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Creativity overshadowed by reality

- Developer: Hudson Soft
- Publisher: Hudson Soft
- Release Dates: July 22nd, 2010 (Japan), October 15th, 2010 (Europe), January 4th, 2011 (USA), July 21st, 2016 (EU Wii U eShop), October 27th, 2016 (USA Wii U eShop), June 28th, 2017 (Japan Wii U eShop)
- Available On: Wii, Wii U (via eShop)
- Genre(s): Action, Puzzle, 2D Platformer
- Also Known As: A Shadow’s Tale (Europe), Kage no Tou (Japan)
I have a long-term goal to play through every Hudson Soft game. It stems from their games being some of my most formative experiences in the medium, so I see it as a way of paying tribute to something I love without wallowing in nostalgia and playing the same few games over and over again. I still happen to love a lot of their games, so it’s a goal that is a delight to work towards! It has been very educational, too, and in ways I didn’t anticipate. I dunno if you realize this, but trust me when I say that Hudson Soft was really never normal! In fact, I’d maybe call them unhinged! The most obvious example of their chaotic nature is the fact they brought Mario Party into this world, but even beyond that, so many of their games are just plain weird or deceptively capricious. A lot of their older games like Bomberman, Milon’s Secret Castle, and Star Soldier have really obtuse secrets that you’d probably never find without someone telling you about them. Adventure Island made you find a hidden item just to be able to continue! Their forays into adventure gaming gave us Princess Tomato and the Dezeni games, which are as funny as they are weird. J.J. and Jeff is a game based on two Japanese comedians that’s unbelievably fiendish in its difficulty for some reason! Basically, you can never count on Hudson Soft to be chill or normal for long and, honestly, that’s one of many reasons why I love them. Lost in Shadow, their last Wii game before being consumed by Konami, looks like their most “normal” game ever on the surface, but it’s really the perfect swan song for the company in a lot of ways. What looks like a Limbo-style puzzle platformer perfectly befitting of the time it came out ends up being something far stranger for better and worse!

One benefit of writing this post in the present day is that I have an interesting point of comparison that those who came before me did not. At the time, pretty much every review you can find compares this game to Ico, and after seeing the game’s presentation and minimalist story, it’s not hard to see why. They even did the thing where the US version has worse box art than the Japanese version! Lost in Shadow begins with a boy’s shadow being separated from his body and thrown down towards the bottom of a massive tower where a fairy named Spangle finds it. Said shadow still retains sentience and immediately begins a journey to the top where it all began with the help of said fairy. Lacking a body isn’t exactly a good thing, but it does give the boy a unique way of climbing back up the tower through the utilization of shadows and also makes him the only one suited to confront its darkest secret. The plot is intentionally vague for hours and like Ico or Shadow of the Colossus, you need to perform your task of climbing the tower without a full understanding of the stakes at hand. It’s a compelling mystery because the complete lack of direction gets your imagination running in all sorts of directions. There are extremely brief teases of the world beyond the tower, but never enough to paint a complete picture. The architecture, lighting and camera angles used to represent the tower feel very much in line with what Team Ico would do, focusing strongly on emphasizing scale while using a mixture of extreme brightness and darkness to depict rising and falling tension. It’s equal parts beautiful and foreboding and that balance of tone fits excellently with the game’s equivalent of audio logs that convey the boy’s innermost thoughts and memories if you can find them. Osamu Tsuchihashi, producer/director of Lost in Shadow, has a real knack for making spaces memorable to both look at and navigate and once you realize that this was the same man who was the chief designer on Kororinpa: Marble Mania, that becomes a whole lot less surprising to hear. If you haven’t played Kororinpa, you should, but either way, take my word for it that it’s a game all about carefully crafted spaces to navigate in increasingly careful ways. It makes great use of the Wii remote, really expects a lot out of you, and makes sure you appreciate just how every little bit of level design connects. I wouldn’t call Lost in Shadow quite as polished as Kororinpa, but those same instincts are on display here and I really appreciate that. It probably also helps that the level editor for Marble Saga: Kororinpa was used as the basis for designing levels in Lost in Shadow, which is really cool!

