
The world has been taken over by synthetic lifeforms. A desperate plea for help sets Shadow, the sole survivor of his clan, on one last mission to uncover what started the path to perpetual ruin.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Korean, Portuguese - Brazil, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h3]Сломанная восьмибитная ностальгия.[/h3] [b]Понравилось:[/b] • Олдскульная атмосфера • Дизайн боссов и пасхалки • Первые 5 этапов • Сцена в финале • Набор навыков • Разнообразие врагов Мне действительно понравилась первая половина игры, там есть за что похвалить. В меру сложностей, приемлемая цена ошибки и ощущение прогрессии за счет новых способностей и прокачки уровня духа\жизни. Ты не становишься неуязвимым, баланс между навыком игрока и агрессивным окружением сохранялся. Всё было в равновесии. [b]Субъективное:[/b] • Резкое усложнение в середине • Бессмысленный хардкор без челленджа • Простой финальный босс • Не ретро, а перенос всех костылей игр из "того" времени • Отсутствие минимальной вариативности, только строгое следование паттернам • Не удовлетворение от прохождения, а облегчение • Не самое удачное управление На экваторе что-то резко дало сбой. Гейм-дизайн словно сошел с ума и утащил за собой всё остальное. Хардкор уместный и хардкор ради хардкора - это разное. В совокупности с не самым удачным управлением, вторая половина игры превратилась в зазубривание каждого элемента, каждого прыжка, врага и прочих комбинаций. Сбился на секунду? Смерть. Здесь было не про вызов игроку, а про непомерную духоту и полное отсутствие удовольствия. На контрасте с первой половиной выглядело чудовищно. Учитывая тот факт, что про недавнюю новую игру "Mina the Hollower" есть очень частые схожие претензии, то для меня, пожалуй, Yacht Club Games закончится на действительно потрясающем "Shovel Knight". https://steamcommunity.com/sharedfiles/filedetails/?id=3760487423 [h3]Такие дела.[/h3]
This game is not for everyone in due to it difficulty and enemy positioning, but I can tell you that is one of the [b]best[/b] games that I ever played in those years, I won't tell any spoilers of it so just play by yourself. Also the music and gameplay of this are wonderfull! 8/10
no crouch lmao
Можете глянуть обзор на ютубе того самого келина, всё так, как и в видео говориться. Играть можно, но звёзд с неба она не хватает.
梦回FC忍龙
A conflicting array of design elements and annoying difficulty spikes Cyber Shadow is a game that I wanted to enjoy, but I found the more I played, the more annoyed I was at how the game was designed. I LOVE metroidvania style games. The ability progression, along with the fun way you can unlock upgrades by smartly backtracking and noting areas/items you can't interact with yet is something I find very cathartic. Cyber Shadow attempts to integrate a few of these elements, but it does so in a manner that failed to capitalize on them. In any good metroidvania, you NEED to have a map. Even if your map isn't great, having a way to navigate the world without memorizing where everything is around you is very important. Cyber Shadow doesn't have a map, at least not a map that allows you to navigate the world. On top of that, you really can't backtrack until very near the end of the game. This is because your final upgrade is needed to unlock almost all the areas you couldn't reach previously. So, rather than getting upgrades periodically through the game as you go back to unlock new areas, you mostly just have to wait until the very end, and then go back through all the levels seeking upgrades you couldn't reach before. This sucks because you have to halt all your momentum right at the end to get the goodies the game has in store. Finally, there are only 2 types of upgrades, health and ammo, so doing the cleanup is pretty unmotivating since you don't really get anything interesting (or really all that helpful). This is a difficult game, but learning level layouts and boss patterns so you can overcome them is satisfying and fun. The game unfortunately goes from and interesting puzzle to pick to an obnoxious gauntlet that requires some luck to bypass as the game progresses. The final areas of the game have an inordinate amount of enemies and obstacles, while also requiring you to complete tight platforming challenges. These final sections of the game started to feel like I needed to be lucky to overcome, rather than feeling like I simply needed to learn how to get through them. One area went poorly each time I tried to methodically go through it, but then I made it through by YOLOing it, simply because the enemies left me completely alone. This kind of difficulty is more tedious than truly challenging, and I think it's unfortunate how many times this seemed to repeat itself. I don't mind challenge, I just want the challenge to be FUN. Challenge simply for challenges sake isn't what I like to play games for. In conjunction with the levels becoming tedious, there are other mechanics that I found to be frustrating, even if I did mostly get a handle on them. One of the later abilities you get, and one that becomes INCREDIBLY important, is the ability to reflect projectiles. Unlike most games (at least just about every game I've ever played) that has deflecting/parrying as in important mechanic, you don't press a button to activate deflection. Instead, you must move towards the projectile just before it hits you. If you're running towards a projectile, you'll get hit, you have to time it precisely to make it happen. I found that this meant that the deflection was unreliable. I had a LOT of instances where the effect of the deflect would pop around my character, but the projectile wouldn't actually be deflected. In addition to its unreliability, you also HAVE to both stand still prior to attempting to deflect and MOVE during the deflect for it to proc. This SUCKS for both pacing AND precision platforming, as you'll often need to deflect things while making your way through a platforming gauntlet. I think all my complaints would be gone if they simply allowed you to deflect with a button press instead of movement. Then you could move freely AND deflect, and it wouldn't interfere with platforming. I managed to get really good at deflecting, but it never felt GOOD to deflect, and that's really the root issue. Finally, I didn't really enjoy the games story much. It attempts to be a compelling love story, but with one of the characters being essentially non-existent (the main character has no dialogue and no real characterization) that aspect really fell flat. All told, this isn't a horrible game by any means, but the more I thought about my time with it, the more I felt it was annoying and not worth the effort. I think it's great when different genres are pulled from for inspiration, but I think you really need to critically analyze WHY you want something, and HOW to make it fun, as the design pulls in this game did NOT add to the fun.
