
By derboo - updated 5/18/10
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Time Travel in Video Games
Time travel stories hold an universal appeal to mankind. Be it simple visits as a mere spectator without influence, like Charles Dickens' Christmas Carol, the "visitor from the past", like the medieval wizard Catweazle, or elaborate cause-effect constructs about the manipulation of the flow of time like the Back to the Future trilogy - people have always obsessed over the idea of changing one's past, killing Hitler, or getting an outlook on the future. |
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Shadow of Memories / Shadow of Destiny - PS2 / PC / Xbox / PSP (2001)
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Eike Kusch |
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Homunculus |
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Dana |
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The Fortune Teller |
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Eckart Brum |
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Miriam Brum |
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Alfred Brum |
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Sibylla Brum |
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Margarete Wagner |
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Hugo Wagner |
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Wolfgang Wagner |
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Helena Wagner |
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The Franssens |
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Welcome to Lebensbaum
While Shadow of Memories' story and characters are already heavily inspired by Goethe's works, Lebensbaum (literally "Life Tree", although there is a real plant with the botanic name Arbor Vitae), the town where it takes place, is depicted as a typical German Old Towne. In fact, the developers' inspiration can be clearly traced back to Rothenburg ob der Tauber. Its market place with the city hall, and especially the Plönlein, one of the most famous road partings in the world, are more than just hinted at. It's much less of an accurate replica in other parts, though.
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How to Travel Through Time
Generally, Shadow of Memories would be considered as an adventure game, in that there's no action elements and you're just supposed to solve your problems using your head. However, most of the tasks in Shadow of Memories consist only of talking to the right person at the right time. Sometimes you are required to use the right item or give an answer in a dialogue, but almost all of those puzzles - if they even can be called that - are overly simple, hardly imposing any challenge on the player. Actually, the game is much more akin to the visual novel game genre that's very popular in Japan, but hardly known in Western regions. The 3D graphics and the Western setting are probably the only things that rendered overseas publishing deals possible.
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Alternate Timelines
As seen in the aforementioned example of the tree, sometimes you can make choices as to how exactly you're manipulating the past. Most of them are either purely cosmetic, or wrong choices only lead to your repeated death. There are, however a few major choices that determine the outcome of your adventure. No worries, the game makes sure you recognize those by asking for your confirmation to that particular choice once again. All in all, there are six different endings (plus even variants of some), each of which unveils its own fragment of the truth to the greater mystery. So to really learn what's going on, you need to see all of them, multiplying the time it takes to truly complete the game . This aspect is direly needed, since a first playthrough barely takes any more than 3-4 hours, and when you're able to skip cutscenes later on, the whole story can probably be finished in less than an hour (even the ingame "real time" doesn't exceed one day and one night, despite the great temporal distance covered). There has been discovered voice-over for even one more ending that isn't included in the final game in the files of the PC version. It seems to be a variant of the A-ending, much like there's two different versions of ending B in the game. A View (and Listen) of the Past
Shadow of Memories first appeared on the PS2 when developers had just managed to make games that looked better than they had on the Dreamcast, and it kinda shows. The characters, while sporting a comparably high polygon count, can't escape that certain plastic doll look that was rather common in those day's games. The surroundings are even more of a mixed bag. While most of the few interiors look very good and really feel authentic to each respective time period, outdoor objects like houses, cars and trees are composed of noticeably fewer polygons, and the textures range from astonishingly high-res to utter garbage. No wonder you can switch to looking around in first person only inside of buildings, while you're confined to rotating the camera around Eike at the outside.
In 2002, the game was ported to PC, which, other than obviously higher resolutions and a few (underwhelming) additional graphical effecs, didn't do much to the visuals. Later that year, an Xbox version was released exclusively in Europe, which, rather than to improve the visuals, brought new problems, like a less stable framerate and occasional disjointed textures, which made it look almost worse than the PS2 version. It also lacks some promotional videos that could be unlocked on the PS2. Shadow of Memories seemed all but forgotten long since, when suddenly Konami announced a new port for the PSP in 2009. This handheld version looks great, almost on par with the PS2 game. The framerate doesn't quite keep up when walking around in the town, and purists count missing polygons in the interiors, but it's quite impressive what Konami's programmers pushed the PSP to. Surprisingly, the entire game was even re-dubbed. The new voice over sounds similar enough, maybe a little bit more professional and the text was slightly polished in a few lines, but in turn it sacrifices quite a bit of the cheesy value without being really that much of an improvement. Fans of the original will especially miss Charles Martinet's stunning performance as Homunculus from the first dub. Otherwise it remains vastly the same, only the introductionary FMV got "remixed" with visual filters and changed music, and now (annoying) tutorial screens pop up during the game.
The sound effects sound very artificial, but the voices are overall fitting very well, if not always quite convincingly acted, and especially Homunculus sounds totally creepy, and he's voiced by Charles Martinet, of all things, whom most people should know from the immortal phrase "It's a me! Mario!". Eike sounds a bit like a wuss, though. As an interesting note, the "voices" of the cats in the game are done by Junko Kawano, the designer and producer of the game herself.
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At the End of Time
In the end, it's hard to explain to people why Shadow of Memories is such a great game. That's because, objectively speaking, it isn't. It's short, it's not very polished, and there's no such thing as a challenge, neither to your reflexes nor your brain. In fact, it's just barely enough game to make you accept it as such and not dismiss it as an interactive movie/novel and thus a non-game. ![]() |
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![]() where you just ought to stay in bed ... (PS2) |
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"Spiritual Successor": Time Hollow - NDS (2009)
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The announcement of Shadow of Memories' writer and producer Junko Kawano's new game, Time Hollow, was exciting news for fans...at first. As it turns out, the game shares little of what makes Shadow of Memories so engaging, other than time travel playing a major role in the plot. Instead of a literature-inspired setting, we get a quite stereotypical anime story, complete with a whole bunch of teenagers and their everyday problems. The plot, revolving around the disappearance of the main character's parents, is actually more akin to The Butterfly Effect, in that it deals with your actions not having the expected consequences, so that you have to correct your doings again and again. |
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