Shadow Complex Remastered Map

Shadow Complex Remastered Map Rating: 8,5/10 4981 reviews

Shadow Complex 100% guide. By JoeMcNeilly 29 August 2009. Gold bars, armor upgrades, full maps - we've got them all. Comments; Shares. Page 5 of 8: Page 5 Page 1 Page 2 Page 3 Page 4 Page 5. From our 30,000 word walkthrough to a complete flowchart, and from the locations of each and every collectible in the game to details on enemies (and much, much more), you won't find a more complete Shadow Complex guide anywhere. So, without further ado. In this Shadow Complex strategy guide, you'll find.

Shadow Complex is a developed by in association with and published by for the through. The game was released worldwide on August 19, 2009.The original script of Shadow Complex was written. The game follows Jason Flemming and his new girlfriend Claire, who opts to explore some caverns the two stumble across. When she does not respond to his calls, Jason follows her. He finds a massive underground complex with soldiers and high-end technology. Jason must rescue Claire and discover the plot behind the faction operating the complex.

The game, inspired by the, is a -style game where the player controls Jason through the underground complex, defeating hostile forces, and finding various that enable further exploration of the complex.Shadow Complex 's reception has been positive. It has received and been nominated for several Game of the Year and Editor's Choice Awards.

Critics praised the gameplay, narrative and graphics, with several reviewers also stating that it was fairly priced. It also broke all sales records for Xbox Live Arcade titles, selling over 200,000 units within the first week of release and as of year-end 2011, has sold over 600,000 copies. A Remastered version was released for in December 2015, for in March 2016 and for in May 2016. A limited physical printing of 7,500 for the PlayStation 4 was released on August 19, 2016 through.

Contents GameplayShadow Complex is presented in format; the game world is fully, but the player can only move in two dimensions, simulating the environment of a classic. Enemies can, however, move in any direction, and is utilized to allow the player to fire at nearby enemies or objects both inside and outside of the 2D plane.

The player can use the right control stick to aim with a laser sight. Gameplay in Shadow Complex was inspired.

The gameplay takes many cues from Metroid: the player can move freely throughout the expansive game world, defeating enemies with a variety of weapons, and as they overcome challenges, they gain new abilities and weapons which allow them to reach new areas.The game rewards the player with as they complete objectives and defeat enemies. The player can gain experience levels, each level boosting basic attributes of the character. These experience levels grant the player skills such as improved gunfire precision or damage resistance. Special rewards such as revealing the full map and unlimited special ammo are granted at specific levels. When the player starts a new game, they will lose all the weapons and items that they have acquired, but will keep the character's experience level and any benefits they have already received from that experience.In addition to the main campaign, a number of challenge levels, called 'Proving Grounds', are available, generally requiring the player to make it to the exit of a room using a limited set of items and health. Players are ranked based on time of completion and any scoring objectives when they complete the level. Scores and other statistics from the main campaign and the training group are tracked via online.Plotindicated during an interview that the game runs parallel to the events in the novel, and that the game will dovetail with the sequel to the book,.

Empire is a Chair-owned that was licensed to Orson Scott Card to create a series of novels, though Card did not work on the game itself.Jason Fleming (voiced by ) and his new girlfriend Claire (voiced by ) are backpacking in the when they come across some caverns. Claire opts to explore them, saying she used to go there as a child, but when she does not respond to Jason's calls, he follows her. He comes across a massive underground complex manned by numerous soldiers with high-end technology. He manages to follow men dragging Claire through the complex and is able to rescue her. However, both have heard discussion among the soldiers about their group, the Progressive Restoration, which appears to be ready to launch attacks across the United States. Jason escorts Claire to the entrance to allow her to contact authorities, while he uses stolen high-tech devices to further infiltrate the complex and learn more.In the complex's control room, Jason meets Commander Lucius (voiced by ), the leader of the Restoration, who reveals a long-term goal of inciting a civil war in the United States, allowing their group to take control.

