(Originally published to Glitchwave on 6/4/2023)
[Image from glitchwave.com]
Shadow the Hedgehog
Developer: Sonic Team
Publisher: Sega
Genre(s): 3D Platformer
Platforms: GCN, PS2, Xbox
Release Date: November 15, 2005
Shadow certainly is the most interesting Sonic character on the basis of background and moral standing. He’s got a checkered past, and the most damning thing about it is that he hasn’t the foggiest idea of what it consists of. Shadow the Hedgehog continues the same amnesia-addled mystery narrative that Sonic Heroes started with the character’s general uncertainty, and his past is only hazy to Shadow because the player is already likely privy to it from the events of Sonic Adventure 2. The only part of the mystery that will have the player scratching their heads is how Shadow still exists considering we all watched him perish in the cosmos over Earth’s orbit. Shadow’s mission in his eponymous title is to unravel the mystery of his existence, and our mission as the player is to see how deeply the developers retconned the climax of Sonic Adventure 2. All the while, Shadow must contend with an all-out war on Earth between the humans, a plague of black aliens, and an irate Dr. Eggman in the background. Shadow’s road to self-discovery is going to be a bumpy one, to say the least.
Shadow’s journey is also going to be rife with complications because he controls like absolute dogshit. People who write off all of Sonic’s 3D outings often claim that the shifty camera is the prime culprit in dooming the series to horrid mediocrity. Still, while there is some understandable merit to this criticism, no one took fault with Sonic’s controls (or at least not for all the 3D entries leading up to this point). In both Sonic Adventure titles, Sonic speeding through the levels was as smooth as a syrup enema, hence another reason why the transition to 3D for the blue blur was actually less muddled than most remember. If this is the 3D Sonic title that triggered the downfall of Sonic’s mobility for every subsequent 3D entry, I find it funny that he wasn’t even the one who caused it. Shadow moves with the grace of a college freshman girl drunk on a fifth of mango pineapple flavored Svedka, or to say that his general movement has zero amount of grace. This game’s version of Shadow would fail a sobriety test because he struggles to keep himself on a straight path. Any intentional deviations from a direct route result in swerving around with jagged dramatism, as if strafing while running was another aspect of Shadow’s amnesiac stupor. Shadow’s sludgy rate of acceleration hardly puts him on equal standing with Sonic’s lively speed capabilities either. While Shadow will not cooperate with the player, somehow, he will still constantly bump into enemies on the field as if his wonky trajectory is due to him being magnetized to them. Thankfully, Shadow only loses a modest sum of rings upon being hit as opposed to the standard penalty of losing all of them, but is this change due to the developers being fully aware that the player will encounter problems? What gives, Sega? Shadow’s lack of stability with his general movement is inexcusable and is the primary factor in the game’s poor quality.
Even though it doesn’t make a lick of sense, I guess every player should be slightly relieved because speed is not the name of the game in Shadow the Hedgehog. That is, unless the player is content with the game’s “neutral route.” The range of the six levels per campaign depends on Shadow’s actions in each level. A moral choice mechanic is implemented for each level in Shadow the Hedgehog, and a single campaign’s trajectory depends on the specific task completed. Three choices are presented to Shadow; hero, dark, and neutral, and the two opposite ends of that spectrum involve aligning with either Sonic and a number of his friends or the intimidating leader of the black aliens. Both objectives will be presented to Shadow near the beginning of each level with fairly clear instructions from either party, and Shadow will have to consistently cease his rate of speed to make a more meticulous effort in completing either task. Determining the route of Shadow’s journey on this basis is the most engaging and unique mechanic of the game, and strictly limiting the player’s route based on player choice is a great way to facilitate player choice. In saying this, it could’ve been executed a little smoother. At several different points in each level, the opposing faction of whichever task the player has assigned still pops their head up and automatically changes Shadow’s objective to their request. The player can change this in the pause menu but as we’ve learned from Ocarina of Time’s Water Temple, pausing the game to swap something out is the most vexing method of manual change. Besides that, both factions of “good” or “bad” irritate me to no end because Shadow will practically be accompanying them through the entire level. I’m either subjected to the inane chatter of a high-pitched Tails or Charmy the Bee or getting swimmer’s ear from Dr. Klaww in the shape of an evil octopus. Together, it’s like listening to a Brokencyde album, and that’s just gross.
There are a total of 23 levels in Shadow the Hedgehog, almost twice as many as the individual ones in the first Sonic Adventure title. However, the player will only experience six of them per campaign without the option to retrace one’s steps for a different outcome once the trajectory has been set. Let me just say that I fully appreciate the variety across the 22 levels featured in the game after being driven mad by repeating the same fourteen levels over four campaigns in Sonic Heroes. The player might get sick to death of playing the opening level of Westopolis, but at least there is a one in three chance that the following level will be fresh. However, until the levels were watered down and corrupted by both Team Rose and Team Chaotix respectively, the levels in Sonic Heroes were utterly enjoyable through and through despite the herculean length of some. Shadow the Hedgehog’s levels range from being promising to downright insufferable. Many level motifs are Sonic Adventure 2 reunions where we see the fallout of both Prison Island in radiated ruin, as well as some subsector of the Space Colony Ark. Crazy Gadget was an exemplary space level compared to standing and waiting to use the crumbling rubble of the ark to fall and use as platforms in Cosmic Fall. Glyphic Canyon levels offer some loops and other classic Sonic level tropes, but Shadow’s restrained velocity doesn’t result in the same electric thrills that result in Sonic blazing through them. I somewhat enjoy the vehicle-intensive levels because the hopping mech and military car somehow control better than Shadow does. I also admire Lava Shelter because it managed not to fuck up the grind rail gameplay. On the other hand, I loathe any level where Shadow has to follow an airship and destroy it, or kill every enemy in the level. Who thought the return of that god-awful Team Chaotix mission with the candles was a good idea? There simply aren’t too many exemplary standouts among the pack to compensate for the substandard ones.
