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Everything Old is New Again

Shadows of Adam is a commercial, 'old-school' traditional RPG created by a team of developers known as Something Classic. As you might guess by the name their creators haven given themselves, this game is an intentional throwback to the 'classic' era of 8/16-bit RPGs and draws liberally from titles from the early nineties. For full disclosure, I was given an advance copy of this game for free for the purposes of reviewing it.

The game begins with an homage to Final Fantasy VI in a world ravaged by a destructive war that was caused by magic. Seeking to escape the destruction, fearful citizens fled into the wilderness and founded a small town called Adam to hide from the war until the wicked magic-wielding Lodan Empire was destroyed by a great cataclysm.

'Magic' in Shadows of Adam is not merely a cool fantasy power, it is explicitly a force for evil, drawn from the world of the dead, and is a power men should never wield or touch. Nevertheless, this power does still exist in isolated places and individuals, such as a girl named Asrael in the village of Adam. The people of Adam are superstitious and mistrustful, and when an evil force begins infesting the nearby wilderness, the people think Asrael is to blame. Kellan, the son of a local hero, stands up for Asrael and is sent to investigate the disturbance to prove it is not her doing. What Kellan and Asrael discover in the wilderness will send them on a quest in search of Kellan's missing father, who they believe needs their help.

In a lot of ways, Shadows of Adam is the apotheosis of the RPG Maker ethos, recreating the kinds of games we found mesmerizing as kids. The game's visuals, set-pieces and plot are all drawn from the well of classic RPG tropes and conventions. There's a lot of reasons why someone might want to make an 'old school' RPG and nostalgia is certainly one of the highest on the list. I suspect another reason might be the comparative ease of making one compared to other types of projects, with relatively simple programming and artwork. But to assume design simplicity was a goal for Shadows of Adam might leave you surprised. The game ran a successful Kickstarter and its clear the budget was put to good use in this game's visuals. There is definitely some very impressive sprite work on display here that clearly denotes that while this game might have taken its inspiration from another time, it is firmly a product of the modern era. To borrow a turn of phrase from RMN's very own Kentona, the game is 'Neo-Retro.” While decidedly steeped in the design auspices of the 'old School,” Shadows of Adam also brings modern design sensibilities to the table as well.

I concur.



The game takes the form and shape of a traditional world-spanning 'collect the artifacts' quest where you'll explore towns, fight monsters, enter dungeons and meet a lot of weirdos. Dungeons are a particular winner in this game for me. Eschewing random encounter-filled mazes, Shadows of Adam's dungeons are deliberate, well-paced, and designed with the player's consideration in mind. Encounters are similar to Final Fantasy Mystic Quest; static, non-random, and once fought do not return until you re-enter the dungeon. They are placed judiciously and not overused, so the game is very resistant to forced grinding. More emphasis is placed on study of your environment and interaction with various puzzle set pieces. These puzzles mostly feel organic, clear, intuitive to interact with and solve, and build on mechanics introduced in earlier areas. You won't really see anything you haven't seen done elsewhere, but what's here is nearly perfectly executed, with nothing feeling forced or thrown in. Very well done and enjoyable. While a handful of puzzles towards the end of the game forced me to really stop and consider what my range of action was, none prompted me to ram my head into my keyboard or call the developer names.

Complete with the game's at times very impressive visuals and a score with a charming, distinctly 'old school' vibe, the game's various levels are a joy to explore. While I feel the game's final dungeon was longer than it needed to be, I otherwise have no complaints about the level design of this game. A solid five stars here.

Combat sequences play out in a fairly typical Dragon Quest or Phantasy Star manner. Each of your four heroes has variety of special abilities they can use by spending AP, which replenishes by a small amount each round. Each hero also has a special ability they can use to restore their own AP as well as grant them some other benefit. You'll have traditional attack and recovery abilities but equipping certain 'Artifacts' can change the way some characters operate, such as granting them more attacks per round or additional AP regeneration. Combat plays out quickly and with satisfying visual and sound effects, experience comes at a quick pace and leveling up has a noticeable effect on your performance. Encounters are challenging but not murderous, but throughout the game your party's HP totals are relatively low compared to the amount of damage enemies can do so while healing abilities come early and are effective you must stay constantly vigilant to stay alive, especially since while most encounters can be seen coming, the occasional scripted ambush does occur. There isn't a great deal of resource management required to succeed, most equipment is just a straight upgrade from previous gear and the game throws a lot of healing items at you, although I did have to buy the occasional armload of Revival items.

Finally we'll talk about the characters and story, which is important for me because this is an area where I feel like the 'old school' conceit doesn't work. The depth of the characters feels a bit more akin to a first-generation Dragon Quest game than a modern RPG made in 2017. The game has two protagonists, with Kellan being a typical brave but not-too-bright RPG hero and Asrael being a mysterious, empathetic orphan girl with unexplained powers. The problem is that neither particularly ever grows beyond these very basic RPG tropes to offer us a 'new' take on these characters. There's just not much else to them.

