Shadow of the Beast


by David Whittaker
Gremlin Graphics Software Ltd
1990
Your Sinclair Issue 60, December 1990   page(s) 12,13

How would you feel if one day you were human and the next day some Beast Master chap had swept down and turned you into a griffin!? (Frankly, I don't think I'd mind too much. I mean, you'd be able to fly, you'd be so hard you'd be able to walk the streets at night, you wouldn't have to pay the Poll Tax - you'd even have several hearts, so you wouldn't have to worry about heart disease.)

But how would you then feel it your new masters chose to employ you for all sorts of evil doings and, to cap it all, go and sacrifice all your former race (including your dad) right under your very beak!? (He's not a beast, is he, he's a barst. Shadow Of The Barst they should've called it) Anyway, this is more or less what's happened to our hero in the novella introducing Shadow Of The Beast. When the poor bounder recognises what he's become, and recalls his humble homo sapiens origin, he's spurred to rebel against the Beast Master and all his evil minions. And this is where you come in...

You take the role of the selfsame hero with the funny-shaped head in his quest to defeat evil. The game starts with a scene-setting static graphic and text screen (more of these pop up infrequently when you move between locations). Click through this and you'll go into a multi-scrolling viewed-from-the-side arcade adventure.

At first, as you scroll about on the surface bashing beasties with a single blow, the game starts to feel a little repetitive (when you've seen 20 giant ants you've seen 'em all), but as you start exploring further in a subterranean sort of a way the challenge of the game increases, Basically, you can't progress until you find and pick up items and solve various puzzles. Then the game suddenly comes into its own, with you romping around punching mythical beasties, finding extra weapons and frying big 'orrible nasties!

Shadow Of The Beast has come to the Speccy just as its sequel is appearing on the snoot Amigas and STs. Of course, the original 16-bit was a bit of a 'landmark game', which was mainly down to the state-of-the-art graphics - all the very latest parallax scrolling, stuff like that. But mention the gameplay and it was a rather different tin of jellied eels. Which means that, er, if the 'bestest' thing was the graphics, and these are lost on the Speccy, then this doesn't bode too well, does it?

No, it doesn't - if it wasn't for the fact that gameplay on the Spec has been vastly improved, that is. The task of bringing it to us has been entrusted to Gremlin and a mighty fine and dandy job they've done of it too - where the Amiga gameplay was two-dimensional and stopped every other screen for a long, accessing break, the Speccy scrolls along smoothly, providing action all the way. I really think there's something in the argument that because Speccy graphics aren't the worlds greatest it makes programmers make up for it by squeezing the maximum amount of playability out of their games. Looks like we've come out tops again, Spec-chums!

SOTB is the sort of game that guarantees oodles of lastability as everyone plays it to get just that little bit further (expect mappers and tippers to be in their element). It falls down for me slightly because much of the graphics and fighting seem very dated - the aforementioned giant ants, for example, smack of 1985's vintage Ant Attack. Still, those grumbles take second place to mazes, object-finding and puzzle-solving, all of which are challenging and addictive.

So - not a brilliant game, but a darn good conversion that manages to improve upon the original in terms of playability.


Life Expectancy: 90%
Instant Appeal: 84%
Graphics: 86%
Addictiveness: 90%
Overall: 88%

Summary: Nicely pitched sword-and-sorcery game, mixing beat-'em-up, puzzle solving and arcade adventure.

Transcript by Chris Bourne

Your Sinclair Issue 77, May 1992   page(s) 60

Hello? Hellooo? Ah, there you are. Sorry, couldn't see you. We are in the shadow of the Beast, after all. Boom boom! Ahem. Beast is, as you may have already known, a conversion of the ancient 16-bit platform beat-'em-up. The plot behind it is particularly silly, with you playing the part of a Beastly minion who finds out that his boss knocked off his parents. Such behaviour is regarded as unsporting in Beastly circles, so you pull up your trousers in a threatening manner and plod off to do the decent thing.

As any student of gamesplaying will tell you, doing the decent thing involves thumping a lot of bad guys and searching a lot of scenery, before confronting Mr Beastie himself for the final showdown.

Beast is a monster of a game. No hang on, I didn't say that. (Oh damn.) It is a big game though, with four sides of multiloads to get through. The presentation is splendid, with highly-detailed graphics. The trouble is, the game is, well, how can I put this... dull. Quite amazingly dull in fact. Duller than an Open University lecturer dressed in unpolished armour and holding a bucket of outstandingly dull ditchwater. Although you're pitted against the slithering hordes of chaos (or whatever), there are actually huge areas of empty scenery to run through in order to reach them.

The beat-'em-up bits aren't particularly good (a simple case of punch or dodge), and having to stroll through seemingly endless forests and caverns finishes off what's left of the game's interest. There's some business with keys and objects, but to be honest I couldn't be bothered to stick with it. Yawnsome through and through. Nice box though.


Overall: 29%

Transcript by Chris Bourne

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