Despite all this Ico stuff, the game I actually want to compare it to most is Shadow Labyrinth. If you want to read my whole take on that game, it was #9 in last year’s GOTY post, but to give you the shorter version, Bandai Namco’s incredibly weird swing had you controlling a little guy escorted by an even smaller fellow as you went through dark environments and used a very small pool of attacks to get through most of the game. Shadow Labyrinth was evocative and had a lot of great ideas, but it was way, way too long and it quickly ran out of things for you to use the game’s limited combat mechanics on. Its story was conceptually interesting, but too slowly paced and doled out in obtuse ways that made it hard to fully appreciate. It was also a game that expected a lot of backtracking but made doing so a tremendous, deeply tedious pain. Guess what game has all of these qualities? Yup, Lost in Shadow does! It has a lot of the same general atmosphere and energy as Shadow Labyrinth, too, and I’d consider them to be of very similar quality overall! Lost in Shadow is a game you’ll see in a lot of “Wii Hidden Gems” videos, but I personally wouldn’t call it one. I actually had a friend ask me about it the other day precisely because he saw it in one of those videos! Like Shadow Labyrinth, I love that it exists, but I don’t love playing it. Does that make it a Hidden Rock or a Hidden Pebble, then? I guess, I dunno, whatever!

Regardless, I think the idea of seeing this game as a hidden gem is something I wanna dwell on a bit more. Not because I feel the need to try to “disprove” how other people feel- that’s the kind of thing you should go to social media for, not this blog- but because I fully understand the sentiment despite my lukewarm feelings on the game. The more you think about it, the more everything about Lost in Shadow truly screams “everyone’s going to love this in 10 years”. It’s the swan song of a beloved company with significant relevance to gaming history, it’s a fairly late release on a hugely successful console, and it’s a slow burn that a lot of people are going to drop off of before the end, making it ripe for the determined to get emotionally attached to and for Youtubers who thrive in the “playing games that people want to see but don’t want to play” market that I’m noticing is doing very well lately. Even though its creators don’t cite Team Ico as an influence, it really does manage to capture the vibe of one of their games, which is rare enough that I imagine people would want to pursue it for that reason alone. If the credited artist, Hiromasa Ogura, is indeed the same Hiromasa Ogura known for his art in things like Space Adventure Cobra, Ghost in the Shell, and FLCL, then they had a veritable legend backing this game! Heck, Lost in Shadow even came out the same year as Limbo, a fundamentally very similar game that received loads of attention and acclaim right away!

But despite everything in its favor, you just don’t see many people looking back at Lost in Shadow. I did some digging around and aside from a very passionate defense by Hikikomori Media on Youtube, most of the videos on the game were either dated closer to the game’s release, were just gameplay footage with no critical element, or were reviews done by channels without the following size needed to guide the direction of a game’s reception in the present day. It’s not a widely available game, to put it lightly, but it did get a release on the Wii U eShop and Wii emulation is both very robust and easy to set up, so I don’t think the act of discovering it is too terribly difficult. If you want another specific but interesting benchmark, over on RetroAchievements, the site got Wii support in March of this year and out of all the available games (a couple hundred, at least), it’s the 25th least played Wii game on the site with just 62 players out of the 1.7 million registered, one of which is me! Most of the games it’s beating in player counts were very recently released and Lost in Shadow has been available since launch! There’s just something, something about this game that doesn’t get people excited for it despite having all the right elements and while I wish I had a more salient point here to discuss beyond the ones I’ll be making below, I just think that’s really interesting and couldn’t help but ruminate on it a bit. Hey, it’s my blog after all, I can do whatever I want, right?

The entire game takes place in the tower, but each floor (or batch of floors) is divided into individual levels. The goal in each one is to find three Seeker Eyes, destroy them, and then get to the exit that opens up afterwards. Much of Lost in Shadow is a puzzle platformer and cinematic platformer blend that, in the most general sense, works well enough. Your jump has a degree of commitment and stiffness to it, but the height is good and it’s rare that a failed jump has any kind of serious penalty. The puzzles constantly make use of the game’s strengths, forcing you to apply lateral thinking and look at the spaces you occupy in both a 2D and 3D context. Using the Wii Remote in an overall additive way (though I wish the cursor wasn’t constantly onscreen blocking stuff), you’ll have to suss out objects with your cursor and then rotate them or move a light source as needed, which in turn has an effect on the level design. A path that’s blocked off in the shadows will suddenly become clear once you’ve recognized what object in the foreground isn’t cooperating and it’s stuff like this where Lost in Shadow excels. Even if I do have issues elsewhere that I’ll go into, I absolutely love how intricate these levels are. Everything is interconnected and you can really tell that Hudson Soft put in the time to make the tower feel like a place that was built with intention. It’s full of seemingly disparate elements- they’ve got a sewer, a residential district, and a cold storage kind of facility crammed into this thing- but they all coalesce into something that feels like a miracle of human ingenuity. By design, you’re forced to slow down and appreciate every bit of effort that went into the level design and I love what that did to me throughout the game. I’m the type of person who doesn’t necessarily stop to soak in every background detail when it comes to environment design. I’ll look, of course, but if you’ve ever seen the type of Twitch streamer who will take hours slowly walking around and commenting on background characters and other things you can’t interact with, that ain’t me. But here, I found myself noticing every little gear, every single scaffold, because I knew they all had a reason to be there and they could all have an influence on the way things played out. Of course, the story makes it pretty clear by the end that these towers aren’t exactly monuments to the best aspects of humanity and shouldn’t be celebrated, but hey, we can still appreciate the complexities of the architecture on their own merits, at least!

