In my 20 years in the industry, I have never had an experience like the one working on this project. First off, I spent the majority of last year living in Japan and working on-site with Suda51 and Grasshopper Manufacture. It was a great experience living in Tokyo and working alongside the team – Grasshopper Manufacture has a great team of staff.
Yikes! That is one giant demon, and he’s carrying a big stick, err tree.
The concept of light and dark as a metaphor for good and evil is an old one, but the Light and Dark gameplay in Shadows of the Damned takes it to a whole new level. It is less literal, but rather metaphorical, in the pain and torment that is caused to our hero. As for gameplay, the player should not take the approach of “shoot anything that moves”. Each environment and enemy will require a thoughtful approach in order to progress.
Garcia’s weapon named “Johnson” transforms into a long but lethal canon style weapon called the “Big Boner”.
Usually, darkness is lethal to the player, but sometimes may be required in order to expose an enemy’s weakness. Each situation is different and the player must build upon the earlier concepts encountered in order to defeat the tougher enemies deeper in the game. Shadows of the Damned is the thinking man’s shooter.
Here is the Big Boner in action. Easily dispatching a giant demon.