NEStalgia

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NES box art for Shadowgate, the cover of NEStalgia episode 246

246 · Shadowgate

▶ Game info
VerdictEssential
SeasonSeason 5
DeveloperKemco
PublisherKemco*Seika
November 4, 2022 · 1 hr 19 min · transcript available

Shadowgate is an adventure game set in a fantasy world. Players take the part of an adventurer sent to the ancient keep of Shadowgate on a quest to find a mystic artifact known as the Staff of Ages and stop the evil Warlock Lord from summoning a horrific demon known as the Behemoth. However, Shadowgate has become infested with the Warlock Lord's demonic minions, not to mention the castle's still functional booby-traps.

Our verdict: Essential

Shadowgate is a first-person point-and-click adventure through a warlock lord's castle, unlike almost anything else on the system. You pick a verb, pick an object, and the game reads you the next paragraph, like a choose-your-own-adventure book. We called it a precursor to escape rooms, though we argued over whether it is one or a close cousin.

What works

  • Verbs for everything. Move, look, use, open, close, take, hit, speak, self. Every object accepts every command, so even a plain room has plenty of permutations. Nothing relies on reflexes and there is no combat screen, which we thought was right; a half-baked battle system would have hurt it.
  • Dying creatively. Take the book in the second room and you're dead. Step on the tomb slime and the Grim Reaper shows up. Lift the pot at the lookout and the alligators "really enjoy your company." Death sends you back one screen with your items, so experimenting costs almost nothing.
  • The frozen orb. Freeze the lake to get past the shark, then melt the ice with a lit torch to get the orb back and use it on the hot floor later. It is what you would try in real life, and the sphinx's riddles give all the junk you picked up a reason to exist.
  • An interface that aged well. Item, then use, then target felt tedious at first and stopped mattering fast. The text tells you what happened, so you are never squinting at pixels.
  • Slow escalation. A fairly ordinary castle of bones and rocks turns eldritch, and your inventory grows to pages.

What doesn't

  • The torch. It burns down as you act, and when it dies you die. With a one-screen setback it never creates urgency, and it is the least interesting way to go.
  • Hints from nowhere. The key in the skull is a lateral-thinking tutorial, the waterfall passage isn't on the mini map, and the spell you learn by looking at a wall three times is easy to miss. The lit torch in your inventory can be selected, which sent Sean and Mike to a guide. The NES-only hint button helps, though "don't forget you can set things on fire" is a blunt patch.
  • The cursor. Hug the right edge and you can slip into the inventory. Mike took that as a reason the mouse versions win.

Beyond the game

The hint book cost $5.99 and gave three tiers per puzzle, from vague to the answer. The game began on MS-DOS in 1987, and later came to Game Boy Color, N64 and a recent Steam and Switch remaster. An achievement says you can finish in 90 moves.

The bottom line

Essential. The vote split. Sean put it on tentatively, unsure because the other versions are probably better. Joe voted yes and said he would never take it off: the game feels made for him, and better point-and-clicks existing doesn't stop this from being a fantastic one. Mike held back and called it a play-it for NES fans, since a mouse and keyboard suit it better. It is still the most immersive adventure we have played on the system.

Written from our conversation in this episode.

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