For whatever reason, Lost in Shadow has a lot of combat and I mean a lot of combat. Not only are enemies in your way regularly, they’re straight up locking you into Devil May Cry-style combat rooms in almost every level! On paper, combat is a nice way to break up a game like this (it worked for Flashback), but I found it fumbled in just about every way. Your only weapon is a sword and you only get three attacks, one for the air, one while crouching, and a standing combo for the entire game. All you can really do is go up to an enemy and attack them before they attack you, but even that has issues because the most common enemy in the game is a spider, which is too short to get hit by the full combo! This naturally incentivizes you to try the crouching slash, after which you’ll discover the way to break the combat from there on. The crouching slash is both pretty strong and ridiculously fast, allowing you to chain it multiple times in a row and defeat any grounded enemy before it has a chance to attack! With this in mind, the game’s combat is nothing more than a roadblock even on the hard difficulty (which just jacks damage received way up), a total slog that slows down an already slow game. You’re never getting stronger, you’re never learning new things, enemy encounters never promote synergy between any of the creatures you’ll fight, and the only time they throw in a boss encounter is at the literal end of the game. I never thought I’d be saying this, but I would have gladly taken a parry because at least having one would give me something to practice! It truly feels like a wasted opportunity and a waste of time and it’s such a shame that they don’t do anything with it at all. I can easily see a world where they integrate Spangle into combat, making you use the Wii remote to point out weak spots or activate things that’ll give you an advantage. They almost thought of this with the blue enemies that are invincible to everything except environmental hazards, but these little mini-puzzles are always easily solved by something in the immediate vicinity. Much like Shadow Labyrinth, the action is held back by the minimalism; sometimes less is more, but in this case, more would have been more, I’d say!

The even bigger problem Lost in Shadow ends up running into is that it’s ridiculously long for the kind of game it is. On average, Limbo is around 4 hours long, which is the perfect amount of time for it to express its ideas. Wanna know how long Lost in Shadow took me? 18 hours! I 100% completed the game by collecting all the memories, but doing so doesn’t require much more than the bare minimum anyway, so there’s no avoiding the commitment. The climb initially starts off exciting and the garden and outdoor areas are both decently paced and nice to look at. They’re solid enough tutorials, too, and they cap off with this great moment where you ride a minecart towards the main tower and the game’s title drops with this wonderful little song playing in the background that’s very Ico-coded. No matter how I feel about the rest of the game, it never stops being pretty! Though that prettiness does hit some snags as you go; after the lower tower, you hit a factory and a reservoir area, both of which are much darker and dour compared to how the game started. This is fitting for the environment, but it leads to the gameplay falling into a lull where you’re just going from brown pipe/girder to brown pipe/girder more often than not and there aren’t many new structures or enemy types introduced to compensate. The levels also get significantly longer at this point, so it’s going to be hours before you see light again via the Residential District. That area’s cool, but guess what’s after that? Another factory area! After that, you’re led to believe that you’re golden because the shrine area looks like the final one. It’s pretty, has all the enemy types you’ve encountered throughout the game, and makes significant use of the light form ability that you earned a couple of hours prior. Right when you get to the top, though, the game hits you with something really nasty: to proceed to the “endgame” (this is around hour 9/10 of 18 lol), you need to backtrack throughout the entire game, find a bunch of glass shards (they aren’t marked on your map and there are no hints as to which floors they’re on), and then lug your butt back up to the top to put them in a door so you can proceed. You get access to an elevator, but the elevator only brings you to the beginning or end of each area, so if a shard is on, say, floor 45, you’re backtracking through multiple full levels in either direction. Yup, it’s the Wind Waker Triforce hunt all over again and if you know me, you know that I do not like Wind Waker very much at all!

