The sequel to the original Shadowgate. ICOM developed it exclusively for the NEC TurboGrafx-CD. It was one of a handful of US exclusives for the system.
Beyond Shadowgate is one of a few TurboGrafx-CD games I selected for this year's Octurbo because it builds on an old game I have a lot of fondness for. In this case, that would be the 1987 ICOM MacVenture game Shadowgate. Shadowgate has a reputation for killing its players over and over with something close to a sadistic reverie; a design decision I don't think was entirely a simple hold-over from the far less forgiving text adventures that ICOM's employees cut their teeth with. It may sound cynical, but if you're building an adventure game that dials up the unnecessary and random deaths some several magnitudes more than ought to be acceptable, it's more likely to create a lasting impression on the player. It also starts to come back around to funny again, like Sideshow Bob and his thousand rakes to the face, though maybe that's just the Battered Person Syndrome talking. Sierra would become the masters of the cheap and funny death in due time, but there's something about how easily the Grim Reaper finds you in Shadowgate that almost seems farcical.
Beyond Shadowgate may change a few things -- the game is now a third-person affair, letting you move around the screen and fight -- it still feels like the same old brutally unfair Shadowgate. The presentation's a little spotty in places (if you saw Ghost Manor from last year's Octurbo, Beyond Shadowgate feels graphically similar, which is to say fairly ugly with melon-domed characters) but it definitely gets the feel and personality right. Hoo boy, does it ever.
Shadowgate Doesn't Have Shadow of Mordor's Nemesis System. The Game Itself is Your Nemesis
Beyond Shadowgate doesn't give you a whole lot of information about its surroundings, and I think adding combat to the game is ultimately detrimental because it's never quite clear if you're meant to avoid fights, meant to puzzle your way around them or meant to take out certain creatures because they need to go away before you can do something else in the area (that item on the ground near the caterpillar thing, for instance, won't allow itself to be picked up while the creature still lives). I'm also not clear what repercussions I'll be suffering by letting that she-beast wild, or letting that guy in the torture chair die. If it turns out to be one of those cases where I've made the game permanently unwinnable, that's not going to be fun for me. Especially if all the save slots get recorded over after such a stalemate event has already occurred.
Still, the game doesn't look too bad and it definitely keeps within the spirit of the original. It's interesting to note that the most recent Shadowgate remake, the ones the GB guys just checked out, already has a sequel in the works which it teased after the end credits: a sequel named "Beyond Shadowgate". It seems like an entirely original game, but you never know...
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