The twist, as the game's title suggests, has the player stuck in a shadow world, making for an irresistibly creepy visual element. (If you couldn't tell already, I'm a sucker for this one's looks.) While the platforming isn't tuned to pixel-perfect precision (see: N+
), it's functional, and it serves as a solid base, allowing the presentation to pull you in.
Visuals reminiscent of a Team ICO project
Aside from visuals reminiscent of a Team ICO
project, Lost in Shadow's
eerie ambience and relatively bare bones story -- coupled with the game's tower-climbing premise and freaky, persistent many-handed monsters -- serve to give the entire world a feeling of bizarre uniqueness. Intentional or not, though, fighting the enemies feels clumsy. Perhaps you're just a terrified boy stuck in some crazy
shadow world, but I'd like to think you could summon enough courage to handle a sword with some level of precision.
Though it can also be awkward to control, the light-altering mechanic adds a bit more depth to the gameplay. Point the Wiimote at the screen and, somewhat clumsily, use the on-screen sliders to adjust the angle or amount of light in a particular area.
Minus a handful of hitches here and there, Lost in Shadow
has given me the impression it could definitely be a solid release (coming out in a crowded first quarter
). That it's bound to a console not exactly known for strong-selling third-party titles has me worried that the game could suffer the same fate as so many other third-party Wii gems before
it. But that's a good worry, I suppose -- Lost in Shadow
seems good enough
to worry about.
Check out the latest dev diary for Lost in Shadow