Let me slow down for a moment. I mentioned it briefly, but around 6 or 7 hours (heh) into the game, you receive the only new ability. The light form is a fantastic idea: at certain spots, you can become light in order to explore areas that were previously unreachable in a 3D perspective instead of a 2D one, kinda like Super Paper Mario. The problem with it is that they make no attempt to do anything interesting with it at all. Every light area contains nothing more than a very simple puzzle to solve, usually one that has you rotating something or pushing blocks around. A timer is meant to make these sections feel scarier than they are, but once you realize that running out of time only incurs minor damage, there’s no turning away from how… nothing these sections are. All of the glass shards are hidden in light area portals, but none of them are guarded by anything meaningful. You just find the right portal (probably want to check a guide for that!), walk in, and grab your shard. There’s no combat in the light world, which would have been such a cool thing to introduce and help offset all that 2D combat fatigue, but alas. Anyway, once you’ve spent a couple of hours backtracking for shards and playing through an all-new sewer area (incredibly bold choice to stonewall players from the climax of the story with a sewer level…), you can finally get to the end of the game… but not until you complete another 10 floors of a dark tower area with an inverted color gimmick and then another lengthy garden area! Lost in Shadow really, truly, does not know when to quit, and while there’s a certain element to this that complements the story and matches up with the feelings of anxiety and hopelessness the boy experiences in his memories, it becomes such a slog to get through that you’ll be overlooking those finer details it excels in and just praying for it to end.

Like Shadow Labyrinth, I wanted to love Lost in Shadow so badly. I have a thing for swan songs, I think they’re often beautiful expressions of finality for a console’s life and the people who made games for them, but Lost in Shadow just isn’t it. I’m a true Hudson Soft diehard, but I think they unfortunately ended on one of their weaker notes. Unless Tetris Axis on the 3DS is cool, I suppose! I enjoy the novelty of a Japanese game feeling like it was influenced more by “Western” designs and real world activities like Shadow Tag than other Japanese games and they deserve loads of credit for their level design and presentation, but this game just wore me the heck out. It’s simply too much! Both this and Shadow Labyrinth are perfect case studies for the importance of things like combat design and enemy variety. No matter how tight the rest of your game is, no matter how interesting it is, if it has you doing the same few things over and over and over again, it’s inevitably going to lose the goodwill that would otherwise encourage people to push through it. Since I’m a generous guy, I have to assume the bloated length was due to an overflow of passion. The team that worked on this game clearly loves designing levels as evidenced by their time with Kororinpa. Marble Saga’s level editor is comprehensive, so much so that the team knew it was capable enough to be the backbone for an entirely different game. I can totally picture them just playing around with ideas, plugging things in, and finding inspiration in unexpected places. Shadow Labyrinth has a bit of a “Oh god, we have no idea what to do with Pac-Man, let’s try something ridiculous” vibe to it, but Lost in Shadow feels born of pure confidence. If only Hudson Soft hadn’t gotten absorbed into Konami just a few weeks after this game’s release, maybe then we would have gotten to see a second go at this game. The people at Hudson Soft were truly masters of the craft and the industry isn’t the same without them running around and having full creative control. Lost in Shadow might not be a great time, but it reminds me of great times and while I’m not the type to wade in aimless nostalgia, it’s always nice to return to the work of people who had an undeniable influence on my life.
More Screenshots- Highretrogamelord. “Dezeni Land (デゼニランド) (Longplay) for the NEC PC-88.” YouTube, 29 Aug. 2020, http://www.youtube.com/watch?v=ay9tCgdHcWo.
- Behrens, Matt. “Casting Shadows: On Lost in Shadow with Director Osamu Tsuchihashi.” Nsidr, 9 July 2010, web.archive.org/web/20200506210924/www.nsidr.com/archive/casting-shadows-on-lost-in-shadow-with-director-osamu-tsuchihashi/1.
- 10min Gameplay. “Kororinpa: Marble Mania … (Wii) Gameplay.” YouTube, 8 Mar. 2020, http://www.youtube.com/watch?v=c3xE90jHX6U.
- Hikikomori Media. “An Overshadowed Classic – HM.” YouTube, 24 Aug. 2019, http://www.youtube.com/watch?v=zNOcvymna7M.
Backloggd: https://www.backloggd.com/u/EphemeralEnigmas/
RetroAchievements: https://retroachievements.org/user/EphemeralEnigmas
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3. “Punch King – Arcade Boxing (GBA).” YouTube, 18 Feb. 2014,










































