Most of the additional cast is introduced early. Our heroes are quick to make an ally of Curtis, a wandering martial artist who insists he was just passing through but seems a little too invested in what's going on. He definitely has a history, and you'll get to see it before the game is over, but we don't know a lot about Curtis's personality other than that he likes meditating and is a bit of a smartass. The fourth hero, Talon, offers quite a bit more potential. He is an old friend of Kellan and Asrael who was very sickly as a child and was thus always left out by the other children. He has grown up resentful and left Adam to make his own fortune. When we meet him, we learn he is fond of Asrael but deeply dislikes Kellan. Seems like a great opportunity for him to serve as a foil for the group and provoke some conflict and character development. Unfortunately, barring one major exception late in the game, this rarely amounts to anything other than Kellan and Talon calling each other names. The rest of the cast is rounded out by Prince Malvil, a nefarious royal who wants to be Kefka so bad he can taste it, and his duo of comically ineffective but very persistent henchmen.

Who names a prince 'Malvil?!' That's just asking for it.



The game does offer us a lot of context about the characters. We learn a lot of the 'whys' and 'hows.' But we never really get to know these characters or learn 'who' they are, what they care about, where they're going in life.

The game's world-building also leads a lot to be desired. The world clearly has some history but the player isn't given a lot of opportunity to get invested in it or learn what's going on. I think a pretty major problem here might be in the NPCs in most of the towns. Rather than using them as building blocks to introduce lore, flavor text, current events, a lot are just used to indulge in cheap throwaway gags. You learn very little about the war, the evil Lodan Empire, or exactly what became of them. Which is a shame because there was at least one twist that I thought was pretty cool when you eventually make your way to the continent of Lod and find out what's been going on there since the war. Ultimately though I didn't really leave this world feeling any sort of connection to it. The building blocks simply weren't there.

I'm a story guy; I like stories and characters and getting to know them and getting attached. But I understand a lot of people see story just as some curiosity to engage with on the side or at worst a distraction to be mashed through so you can get back to the dungeons and murder. And if that's you, then no worries. Shadows of Adam has a lot to offer you. But for people who like to indulge in a game's writing and characterization, be aware that this title doesn't offer a lot in the way of it. Whereas with most features of the game, Something Classic took something old and made it feel new, here it still feels old.

One aspect of the game not pulling through for me isn't enough to drag down my impressions too far however, mostly because the other parts of the game are good enough to make up for what I perceive as shortcomings. Shadows of Adam is a worthy addition to the 'Neo-Retro' school of RPG design with some classical and enjoyable dungeon-crawling and RPG combat, the kind of game you might have enjoyed as a kid, with most of the rough edges sanded off. The game is about ten hours long from beginning to end though there is some additional end game quest content to explore as well. If Phantasy Star or Final Fantasy dominated your childhood and you've been searching to recapture those feelings for the past twenty years, Shadows of Adam might be just the game for you.

Posts

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Well written review!

I'm about three hours in and my biggest complaint so far is dialogue and story. I'll likely write my own review so I'll spare my side of it but this review is pretty similar to what I think so far. I'm fond of dungeons and battles but I have much to be desired with dialogue and character as of yet.

I am having fun and it reminds me of Mystic Quest and Lufia 1 over games like FF6.
Solitayre
Circumstance penalty for being the bard.
18257
I think Mystic Quest is a pretty accurate take all told.
I'm also about an hour in. Not nearly enough to write a review, but the pixel art has certainly been fantastic and the gameplay manages to hit home in the "Early SNES" department. Echoing zDS, it does feel very much like Mystic Quest.

I'm sad to hear that the story and characters don't really seem to pick up though. I found myself wondering "Maybe the first hour is just slow." But other than that, I'm excited to keep playing.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
I WANTED to read this whole review, but terrified I'd spoil something about the game. Still in the thick of it, so I'll come back after and read it. :)
Good review! I'll play it eventually - probably once I finally get tired of chasing down unreviewed games on here. Don't really have much else to contribute. Though, I do find it funny how the "professional" critics have so far been kinder to this game then Solitayre was.
Solitayre
Circumstance penalty for being the bard.
18257
author=WIP
I WANTED to read this whole review, but terrified I'd spoil something about the game. Still in the thick of it, so I'll come back after and read it. :)


This review covers the whole game but there's nothing in it I would personally consider a spoiler. I don't really discuss any plot specifics.
Thanks for the review. One quirk of the game is nearly 20-40 of the NPCs are paid KS backers. And they wrote us a lot immersion breaking dialogue, but we tried to work them in as best we could.
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
author=Erave
Thanks for the review. One quirk of the game is nearly 20-40 of the NPCs are paid KS backers. And they wrote us a lot immersion breaking dialogue, but we tried to work them in as best we could.

