

Like the chap from F.E.A.R., you have the totally inexplicable ability to manipulate time-in this case, being able to freeze and rewind it as often and as far as you like-and also like the chap from F.E.A.R., there's a nasty little girl hanging around making your job a bit harder than it ought to be.

You are the titular Shadwen, a humourless no-nonsense assassin on a murderous mission in the land of knights and castles and preposterously brutish slowly-patrolling guardsmen.
Shadwen review reddit full#
Thus my attention was snared by Shadwen, a stealth game with a backpack full of ideas that picked up the humble grappling hook, studied it for a moment, and eagerly stuffed it in with the rest of the mechanics.Īnd what a strange grab-bag of mechanics it is. There are so many ways the grappling hook can behave so many rules to be defined for its behaviour, and the marvellous thing is that no matter what those rules turn out to be, there's bound to be a creative application for it. What other gadget can promise to add so much with nothing more than a simple rope constraint? You get interesting mobility, shaped by momentum and gravity and the subtle vertical details of your surroundings, but you also get catharsis, either from the damage inflicted by the things you pull towards you, or the damage you inflict on yourself as you swing bodily into the side of a bridge support.
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In the past I've often asserted-usually with the air of a facetious scamp deploying his finest hyperbole-that there's no game on this planet that couldn't be improved, in some way or another, by the addition of a simple grappling hook.