Lucius further reveals that they have already assassinated the, and are now planning to launch an airship to attack. Jason destroys the airship using the Restoration's nuclear missile platforms, and corners Lucius before he can escape.

Furious, Lucius threatens Jason and his loved ones, declaring that the Restoration will kill 'everyone you've ever known.' When Jason prepares to kill him, Lucius is shot in the head by Claire, who has arrived by a helicopter. She reveals to Jason that she is with the, and that she was investigating the Restoration.

Claire had gotten romantically close to Jason after identifying him as a person capable of completing the infiltration of the base. Initially appalled by her deception, Jason departs the area with Claire, visibly amused.The story is continued in the novel Empire, in which the is dead and the civil war is about to start. A non-canonical ending is also available midway through the game, where Jason can escape the complex and leave Claire to her fate. Jason is seen driving away in the and commenting 'Eh, plenty of fish in the sea.'

DevelopmentChair Entertainment's creative director Donald Mustard stated that much of Shadow Complex is based around the gameplay of, a game he considers 'the pinnacle of 2D game design'. Much of their effort was in creating the Metroid-style of gameplay, a first for their company. The first month of development was spent having the team replaying the various Metroid games in order to establish the language and concepts of such games for development in order to expand on enjoyable sections while avoiding the mistakes of these games. Chair's design process started by drawing out the game's world on, using the concepts of to craft out the world, despite the final game not being tile-based.

This process set certain rules, such as how high the character may jump with the various upgrades or how far the character must run before a certain power would activate. They then played out the game on this paper map to make sure that all parts of the game were possible to complete. Such a map was also used to help with the game's pacing, making sure that the player's interest in the game would remain despite the acquisition of more and more powerups.Roughly six months into development, they recognized that their initial selected jump height was too large and did not fit with the game, forcing the team to redesign the map with a smaller jump height; Mustard noted this was one of the few changes they made that 'hurt' but was caught early enough in the process to be repaired. The team also had to consider the impact of the variety of power-ups they wanted to include, made more complex by their desire to have the power-ups usable anywhere. For example, while other games would specifically limit the use of a to specific surfaces, Chair's developers sought to have their tool usable on any surface, and had to consider all the potentially game-breaking routes that would be created by introducing the tool too early. Several iterations of this paper map were performed, though Mustard noted that about 85% of their original design remained in the final map. With a brush stroke tool within the, they were then able to quickly build out their drawn map into the 3D computer engine, using a cylinder to represent the player.

After working on tightening the feel of the player's movement controls with the simplistic map, they then began the rest of the game.Though the game is directly influenced by Metroid, the development team had to alter some of the series' principles due to the non-tile nature of the game. Mustard noted that many players in the Metroid games would 'bomb every square' to discover secret areas, but this would not translate to Shadow Complex. Instead, they relied on the use of lighting to focus the player's attention on certain areas, and created the flashlight tool in the game in order to highlight such secrets when illuminated. They further used lighting and a low to reduce the amount of perspective in the game's 3D view to allow key features of the game world to stand out for the player without sacrificing the 3D nature of the game.Much of the game's 18-month development time was focused on the game's controls and making sure they worked, as Mustard believed that without controls that 'feel sweet,' the game would have been poorly received. This included the incorporation of weapon aiming through the right thumbstick and other tactical elements such as firing from cover from games such as.

With the game being published by, the development team had access to the Microsoft play testers, who helped to identify other problem areas with their original level design. This also led to the development of the option to show a blue line on the game's map that would show the player where to go next. Mustard realized there was both a benefit and downside to this feature, as it would help guide players that were stuck, but at the same time, players could become too dependent on the line and follow it exactly, giving them no challenge in exploring the game's world. To counter this, they had the line show the general path that needed to be taken but included parts of their world where the player would be forced to deviate from the suggested path in order to work around an obstacle or collect a required power-up.Mustard believed the minimalistic story approach in to be ideal, and while he considered the narrative story presented in to be an obvious extension, felt it was too detailed. Thus, the development team chose to use minimal dialogue, aiming to allow the story to be pushed forward through the setting and design of the game.

