Shadow the Hedgehog is a great game in its own right, but its flaws are usually so glaring, they turn people away, often at first glance. They need to be addressed efficiently.
Gameplay/Graphics Engine: The core gameplay would be similar to Sonic Generations/Forces, with level design to match. The Hedgehog Engine 2 would be used for the graphics.
Weapon System: Aside from their general existence, the main problem with the weapons is that they’re scattered across each level, usually dropped by defeated enemies and often left behind by the time you realize they’re available.
An armory of sorts would be better. Shadow would collect new weapons and add them to his arsenal, with the “copies” serving as ammunition, as they do already. Shadow would be able to switch between weapons seamlessly, with different categories for each type of weapon: Pistol, Semi-Automatic, Missile, Laser, Melee, and Extra. Additionally, the player should be able to select Shadow’s loadout from this arsenal, being able to start a mission with their preferred weapon types. Alternatively, they can also have Shadow play unarmed, relying on his natural abilities and Chaos Powers, adding challenge to the experience, since the game would be somewhat more difficult to complete unarmed.
On an additional note, targeting needs to be improved so that only hostile enemies are locked on. Allies within Shadow’s chosen alignment should not be targetable at all.
Enemy A.I.: In the original game, Shadow was always under fire, even by those on the same current alignment as he (i.e. being shot at by soldiers during a Hero mission).
The A.I. of NPCs should be set to recognize Shadow as either an ally or enemy, not just enemy. If Shadow is on a Hero mission, only Dark characters should be attacking. If he’s on a Dark mission, Shadow should only be targeted by Hero characters.
If Shadow attacks allies willingly, a “Renegade” gauge would fill. Once full, everyone starts attacking him, friend and foe. This includes his mission partner, who would warn him about the gauge beforehand.
Mission Structure: Shadow the Hedgehog is a narratively open-ended game. Though this is one of the game’s strengths, it’s also a flaw, as Shadow is able to switch missions on the fly. This often let you attack allied characters if you chose to, which could hurt your score at the end of each mission.
Before starting a Zone, the player should be able to pick a mission and be required to stick with it to the end. If the player fails the mission or runs out of time, they lose a life (if any) and will be required to start over from scratch or resume the most recent checkpoint.
Level Aesthetic: One major change that would help keep the game from feeling repetitive would be changing the look and feel of each Zone, depending on the chosen mission.
Let’s say Shadow is in Westopolis Zone on a Hero mission. First off, the HUD and UI would be designed closer to a traditional Sonic game, only better suited for Shadow himself. Also, the musical theme would be a little less intense and more heroic. Finally, the level design, appearance, and tone would be a little sleeker and more fantastical, but still keep the theme of the Zone itself without clashing with the context of what’s going on.
Similarly, if Shadow is doing a Dark mission, the Zone would look progressively messier and more wrecked, and the HUD and UI would match the aesthetic of either the Black Arms or the Eggman Empire, but still matching Shadow’s tastes. The music would also get darker and more aggressive.
Attacks: Chaos Control and Chaos Blast would be relatively the same, but allied characters would not be harmed by either of them. As Shadow progresses, more techniques and attacks would be unlocked, including ones that use Chaos powers with weapons in unique ways. This would give more incentive for weapon use.
Chaos Powers: Shadow’s weaponry is one of the most hated elements of his game, with “He doesn’t need them” being one of the most frequent reasons why. As such, his Chaos Powers should be emphasized more in this remake.
Currently, the only powers available to Shadow are Chaos Control (Long-Distance Teleportation and Time Manipulation) and Chaos Blast, both are which are tied to his Hero and Dark Morality Gauges and can only be used when one gauge is full. I believe they should be expanded upon. Pulling one of the controller triggers would make these powers ready for use; Left Trigger for Dark Powers, Right for Hero.
Storyline: The narrative would be streamlined and improved in order to be taken more seriously when needed, and have a lighter approach on occasion.
Presentation: Jason Griffith, Shadow's previous voice actor, would reprise his role for this game; if unavailable, Kirk Thornton would return. Everyone else would use their current actors, with the following changes:
Gameplay/Graphics Engine: The core gameplay would be similar to Sonic Generations/Forces, with level design to match. The Hedgehog Engine 2 would be used for the graphics.
Weapon System: Aside from their general existence, the main problem with the weapons is that they’re scattered across each level, usually dropped by defeated enemies and often left behind by the time you realize they’re available.
