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Shadow of Destiny

シャドウ・オブ・メモリーズ

22 February 2001
Shadow of Destiny [シャドウ・オブ・メモリーズ] - cover art
Glitchwave rating
3.53 / 5.0
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60 Ratings / 1 Reviews
#2,086 All-time
#69 for 2001
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Releases 5
2001 KCET Konami  
DVD
JP 4 988602 079456 SLPM-65013
2001 KCET Konami  
DVD
XNA 0 83717 20010 9 SLUS-20146
2001 Konami  
DVD
DE 4 012927 020814 SLES 50112
Show all 5 releases
2002 KCET Konami  
DVD
XEU 4 012927 030257
2010 KCET Konami  
Disc
US 0 83717 26052 3
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Title
So Shadow of Destiny follows the story of this guy named Eike who is enjoying his afternoon walk when suddenly the wind stabs him in the back and kills him. He then encounters a supernatural being named Homunculus, who grants Eike the ability to time travel in the hopes that he can stop his own untimely death. It becomes clear though, however, that death seems to be following Eike as he goes about his day, and the player must move Eike around the city, travel through different time periods, and solve inventory puzzles both to uncover the mysteries surrounding the story, and to delay your own death for just another half hour…

In theory, it works. I’m a fan of how the story is presented. The way it functions is that as you travel through time and explore the city of Lebensbaum, there are differing ways that you can solve puzzles and progress through the game. Through taking these differing paths, the story takes different directions, and the clues Eike (and through that, the player) receives is never quite everything you need, which is a neat way of uncovering the in-game mysteries presented to you. This mechanic is further extended by the ending, where — depending on a choice made in the 5th chapter and the method you complete the 8th chapter — you can receive one of five endings, each of which solve one aspect of the mystery… while still leaving you in the dark about others. It’s a cool way to handle a story built on multiple overarching mysteries, and, in theory, it’s a great incentive to replay the game and give yourself the full picture.

I also like the general artstyle, and how it helps to characterize each of the time periods you go through. Each version of Lebensbaum you run around has a different layout owing to how the city has changed throughout history, and this is represented by each time period having a radically different colour palette attached to it. This both helps to indicate the main characteristics of each time period — the early 1900s being in black-and-white given the recurring motif of photography, as an example — and to help immediately show the differences between each time period as you enter them, providing a throughline for the main strength of the time travel mechanic. Seeing locations, the characters you meet, and even the city itself change as you run around through time is a super strong concept — both seeing the origin points of familiar locations and interacting with different versions of the same character. Even better, in theory, is how the things you do can radically change parts of the future, providing another layer to the adventure game gameplay and, theoretically, creating some cool solutions to puzzles.

I say 'in theory' a lot, though, in regards to talking about the positives of this game, and that’s mostly because while there’s stuff that’s super cool on paper… the truth is that this game is a total mess and mostly only has its concepts to back it up. The big issue, in regards to this, is that it’s an adventure game, and like most subpar adventure games, the puzzles operate on a level that… isn’t exactly intuitive or entirely logical. Even beyond the usual issue where often a walkthrough feels required in order to figure out what you’re meant to do, the way the puzzles interface directly with the plot often just makes the plot seem… a lot more stupid than intended.

Like, here’s an example: you’re talking with this waitress, and right as the conversation ends, you get stabbed by your assassin, out of sight because of the giant tree behind you. You get sent back to the moment before you have the conversation, and, with the knowledge you have, are now tasked to prevent your death from happening. Now, you might think the obvious solution is to, say, avoid being in the area in the first place, or get away from the tree as soon as possible, or anything kind of obvious, but that’s not the solution the game puts forward. See, what you actually have to do is have an identical conversation with the waitress (like, seriously, the cutscene is the exact same as the first time), go back in time to the 1500s (fucking taking the waitress with you), scare some pilgrims away with your mobile phone, and convince the guy planting the tree that you’re actually the local lord so that he’ll never plant the tree, which, when you go back to the present (leaving the waitress in the past without a second thought), stops the assassin from killing you because ??? and lets you go further into the game. And, like, I get that there needs to be a puzzle and stuff, but you can still, like, hit that balance of making your core mechanic of different time periods feel meaningful while also not completely undercutting the plot with all the dumb stuff you have to do to progress it. Because, like, what I put up there? The second puzzle. And it keeps getting more stupid from there.

