![]() ![]() A button has to be held to make time move when the player is stationary, meaning waiting for guards to move out of the way (a core part of almost any stealth game) can be more than a minute of just sitting in a bush, awkwardly holding one key down. It’s a neat idea in isolation, but it’s not one I think lends itself particularly well to a stealth game. If everything goes wrong and the guards are alerted, time can also be rewound to attempt a section again and again. This gives the player time to assess their surroundings, look for vantage points, and aim the grappling hook to perform speedy air manoeuvres. ![]() The main mechanical hook of Shadwen is that, much like Superhot, time won’t move until the player does. What’s worse is that it manages to fall short in some of the most crucial ways a stealth game could. Unfortunately, after playing both the preview build and the final retail copy, it’s safe to say that Shadwen is as bare-bones as it gets. With that setup, and a really interesting world to play about in, there’s no way it could fail, right? Wrong. Shadwen has a really cool premise: take control of an assassin (also called Shadwen) with a grappling hook and the ability to manipulate time, to sneak through an occupied city with a little orphan girl to take down a despotic king. A few nuggets of goodness buried under a mountain of bland ![]()
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