Chair Entertainmentâs Shadow Complex is due to land on Xbox Live Arcade this summer, a two-dimensional adventure thatâs unabashedly inspired by Nintendoâs Metroid series, only rendered in 3Dâpretty much exactly what Metroid and Castlevania fans regularly demand.
So why did Chair opt to pursue a Metroid-style adventure for its second Live Arcade title? We sat down with Chair Entertainment creative director and co-founder Donald Mustard to find out. And to thank him.
âIt seems like there was this huge void,â Mustard said, saying that Shadow Complex explores a largely unexplored genre. âNo oneâs making these kinds of games. So we decided, well, weâre gonna try it. My biggest secret hope is that some awesome game designer will look at what we did and think âI could do that even better,â and make a game that I can play.â
âI already know where everything is in Shadow Complex, which ruins it for me,â Mustard joked.
One thing, though. Someone is making these games, as Koji Igarashi and the Castlevania team regularly pumps out âMetroidvaniaâ games on Nintendoâs portable platforms. But Chair didnât look to Igarashiâs creations, instead going to the source.
âWe really looked at Metroid more than Castlevania,â he said. âWe made everyone replay Super Metroid, Metroid Fusion and Metroid: Zero Mission. Everyone on the team played that for a week or two, but I played them constantly⌠to the point where I had felt like I had cleansed my system of anything other than Metroid.â
Mustard said he was cognizant of looking too closely at the inspiration behind Shadow Complexâs game design, saying that thereâs âa fine line between doing a genre entry and doing a genre rip-off.â After immersing themselves in Metroid, they avoided the title during Shadow Complexâs two year development cycle.
âWe sat down, talked about what we wanted the game to be and we started designing what we thought it would be â then we never looked at Metroid again,â Mustard said. âBecause we then wanted to make our own game. And I think it was pretty effective, capturing that vibe of Metroid. We didnât want to be seen as derivative.â
What games like Super Metroidâand most Metroid gamesâdidnât offer was much of a narrative, at least not on par with what weâre expecting to see in Shadow Complex. Thatâs a potential pitfall, considering how much time is spent backtracking and exploring, things that may interfere with a game-long story line.
âI think you have to tell the right story,â Mustard says. âBecause so much of that kind of game is exploratory, and if youâre doing it correctly, has a strong non-linear element to it.â
Of course, there is a Metroid exception.
âMetroid Fusion had a really strong story to it,â he notes âThatâs one of the ones I looked at the closest. I thought, âWhat are the pitfalls that they fell into while doing this?'â
âI think we tried very hard to structure the narrative more about a loose plot, but then kept it very character-centric. We were always trying to keep the narrative flowing.â
Mustard is obviously concerned about being compared unfairly to the decades old Metroid series, lamenting that âwe canât compete with nostalgiaââwords borrowed from our own Stephen Totilo.
Weâll have more from our interview with Chair at Comic-Con later this week.