Then there’s the other aspect of Shadow’s gameplay that everyone knew an entire paragraph would be dedicated to because it was the major selling point of the game. Shadow’s role as Sonic’s edgy rival in Sonic Adventure 2 buttered up all the acne-ridden pre-teens enough, but it was time to dial his coolness radar all the way up to eleven. When I saw my first indication that Shadow was getting his own game on the front cover of a 2005 issue of Nintendo Power, I couldn't believe my eyes. Not only was Shadow revved up on a bitchin Harley like he’s James fucking Dean, but he was holding a fucking hand cannon in his left hand. I was gobsmacked. Despite my shocked incredulity, what I was witnessing was true. Guns are a main mechanic in Shadow the Hedgehog, the cherry on top of any edgy sundae. Shadow will pick up the misplaced firearms from enemies he has vanquished and use them of his own volition until the ammunition runs out. If that happens, picking up another gun to use is as simple as replacing a stick to walk with on a hiking trail. The guns range from pistols and AKs to the more fictional space blasters usually found in the scrap remains of Eggman’s robots. As fucking sick as Shadow looks strapped with a loaded gun, unfortunately, it all falls apart in execution thanks to the awful controls. Good luck aiming without a targeting mechanic while Shadow is zooming around like a hornet huffing raid fumes. The player will have to resort to primarily using the guns for combat because the trademark homing attack is both pitiful and unresponsive in this game.
Guns weren’t only introduced to make Shadow the Hedgehog moisten the pants of pre-adolescents or test the limits of the new E10 rating introduced by the ESRB that the game ultimately received upon release. They are indicative of the more mature direction the developers decided to take for a more complex and dignified character like Shadow the Hedgehog *snickers loudly to self upon typing this statement*. Or at least this was the developer's sincere intentions that faltered into being Shadow the EDGEhog, a hilarious observational joke that absolutely NO ONE has ever made. In addition to the guns, Shadow also swears like the big man he is. None of these utterances surpass baby’s first curse words like “hell” and “damn,” but I’m still in disbelief that these words are present in any licensed Sonic property. Shadow asking himself where that DAMN fourth Chaos emerald is always got a chuckle out of me, and the same goes for when he tells Eggman he’s “going straight to hell” as a threat before one of their fights. My favorite unintentionally(?) funny line is when Shadow uses the age-old simile of taking candy from a baby to convey how easy taking another Chaos Emerald will be. Then, he has to elaborate that he condones such an action because he’s the baddest mofo alive. Being a grouchy misanthrope is one thing, but this crosses the line. Who wrote this shit?
So does Shadow the Hedgehog’s narrative offer anything of real substance besides abysmal attempts at making Shadow seem cool? Well, the myriad of alternate endings to each campaign should at least make the player somewhat curious. Shadow’s journey to discover the truth leads him to the shocking revelation that he’s a clone of the original Shadow made by Eggman. Or at least this piece of information is only shocking to Shadow and anyone who hasn’t played Sonic Heroes, and that game revealed this twist with much more subtlety. The seven Chaos Emeralds are still out and about for all megalomaniacs in the Sonic universe, and the three general paths revolve around who gets to reap the benefits of Shadow’s emerald hunting throughout the story. The neutral path sees Shadow selfishly seizing all the Chaos Emeralds for himself to truly fulfill his arc of being the “ultimate lifeform” he touted for himself in Sonic Adventure 2. Even the hero and dark routes lead to practically the same outcome, with the only deviation of who Shadow screws over. He leaves the Black Arms leader to rot in the true hero story, and the same fate befalls Sonic in the dark route. In one ending, Shadow and Gamma kill Eggman execution-style as the screen fades to black. Jesus Christ, Sega. Only in the semi-hero ending does Shadow feel remorseful for his past (I don’t forgive you, Shadow). I am not willing to go to the lengths needed to unlock the absolute ultimate true ending where Shadow uses all of the Chaos Emeralds to destroy the alien menace with an audience of all of Sonic and his friends seeing this act of true altruism unfold in awe. It involves objectives needed to be done across every single level that I do not have the strength or patience to stomach. I will gladly settle for Shadow’s newfound confidence in whichever choice he makes.
At the end of the day, Shadow the Hedgehog is difficult to take seriously. Instead of providing a deep, profound character study for Shadow, the result of Sega putting Sonic’s hottest new character in the limelight made an already flawed character a total laughingstock. The story, the gun mechanics, and the brooding presentation reek of trying too hard to appeal to a specific age demographic that it comes off as pandering. Still, with this game as my example, I think the true culprit of 3D Sonic’s downfall is a rushed development period. This has been well documented with future 3D Sonic bombs, and one could make an example out of Sonic Heroes released before this game. Shadow the Hedgehog, in my mind, is the first truly bad 3D Sonic game, but it’s not because the game lacks passion. Specific elements of Shadow the Hedgehog such as the malleable story trajectory are admirable, and some of the levels show real promise. If the developers had the time to hone Shadow’s shoddy controls and the way the levels juggle their objectives, Shadow the Hedgehog could’ve been a solid 3D Sonic game. With its overall direction in mind, I’m not sure that even a competent Shadow the Hedgehog would’ve won me over, but at least there would have been a dedicated number of Sonic fans defending it.
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