But even then, juxtaposed with the… insanity of the puzzles, the story is mostly just… boring? My gameplay experience mostly came down to “die, go back to the time period the game tells you to, walk somewhere, sit through a five-minute cutscene, do some stuff, get hit with another five-minute cutscene” and often it felt like the game would just stop in its tracks to deliver a super dry, uninteresting conversation about stuff that ultimately I don’t think actually matters to the story (like, to the point where I’m pretty sure only two of the five time periods actually matter to the grander plot?). The cutscenes that deliver plot-relevant information, in the meantime, are all wrapped in this layer of garbledegook that makes things feel complicated and incomprehensible and not in a particularly fun way — more that it was making me have trouble figuring out what was going on until nearly the very end where all the fat gets trimmed and things are finally explained to you. I’d be more down with the stupid stuff with the puzzles if it was consistently like that the whole way through (a la Knee Deep) but when it keeps getting interrupted with dry, elongated cutscenes insisting you try to take it super seriously… it’s a diptych that does neither half favours, and getting pulled so hard in both directions just makes the overall experience inconsistent and not particularly great.

There’s more in terms of things I didn’t particularly like — your time travel works on a fuel system and how this ends up working out is that you are scouring Lebensbaum to try and find the pellets you need to continue the story while you desperately hope you haven’t accidentally softlocked yourself — but I’ve been spending too long trying to write this game up and I wanna just finish it. tl;dr… Shadow of Destiny is certainly an interesting game, and there’s certainly a universe where the mechanics it has on paper work out… but in practice, between the stupid puzzles and the boring, incomprehensible plot the game, while not particularly unpleasant to play, is too muddied and out there to feel anywhere near good.
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Yugisan 2022-06-24T05:09:39Z
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Title
The attempt to make a true console-exclusive adventure game with a measurable amount of interactivity, choice and consequence and emotional catharsis made Shadow of Memories/Destiny stand out back in the day. In some ways, it still holds up. Even amongst the time travelling, the present day having a weird timeless vibe to it gives it all some edge, and the script is way better than you'd expect an early PS2 title to be. But this is a time travel story, and like with so many others, what starts off as an interesting story where each episode is a new danger to thwart eventually becomes a maelstrom of contrivances and conveniences with recursive plot holes as a result of all the time travel malarkey.
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Catalog

judeinooz シャドウ・オブ・メモリーズ 2024-03-18T23:37:44Z
2024-03-18T23:37:44Z
3.5
In collection Want to buy Used to own  
emulado Pcsx2
bebe12345 シャドウ・オブ・メモリーズ 2024-03-07T13:30:16Z
2024-03-07T13:30:16Z
In collection Want to buy Used to own  
vatlehaz シャドウ・オブ・メモリーズ 2024-01-29T16:07:56Z
2024-01-29T16:07:56Z
3.5
In collection Want to buy Used to own  
epicj シャドウ・オブ・メモリーズ 2024-01-25T04:40:12Z
2024-01-25T04:40:12Z
In collection Want to buy Used to own  
Mirror_D_80z シャドウ・オブ・メモリーズ 2024-01-23T08:39:58Z
2024-01-23T08:39:58Z
5.0
In collection Want to buy Used to own  
ProstateInfection シャドウ・オブ・メモリーズ 2024-01-14T07:30:24Z
2024-01-14T07:30:24Z
3.5
In collection Want to buy Used to own  
epizootics シャドウ・オブ・メモリーズ 2024-01-14T07:13:02Z
2024-01-14T07:13:02Z
In collection Want to buy Used to own  
All_Under_Heaven シャドウ・オブ・メモリーズ 2024-01-13T23:53:24Z
2024-01-13T23:53:24Z
In collection Want to buy Used to own  
netbol シャドウ・オブ・メモリーズ 2024-01-10T13:17:48Z
2024-01-10T13:17:48Z
In collection Want to buy Used to own  
buddysnatcher シャドウ・オブ・メモリーズ 2023-12-24T23:35:41Z
2023-12-24T23:35:41Z
In collection Want to buy Used to own  
selib シャドウ・オブ・メモリーズ 2023-12-21T16:13:07Z
2023-12-21T16:13:07Z
In collection Want to buy Used to own  
c0lcat シャドウ・オブ・メモリーズ 2023-12-18T11:45:56Z
2023-12-18T11:45:56Z
In collection Want to buy Used to own  
Player modes
Single-player
Media
1x DVD
Also known as
  • Shadou obu Memorīzu
  • Shadow of Destiny
  • Shadow of Memories
  • View all [3] Hide

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  • fartgang 2021-07-14 02:26:08.391305+00
    console exclusive? its on pc
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  • WhitePaladin 2021-07-22 04:27:41.987087+00
    true, it's on pc too
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  • SolitaryDoomsdayCultist 2022-02-16 19:38:12.120636+00
    It is distressing how unwilling I feel to play this.
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  • MateusAuri 2022-08-31 02:48:44.847101+00
    it's on PSP too
    reply
    • A_Latin_Guy 2023-03-22 03:26:11.584285+00
      Which is the best version. Aside from adding some new details like more NPCs to talk to, the voice acting was completely re-done with better actors and plenty of awkward dialogue lines were re-written.
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