An armory of sorts would be better. Shadow would collect new weapons and add them to his arsenal, with the “copies” serving as ammunition, as they do already. Shadow would be able to switch between weapons seamlessly, with different categories for each type of weapon: Pistol, Semi-Automatic, Missile, Laser, Melee, and Extra. Additionally, the player should be able to select Shadow’s loadout from this arsenal, being able to start a mission with their preferred weapon types. Alternatively, they can also have Shadow play unarmed, relying on his natural abilities and Chaos Powers, adding challenge to the experience, since the game would be somewhat more difficult to complete unarmed.
On an additional note, targeting needs to be improved so that only hostile enemies are locked on. Allies within Shadow’s chosen alignment should not be targetable at all.
Enemy A.I.: In the original game, Shadow was always under fire, even by those on the same current alignment as he (i.e. being shot at by soldiers during a Hero mission).
The A.I. of NPCs should be set to recognize Shadow as either an ally or enemy, not just enemy. If Shadow is on a Hero mission, only Dark characters should be attacking. If he’s on a Dark mission, Shadow should only be targeted by Hero characters.
If Shadow attacks allies willingly, a “Renegade” gauge would fill. Once full, everyone starts attacking him, friend and foe. This includes his mission partner, who would warn him about the gauge beforehand.
Mission Structure: Shadow the Hedgehog is a narratively open-ended game. Though this is one of the game’s strengths, it’s also a flaw, as Shadow is able to switch missions on the fly. This often let you attack allied characters if you chose to, which could hurt your score at the end of each mission.
Before starting a Zone, the player should be able to pick a mission and be required to stick with it to the end. If the player fails the mission or runs out of time, they lose a life (if any) and will be required to start over from scratch or resume the most recent checkpoint.
Level Aesthetic: One major change that would help keep the game from feeling repetitive would be changing the look and feel of each Zone, depending on the chosen mission.
Let’s say Shadow is in Westopolis Zone on a Hero mission. First off, the HUD and UI would be designed closer to a traditional Sonic game, only better suited for Shadow himself. Also, the musical theme would be a little less intense and more heroic. Finally, the level design, appearance, and tone would be a little sleeker and more fantastical, but still keep the theme of the Zone itself without clashing with the context of what’s going on.
Similarly, if Shadow is doing a Dark mission, the Zone would look progressively messier and more wrecked, and the HUD and UI would match the aesthetic of either the Black Arms or the Eggman Empire, but still matching Shadow’s tastes. The music would also get darker and more aggressive.
Attacks: Chaos Control and Chaos Blast would be relatively the same, but allied characters would not be harmed by either of them. As Shadow progresses, more techniques and attacks would be unlocked, including ones that use Chaos powers with weapons in unique ways. This would give more incentive for weapon use.
Chaos Powers: Shadow’s weaponry is one of the most hated elements of his game, with “He doesn’t need them” being one of the most frequent reasons why. As such, his Chaos Powers should be emphasized more in this remake.
Currently, the only powers available to Shadow are Chaos Control (Long-Distance Teleportation and Time Manipulation) and Chaos Blast, both are which are tied to his Hero and Dark Morality Gauges and can only be used when one gauge is full. I believe they should be expanded upon. Pulling one of the controller triggers would make these powers ready for use; Left Trigger for Dark Powers, Right for Hero.
- Hero Gauge: By holding the Right Trigger, the Hero Gauge would allow for additional variations of Chaos Control, which would be used with the B, X, and Y buttons.
- B: Reversal – Time would rewind to a certain point. The more energy in the gauge, the further back Shadow could go (example: Prince of Persia: The Sands of Time – Time Revival).
- X: Snap – Shadow would warp to the nearest enemy and attack them. With enough energy, he could chain this attack to multiple foes.
- Y: Restrain – Shadow would slow time for a brief second, allowing him to avoid enemy attacks easier.
- Dark Gauge: By holding the Left Trigger, the Dark Gauge would allow for offensive Chaos Powers, which would be used with the B, X, and Y buttons.
- B: Chaos Amp – Dark energy boosts Shadow’s next attacks for the duration of the gauge.
- X: Chaos Spear – Shadow sends a shower of energy spears upon his enemies.
- Y: Chaos Burst – Energy explodes from around Shadow, damaging everything within his six-foot radius.
Storyline: The narrative would be streamlined and improved in order to be taken more seriously when needed, and have a lighter approach on occasion.
Presentation: Jason Griffith, Shadow's previous voice actor, would reprise his role for this game; if unavailable, Kirk Thornton would return. Everyone else would use their current actors, with the following changes:
- The President: Mark Hamill
- The Commander: Steve Blum
- Miles "Tails" Prower: Kate Higgins