I've noticed a bunch of those; smelled problematic from the KS, haha.
author=Erave
Thanks for the review. One quirk of the game is nearly 20-40 of the NPCs are paid KS backers. And they wrote us a lot immersion breaking dialogue, but we tried to work them in as best we could.
That makes so much sense lol!
Most the gravestones are kickstarter backers too.
author=zDS
author=Erave
Thanks for the review. One quirk of the game is nearly 20-40 of the NPCs are paid KS backers. And they wrote us a lot immersion breaking dialogue, but we tried to work them in as best we could.
That makes so much sense lol!


Well, Pillars of Eternity famously had the same problem, though I think Obsidian have steered clear of that when Kickstarting a sequel recently.
I am not that far in but I am enjoying it. Even the KS pushed memes... My favorite grave was "I told you I was sick." It made me chuckle.
Hey Erave, were you guys trying for a "retro" feel to the dialogue and story, to go along with the retro graphics and music? I have to imagine the simplicity was intentional, rather than an oversight.
author=BadLuck
Hey Erave, were you guys trying for a "retro" feel to the dialogue and story, to go along with the retro graphics and music? I have to imagine the simplicity was intentional, rather than an oversight.


The whole design tenant of the game was "Simple, done well." We aimed for likable characters and a coherent and easy to follow story. As the game progresses, the plot will deepen and some twists will occur, but we definitely focused on the game having a lot of clarity.
author=Erave
author=BadLuck
Hey Erave, were you guys trying for a "retro" feel to the dialogue and story, to go along with the retro graphics and music? I have to imagine the simplicity was intentional, rather than an oversight.
The whole design tenant of the game was "Simple, done well." We aimed for likable characters and a coherent and easy to follow story. As the game progresses, the plot will deepen and some twists will occur, but we definitely focused on the game having a lot of clarity.


In a genre that's already stagnating I'm don't think this is a great way to go about things, but at least this explains how we go from "The Way" to... this.

Solitayre
Circumstance penalty for being the bard.
18257
You know, I've never played The Way. I'm not sure how I managed to hang around here for eight years without playing it.
author=Nightblade
author=Erave
author=BadLuck
Hey Erave, were you guys trying for a "retro" feel to the dialogue and story, to go along with the retro graphics and music? I have to imagine the simplicity was intentional, rather than an oversight.
The whole design tenant of the game was "Simple, done well." We aimed for likable characters and a coherent and easy to follow story. As the game progresses, the plot will deepen and some twists will occur, but we definitely focused on the game having a lot of clarity.
In a genre that's already stagnating I'm don't think this is a great way to go about things, but at least this explains how we go from "The Way" to... this.


because game development is a linear progression down a single path. Any game deviating from the path I perceive to be the ideal is considered abhorrent.
author=kentona
author=Nightblade
author=Erave
author=BadLuck
Hey Erave, were you guys trying for a "retro" feel to the dialogue and story, to go along with the retro graphics and music? I have to imagine the simplicity was intentional, rather than an oversight.
The whole design tenant of the game was "Simple, done well." We aimed for likable characters and a coherent and easy to follow story. As the game progresses, the plot will deepen and some twists will occur, but we definitely focused on the game having a lot of clarity.
In a genre that's already stagnating I'm don't think this is a great way to go about things, but at least this explains how we go from "The Way" to... this.

because game development is a linear progression down a single path. Any game deviating from the path I perceive to be the ideal is considered abhorrent.

Well, there are certainly a few potential design paths and their intersections at play, but, uhm...

So far, this kinda shows that particular path might be less well-travelled then intended. Especially when compared to the alternate, story-heavier path, even when you attempt to adjust for graphics/perspective.



because game development is a linear progression down a single path. Any game deviating from the path I perceive to be the ideal is considered abhorrent.


I never... said or even implied that but OK?

Besides, "abhorrent" is really too strong of a word to use for something as inoffensive and safe as Shadows of Adam.

Going indie affords developers a great freedom to do what they want; and I feel this freedom and the development team's talent is squandered by just making another by the numbers RPG with shallow character development.
Hey NightBlade, long time old friend. I'm sad you feel that way, but that's ok. If we wanted to make a game that would have had more commercial successful we would have just gone to a new genre completely. Just the fact that 99% of people assume this is an rpgmaker game and the extremely toxic association that comes with it is bad enough. However, with over $30k of money invested, over 3 1/2 years of development, and EVERY SINGLE RESOURCE (art, music, SFX, code, script) created from scratch we wanted to make the game we really believed in. From the start that was a light hearted, extremely playable and fun classic JRPG romp. "Simple, done well." I understand not everyone will enjoy that, that's fine.

Thanks for the comments, everyone.

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