
#SHADWEN CHARACTERS FULL#
The implication here is that Lily will act as your moral compass, possibly making you think twice before murdering an entire estate full of soldiers. Shadwen’s plot involves a chance encounter with a child (Lily), who winds up following you in your overall quest to give a mystery King a damn fine stabbing. And even that could be used to your advantage. As long as nobody is in ear-shot to hear the rather suspicious sound of a box being adopted as an assassin’s impromptu hiding spot, that is. Useful for making a distracting noise, and useful for dropping on top of people.īoxes can also be pushed by hand to fashion some quick, make-shift cover. Using the same technique, it’s possible to pull boxes across the floor (or down, from storage racks). Nobody ever trains guards to look up, so I should be fine. Embarrassing, but easily rectified with a quick rewind. With this, it’s possible to reel yourself up to high beams or, indeed, miscalculate the slack on the rope and accidentally leave yourself dangling in the middle of a room full of guards. Even in this brief build it was possible to pull off some skin-of-the-teeth maneuvers, replicating some sort of medieval Nordic version of The Matrix.Īn important component of your assassin kit is a permanent rope-grapple device, which can attach to pretty much wooden strut or column you can find. It wasn’t much in evidence in this straightforward, early demo, but the potential is there for setting up rooms full of dense, overlapping patrol routes that would be overwhelming to tackle in real-time, but a viable challenge when you control the passage of time. But Shadwen lets you do this whenever you please, merely by releasing control (and, if needed, intentionally let time pass with the Q button). Prior stealth games like Thief: The Dark Project or something more recent like Styx have always let you assess your choices while lurking in a dark corner or on an overhead rafter. Next time, for example, I’ll probably try not to alert the entire room.īeing able to effectively pause time (simply by not moving) allows for a lot more precision in your actions.

In this particular pre-alpha build, a quick rewind will pull you out of the game over state and back to a point where you can form a different plan of approach. The end result will be two games with this clever premise one an FPS, and one a third-person stealth title. Whether this game was ‘inspired’ by the SUPERHOT tech demo or developed in complete independence, I don’t know. Shadwen is going to get a lot of comparisons to SUPERHOT, for the fairly straightforward reason that it uses the very same “time only moves when you do” concept as that title. Being heard or spotted by a guard will grab his attention (denoted by a white outline for suspicion, a red one for “you’re screwed”), and remaining in view for any extended period of time will result in game over. Mechanically, Shadwen shares plenty in common with others at the more stringent end of the genre. In fine Frozenbyte style, everything looks rather lovely.