Shadow Complex's story further arose from the development team's common love of the cartoon, pitting heroes against enemies with advanced technology. Teamlab. As Mustard and others at Chair had worked with Orson Scott Card during the development of, they approached him for feedback on the story they'd been considering for the game. Card offered the idea of a faction of the United States that wanted to create a more imperialistic government, which fit well with Chair's initial concept. Card, enthralled with the idea, licensed the literary rights from Chair and proceeded to write, fleshing out the full story beyond the framework that Shadow Complex would fit in, while Chair completed work on its previous game.

Once Chair was ready to begin work on Shadow Complex, they approached comic book writer to create the backstory for the game that would run parallel to the events in Card's novel. Developed under the working titles Empire and Empire: Alpha Complex, little was revealed during this time, with speculation that the game would be a.

Mustard cited David's ability to remain creative when certain events were already scripted—in this case, the events of Empire and its sequel —as a key asset towards the game's story. Possible sequel and remastered versionChair has considered a sequel to Shadow Complex, and had started working on development after the release of the first game. At that time, both Mustard and executives at Epic Games were considering possibilities for based on the success of spirit-based titles like. Around mid-2010, about eight to nine months after the release of Shadow Complex and into the development of its sequel, was preparing to announce the which they said would offer enough processor power to run games using a 3D engine. Mustard got into contact with Apple with the offer to develop a game for the iPhone, and Apple allowed them to, but required to complete the title in a very short timeframe, approximately five months, as to have it ready for the iPhone release event.

Because of the limited size of Chair, they could only work on one project at a time. Over one weekend, Mustard halted the development of the Shadow Complex sequel and put his team on developing, which proved successful; the title had two further sequels.

During this time, Mustard stated that they were stockpiling ideas for the Shadow Complex sequel after they completed Infinity Blade. Though they don't expect a sequel to perform as well as Infinity Blade, they have pledged that a sequel will be made. In a March 2016 interview, Mustard stated that the sequel's map and core game is in a playable state, but would need about a year and a half to add art assets, enemy behavior, and other mechanics needed to polish the title.When the third Infinity Blade title was completed in September 2013, Chair was looking to return to Shadow Complex but a new opportunity came about as Apple had introduced Chair to, the production company of film and television director.

The two companies recognized a potential game could be developed. Mantis burn racing xbox one. Chair spend the next two years working on, which is set to be released in 2016. During 2015 as Spyjinx 's development continued, Mustard recognized that Chair had grow large and mature enough to handle a second project.

He opted to have part of his team create Shadow Complex Remastered, using the help of a friendly third-party studio to help port the game to the, giving the game more realistic rendering capabilities enabled by the nature of the original game assets being developed at high resolution. Chair included keyboard and mouse controls for personal computer users and added in new melee takedown maneuvers, as these were already featured developed for the anticipated sequel. The Remastered version also includes new achievements and Master challenges. However, Mustard did not want to add many other new features to the game, wanting to leave the game otherwise untouched for experienced players.Shadow Complex Remastered was made available for free download on through Epic's storefront on December 3, 2015, with plans for wider Windows release on other storefronts. The Windows version was released for free during its first month; Mustard said that Chair was financially secure to enable this decision and found that through Infinity Blade that releasing the title for free to get it to as many players as possible and to see what interest there is for pursuing a sequel. The remastered version was released on on March 16, 2016, and a version, as well as PC version offered through the Store and on May 3, 2016.A physical printing of the remaster was made by with 7,500 copies being produced for the PlayStation 4, and was released exclusively on the distributor's website on August 19, 2016. Of the 7,500, only 6,900 were made available for sale, with the rest being given to employees of Epic Games.Reception Shadow ComplexReview scoresPublicationScore1UP.comBEdge7/10Eurogamer9/10GameProGameSpot8.5/10GameSpyGameTrailers8.8/10IGN9.4/10Official Xbox Magazine9.0/10TeamXbox9.4/10X-PlayAggregate scoresAggregatorScoreGame RankingsX360: 89%MetacriticX360: 88/100XONE: 74/100PS4: 80/100Shadow Complex has been met with unanimously positive reviews and has been nominated for or received several Game of the Year, E3, and Editor's Choice Awards.

