

It's a shame that everything in Shadow Corridor ultimately feels like a shallow attempt at doing another hide-and-seek type game that we've seen many times over (and they're usually not well received for the same quality of life issues that plague almost every game within the genre), because a lot of Shadow Corridor's design feels authentic on the surface and is clever enough that each level is memorable from each other, it's just that each level itself is stretched out what feels like almost indefinitely, and the repetition that plagues its gameplay starts to infect its level design which after a point begins to feel tedious and banal.ĭespite being given multiple modes and difficulties to play with, the game remains fairly the same throughout, with the biggest differences coming from the fact that easy mode has a mini-map that can give you a better idea of your surroundings, as well as the ability to keep your magatama, which are stones you'll need to complete a level and are lost upon death. The gameplay itself doesn't do much in the way of storytelling either, so each level becomes this repetitive routine of unlocking doors where most lead to nowhere but a small room that may or may not have something semi-useful in it (if anything at all), and running away from a few spirits that really just don't like you. While there's an overarching story, a lot of the narrative has to be uncovered through various notes placed sporadically in each level that also changes each time you re-enter a level or die, which leads to one of its many frustrations that does the game a disservice from the moment you're in.

Shadow Corridor starts out strong with players being dropped into a rural part of Japan and walking through back alleys in a level that cleverly weaves in the tutorials as you get accustomed to its many turns in a maze-like format that will lay the foundation of the levels to come that will take you through various places and environments that attempt to tell a story on its own.

Shadow Corridor on the surface seemed like it'd scratch that itch of beautifully blending a genuine traditional Japanese aesthetic with the horror of being chased by ghosts in abandoned buildings - something not far from the types of games Chilla's Art usually makes and is known for - and it had the recipe to be a nice blend of something like Fatal Frame, Aka Manto, Yuki Onna, Paper Dolls, or Paranormal HK, but instead all we were left with was a glorified hide and go seek gameplay that wants to pride itself on its nonsensical procedurally generated design that feels endless, exhausting, and unfair.
PARANORMAL HK TV
I've played tons across all platforms and you have to help but wonder if it’s the portability that doesn't translate well for these games or if, even in TV mode, the lack of technical prowess compared to others causes a horror game to diminish its value and terror because of performance woes. Horror games on the Switch, on the other hand, haven't had the best history and it's been a mystery as to why this is something that consistently happens on the platform.

Due to this, however, I have been let down on many occasions with those exploiting the topics and environments by pairing them with shallow gameplay that's disguised as something deep due to either its difficulty, replayability, or mechanics that seem like it's standing out among others within their respective genres. Jared padalecki and jensen ackles height.For as long as I live, I will always love Japanese folklore, architecture, and history, and for as long as I live, games will constantly get me to be almost instantaneously interested in them when they touch upon the topics of the youkai and more as someone who loves all of that blended in with horror gameplay.
