes", but there are a few times going through I felt genuinely defeated by the game for reasons beyond my own control. They absolutely nailed the level design and progression, but of all things, the combat element tends to let me down.

The best parallel I can draw is with Mirror's Edge - I love the game, but the control's inconsistency, and the forced battles in a game about flow REALLY broke the experience. Shadow Complex, similarly, almost cheats players in several locations when they are killed by something they could not possibly have known ahead of time. One of the better examples are the 'ninja-like' enemies who will grapple to the ceiling while shooting and throwing grenades. They have a tendency to kill the player in seconds, though you won't know that the first time, and they look virtually identical to the normal enemies. This is made worse when a group of 3 foes could have 1 of these characters - the player shoots the wrong one without knowing and are subsequently destroyed by the lone 'ninja'.

Aiming in 3 dimensions with 2 axis also has some issues, but I feel this was REALLY well handled all things in, and the number of times it was an issue were minimal. It's still really annoying when it happens, but mot games do much worse these days.



Additionally, I would very much agree with B N's comments about exploration. I might give the game more of a half and half flow though. Most of the 'breakables' are very straightforward, but there are a number of crates requiring the speed boots which are not at all obvious. Yet as you said, figuring these out tends to be the most rewarding aspect of exploration.



Overall, it's another breakthrough game for the Live arcade. I'm sorry that it HAS lost sales because of Card's involvement, because this game, and the people involved in its creation, deserve high praise for proper prototyping and follow-through.

Marc Sanders
profile image
Overall this was a good game that could have been great.



The biggest negative is the story, which is easily the weakest aspect of the game. The boss design needed some more work, too; the easiest and safest way to bring down every boss was grenades and missiles. I was surprised that I never really had to combine sub-weapons in order to hit the bosses' weak points, etc.



The platforming was good overall, but with a few "Why didn't he grab that?" moments. That's difficult to avoid in this sort of game, but I don't recall ever thinking that while playing BC Rearmed (the simpler graphic style of that game was probably the difference). The 3d aiming concept is very innovative but needed some more polish- I often found myself skipping enemies because I didn't want the hassle of trying to aim into the background. This could be solved with a button that changes the aiming mode. The only other complaint I had is that you would occasionally take damage while you had no control over your character- that's a minor concern, but it's also a pet peeve of mine.



The game's strongest point was the combat, especially at the end when the player has her or his full arsenal. Just simply excellent. The balancing of some of the enemies could use some work, but nothing too major. The exploration mechanics were well done, and they would have been even more fun with a different setting. The progression was controlled really well. I talked a lot more about the negatives than the positives, but that's because the gameplay is just FUN. There really isn't much else to say about it.



If this system was polished a bit and applied to better source material, it would be outstanding (maybe even perfect). For example, if Chair took the reins of the GI Joe franchise and combined the system behind Shadow Complex with a multi-character, team-based system (NES style GI Joe), the minds of old school gamers everywhere would explode. I'm a huge fan of what Chair did with Shadow Complex; now I want to see them up the ante. I think they can solve all of this game's little problems and make something really special.

Alexander Bruce
profile image
I haven't played Shadow Complex, but from reading what Blake said about shining the flashlight around to find secrets, why is that being compared to randomly bombing things in Super Metroid, as opposed to using the XRay visor to look around? Unless I've misunderstood how the flashlight works, it sounds more like the XRay visor in Super Metroid than revealing squares randomly with bombs.

Dantron Lesotho
profile image
I know I mention it a lot, but Bangai-O is a 2-d sidescroller with a dual-stick inspired control scheme. The only difference between that and Shadow Complex, is that there aren't dedicated jump and shoot buttons.

Dantron Lesotho
profile image
@ Alexander Bruce: I think people are annoyed at the flashlight just because you get it at the very beginning of the game, whereas in SM you get the x-ray visor about halfway through, thereby giving you a good chance of discovering secrets on your own, then giving you the option of going back through to scour the landscape for items...

raigan burns
profile image
I don't know, I really prefer being able to see where secrets are rather than having to shoot every block of every room with every weapon just to make sure I haven't missed something.



The flashlight's battery, on the other hand, is stupid: it recharges so quickly, I don't really see why they wouldn't just give it infinite duration. As it is I just leave it on and every couple minutes it turns off for 1-2sec.. basically a constant annoyance. If the battery recharged more slowly I might have to ration its use, but as-is it should just be constant.