Has given the game a 9.4 out of 10, stating it to be one of the best games of the year, specifically praising its lasting appeal and graphics, though having minor issue with the sometimes 'frustrating' aiming. Gave it the verdict 'Buy,' stating that Shadow Complex 'may be one of the best games of the season' and that it 'is a must-play for those looking for a classic twist on a fresh challenge.'

's has given the game 5 stars out of 5, writing 'the quality of Shadow Complex makes it well worth its $15 price tag.' The publication later named the game as its Xbox 360 game of the year. As of year-end 2010, Shadow Complex has sold over 532,000 copies.has also given the game a 5 out of 5. Gave the game 4.5 stars out of 5, calling the game proof 'that DLC doesn't have to stand for 'disappointingly little content.'

' have given the game 9.4 out of 10, mentioning that '. It is great, truly great even. One of the best new games you’re going to play on your Xbox 360 this year, hands down.' Resolution Magazine has awarded the game 94%, the highest score the site awarded in 2009, describing it as 'the greatest game in XBLA Xbox Live Arcade history.'

Eurogamer awarded the game 9 out of 10, commenting that 'its significance might just be unfathomable.' The Australian video game talk show 's two reviewers gave the game both a 9/10. At the, Shadow Complex was awarded the Best Downloadable Game award. The game has been nominated for the 'Action Game of the Year' from the and 'Best Downloadable Game' in the. Listed Shadow Complex as the top Xbox Live Arcade title of all time in lists published in 2010 and 2011. SalesShadow Complex was the top selling Xbox Live Arcade game for the week within its release, and furthermore was one of the top ten played titles for all of Xbox Live.

It also broke all sales records for Xbox Live Arcade titles, selling over 200,000 units within the first week of release. It is estimated that the game has sold nearly 490,000 units, based on leaderboard statistics, within a year of its release. That number increased to over 600,000 as of year-end 2011. ControversyShortly before the game's release, some activists considered calling for a of Shadow Complex due to 's. The game does not contain any references to homosexuality. Card did not work on the game, but licensed the rights from Chair to create novels based on the developer's Empire. The game was written by comics author Peter David.References.

↑ McWhertor, Michael (2009-07-16). Retrieved 2009-07-17. ↑ David, Peter (2009-07-29). Retrieved 2009-07-29.

Frustic, Russ (2009-06-16). Retrieved 2009-12-05. ↑ Nutt, Christian (2009-08-28).

Retrieved 2009-08-28. ↑ Reiner, Andrew (2009-11-09). Retrieved 2009-11-10. Frushtick, Russ (2009-10-13). MTV Multiplayer. Retrieved 2009-10-13.

↑ Espelini, Matt (2016-03-31). Retrieved 2016-03-31. Caldwell, Patrick (2006-06-27). Archived from on 2011-07-25. Retrieved 2010-11-03. ↑ Tach, Dave (January 4, 2016).

Retrieved January 4, 2016. Dutton, Fred (2010-11-03). Retrieved 2010-11-17. Dutton, Fred (2011-03-11).

Retrieved 2011-03-11. Rosenberg, Adam (December 3, 2015). Retrieved December 4, 2015. Crecente, Brian (December 3, 2015).

Retrieved December 4, 2015. Hillier, Brenna (December 3, 2015).

Written by Andrius - Wednesday, 28 December 2016 10:40
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If you're lost, don't run around wantonly, or you could make the situation worse. Instead, consult your map.

The map isn't just a static image of the Shadow Complex. It's also has important tools for you to use, including the locations of items acquired and missed. And if you turn on the 'blue line' option, the game's map will always point you in the right direction, by showing you the best route to get to the next objective. Never hesitate to consult your map -- ever.

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