I remember buying it back when it was released thinking it would be awesome. While it does share some similarities with the original, and does have some interesting environments to explore, it was kind of a disappointment overall.
1) Lack of creatures to interact with. Much of the fun of Shadowgate was figuring out how to defeat or pass the myriad creatures in the castle. Shadowgate 64 had only a few: the prison warden, and the ghosts of previous inhabitants. There sort of a final "encounter" but it wasn't as well designed as it should have been.
2) Lack of creative ways to kill yourself. Call me morbid, but this another feature that made the original fun to play. Back then few games gave you the freedom to do whatever you wanted.
Some things the game did well:
1) 3D world to explore. Being able to explore the castle in 3D was kind of cool, however this was limited by lack of creatures to interact with.
2) Lots of ingame texts that elaborated and expanded on the world of Shadowgate. This was also kind of neat.
Anyway these are some of my thoughts regarding Shadowgate 64. It would be neat to see this one somehow remade, or reimagined while keeping true with what made the original game great.
I'm hoping Dave can get a chance to go over the story of Shadowgate 64 in more detail sometime.
One major difference was that Shadowgate 64 was made at the request of Kemco, the Japanese company that made the NES port of the original Shadowgate. They approached Infinite Ventures (A company by Dave, Karl, & Eugene Evans of Mythic Entertainment to preserve the ICOM Simulations IPs) with an expressed interest in making a new Shadowgate game.
Dave & Karl worked with them on an advisory level, but the programming, testing, and overall development was all done in-house at Kemco in Japan. This is why it feels like a different game than the original Shadowgate.
And for the record, Dave DOES NOT like this game. Someday, hopefully he'll go into more details about the specifics of why he doesn't like it, but that will likely be a story saved for another time (probably after the campaign ends).
If this campaign succeeds, who knows what could happen? Dave & Karl might revisit the story from the game and try and make it more of a traditional Shadowgate? Who knows? If they succeed, the possibilities are near endless!
Post by darkgaizat on Sept 19, 2013 9:32:21 GMT -5
My biggest complaint about the game was the lack of direction I felt playing it. I felt like I needed a strategy guide to get ANYWHERE in it. Maybe I was missing something, but I was severely disappointed in it. My thoughts.
This was not my first experience with Shadowgate games, as I had played the early PC/DOS versions as well as the NES game, although I must say that Shadowgate 64 was by far my favourite. I enjoyed the creepy abandoned towers, myriad puzzles and animations, music and sound effects. Despite what others have said about the 'lacking' NPC interaction or death sequences, I found this version to be the most immersive and interesting. I would love to see Zojoi develop a "Next-gen" Shadowgate returning to 3D graphics format. Maybe if the Shadowgate remake does alright as is planned, Shadowgate Rising could be developed for PC and console marketplaces. It sure would be a welcome title in my collection anyway. Just imagine the neat control schemes it could have for WiiU, or on the PSVita. Here's to hoping!
I remember back in the day when Shadowgate 64 came out. I was so excited! I loved the NES version.
I didn't mind the free movement in 3D castle. But instead of a knight in a blood line that can save the world, you're some random half elf guy? Meh.
I loved how the castle was filled with all kinds of creepy evil monsters in the old game, but now the castle is largely inhabited by thieves and such. That's weird. You should be the only person there. Much more creepy, scary ad hopeless feeling.
Anyhow, I did have some fun with the game. It had been forever since I played it so I bought it on eBay several years back to have a few laughs... Lordy the sound fx crack me up!