There are quite a few games paying homage to the 8-bits era of Ninja Gaiden nowadays. Cyber Shadow is one of the better ones. With its tight gameplay, beautiful pixel art and cut-scenes, and a brilliant chiptune soundtrack that's actually pleasant to listen to, it offers a rewarding experience for players who enjoy retro aesthetics, intense platforming and tight combat. The game is structured in chapters that one can revisit to find more secrets after unlocking new powers, adding a slight metroidvania component to the game. Relatively linear, it can still be completed within 6-8 hours on a first playthrough, what is a decent length for this kind of games, but might be hard sell for some given its initial retail price of ~€20. The one aspect of this game that warrants a fair warning though would be that, just like its source of inspiration, Cyber Shadows can be quite challenging. While the beginning of the game is fairly accessible, the introduction of one-shot mechanics around the middle turns certain sequences into situations where you have to die and retry repeatedly but, thanks to the generous placement of checkpoints —with the next one never very far from the previous one—progress remains generally manageable. Overall, Cyber Shadow stands out among its peers for its slick retro presentation and is an easy recommendation for any fans of old-school action-platformers, facilitated by a blend of modern gameplay mechanics.
If you liked the NES Ninja Gaiden then you will like this. There is the classic difficulty but with checkpoints so you dont have to redo the whole level. There are difficult spans with intentionally hard enemy patterns like Ninja Gaiden. The checkpoints allow for temporary upgrades to assist with difficult sections if you dont like the "get good" mentality but are only there to slightly help. Good game and worth the price.
Это не игра, а какой-то гениальный ♥♥♥♥♥♥ из старой эпохи. Уже на первом уровне меня убила [spoiler] кибер муха[/spoiler] , потом какая-то херня из-под пола, а затем я просто не допрыгнул до платформы, на которую, как мне казалось, допрыгнуть должен был. Оказалось - ♥♥♥♥♥. Сохранения здесь существуют примерно на том же уровне, что и справедливость. Каждый проигрыш заставляет заново пройти пол-уровня, благодаря чему ты начинаешь помнить расположение врагов лучше, чем собственную дату дня рождения. Графика великолепна. Пикселей настолько мало, что каждый из них работает за троих. Анимации выглядят так, будто их рисовали на калькуляторе, но через пять минут ты уже считаешь это произведением искусства. Музыка вообще отдельный кайф. Она бодро играет, пока тебя в двадцать седьмой раз размазывает один и тот же босс. Причём мелодия настолько прилипчивая, что ты продолжаешь её напевать даже в тот момент, когда тихо охуеваешь от происходящего. Боссы - настоящее сокровище. Каждый из них словно был создан после совещания разработчиков на тему: «А как бы ещё поднасрать игроку?» И ведь получилось просто отлично. Самое удивительное - несмотря на весь этот ад, игру невозможно бросить. После каждой смерти думаешь: «Да ну нахер», а через тридцать секунд уже снова запускаешь уровень. Это какой-то цифровой Стокгольмский синдром, и я в полном восторге. Шикарная игра. Жестокая, несправедливая, местами откровенно ебанутая, но именно за это её и хочется любить.
Very good game inspired in Ninja Gaiden and Megaman heavily. Love the music, gameplay and the challenge. Very good story bits too.
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