Tyler Glaiel
profile image
My biggest issue with shadow complex is that getting weapon and armor upgrades never opened up any shortcuts. Point being, at the end of the game going from the east side of the map to the west side required taking the most convoluted route possible, due to the lake triggering the end sequence.



I agree with raigan about the flashlight recharging too. On the subject of the flashlight itself, it was convenient, but was it done right? It brought my attention to rocks and such that wouldn't have even noticed were there. No hint or anything, and shrouded in darkness, so light OMFG ITS SO RED. I think, hovering the flashlight for a couple seconds could gradually light up what you're pointing at. That would have had the same effect, but it would reduce the effect of "bringing major attention to everything passively". A lot of times I never felt like I discovered anything, more like the game told me it was there. The scan visor in metroid prime was a good example of that. I still felt like I discovered stuff, even though the visor basically tells me what I need to get through.



And the bosses never required strategy. Just bombardments of missiles.



The game was a good first try, but I'm not ready to label it GOTY or a classic yet. I'm definitely looking forward to a sequel though, and hopefully they could attain classic status with it. I mean, it took 3 metroid games to really hit it right.

Adam Flutie
profile image
@Dantron - Exactly. The flashlight was like having the x-ray visor right off the bat.



I think the flashlight mechanic was good in the sense of making it better for casuals, or people that just haven't been conditioned to play games in such a 'bomb everything' way. It would have been nice to have an option to turn off the big hint highlighting though... or make a power-up that combines with the flashlight power some how later in the game.



For example: Super Metroid. Sure you can bomb every wall, but eventually you find the X-ray visor and now you can scan everything. So the first few times you play and are trying to get 100% it is easy to get the x-visor and just scan away. After a few plays you don't even need it...



A 'moving' edition of the x-ray visor from Metroid, found later in the game, would have been better than color highlighting IMO.

Devin Monnens
profile image
We're a big fan of Shadow Complex at the Metroid Database - http://metroid-database.com/#216 I'm glad to see such a renewed interest in the genre, and especially the high sales the game received, which we hope will lead to more games like it!



Actually, my biggest complaint was the game didn't feel like it had as many 'wow' moments early on (aside from the tank). I wanted to see jaw-dropping 'wow' moments like the Speed Boots throughout the whole game. Perhaps I'm jaded, but I also subscribe that there should be something memorable to each major area, if not each room. Maybe it also has to do with the pacing. I also think a big lack of memorability had to do with how similar most of the areas looked and a lack of defining background music for each area. This isn't to say that silence or ambience should not have been used - it was used quite effectively in Metroid 2 - but I think it tends to have this effect if 80% of the game is ambience (incidentally, also play Metroid 2 to discover the negative impact of designing areas that look much too similar).



Regarding the Flashlight, I think there is another alternative to this: why not create breakable walls that actually look like they can be broken? Zelda does this with the cracked wall. Show walls with cracks, show debris that's fallen from a weak spot in the ceiling, steam or noises coming from a hole in the wall, and demonstrate that you can blow up vents similar to forcing you to use grenades on the doors. This way you're not just blindly blowing up every wall. Of course, Metroid Prime also has an 'item detector' that plays a thrumming noise you are close to a powerup, so that's another way of doing it (but I will say I liked the benefit of easily seeing large colored objects).



Similarly, I have to wonder if there was so much focus on the blue line rather than on cleverly using maps and target points to indicate that you can travel to this location. I know they're catering to a less experienced audience, but placing a blinking star in a room somewhere off the map shows the player where he has to go without being explicit. Finding a map that shows a new area to explore means you go out there and explore it. You know where to go, just not quite how to get there. A combination of clear objectives and unknown territory lets you keep that exploration while maintaining the sense of discovery. Maybe there are better ways of showing people how to read a map (take another look at Portal?), but it seems to work just fine in Zelda and Castlevania.



I also have to say I am very surprised that somebody would not pick up a game this good simply because it is associated with somebody they don't like. I like some of Card's books, but was disappointed to hear about his politics. But it's not like these beliefs are expressed in Shadow Complex. If you're not playing the game because you don't like somebody who had absolutely nothing to do with its design, then you're just living inside a box and aren't going to get as much fun out of life.


none
 
Comment:
 




UBM Tech