Shadow Man Remastered

Shadow Man Remastered

Statistieken weergeven:
The following need a patch fix!
My criticism:
If a PATCH can fix that, please improve it.
apart from that:
great remaster/remake! And a must buy!

Sorted by urgency:

1th
Jump sideways Left/Right with the controller
The best thing to do is to leave it out completely oft he game because it made me hopelessly to my death umpteen times.
To quickly evade left/right (with boss opponents) you also have the evasive role. So the sideways Left/Right jump is completely unnecessary in this game and just causes hatred in me.

2th
I can't look around when climbing. AND: If I press zoom while climbing, I fall down
You should be able to look around freely when climbing.

3th
Sound of the shadow gun.
This was only made quieter and duller, but not better. Yes, in the original it was way too extremely loud, but you could have used a completely different, better sound or more sound depending on what you are shooting at. It was great that the original sound of the shadow pistol was removed, but it can definitely be better because this solution is mediocre.

4th
The auto aim is not optimal at a great distance.
The Auto-Aim fails completely, especially at long distances. The fight against a „boss sister“ or against the „riflemens“ is no fun, it's just exhausting me.
The ORIFINAL GAME manual auto-aim for long distances has been completely omitted from the game. Which shocked many.
Eliminating the flying enemy can never be fun with the New Auto-Aim, because it fails at a distance.

5th
The „riflemen“ and the opponents in the „asylum“ were made too strong. This changes the feel of the game from the original: Easy Flow and chilling. Towards: constant challenge to constant running away and looking for a distance from the opponent.
If the same opponent took 3 shots in the original, and now 7, then 5 would be the best solution.

6th
In German, a cut scene is suddenly in English.
Namely where the area is introduced: "Deadside: Marrow Gates", at the very beginning, after you have met "Jounty".
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I completely agree with that first point. That sideways jump can go to hell! :steamthumbsdown:

You don't want to change too much from what it was. But I do think the shadow gun isn't as beefy as it could be. Might get chunkier the more power you gain though.. maybe.
Not sure if they are stronger, however they imo do more damage indeed. Charge your shadow gun shots.
I think the Shadow Gun is meant to sound more powerful as you level up. That's what a dev said in the Shadow Man Facebook group, anyway. Aiming is also already on the table for a future patch as far as I know.

Agree 100% about moving the camera when climbing though. One of my very few issues with the game. You could do this in the original.
Laatst bewerkt door the2ndSign; 16 apr 2021 om 2:03
Origineel geplaatst door SHADOWMAN:
Not sure if they are stronger, however they imo do more damage indeed. Charge your shadow gun shots.

I tackle them from around a corner, charge up, strafe out, let em have it and repeat. One or two charged shots and a hit with the rattle tends to do the job
I like the sound, not as grating as the original and starts to sounds more powerful even with just level 3. They nailed that imo
With the standard controls on my X360 controller, I could change the camera while climbing the following way: Hold down RB and use left stick to adjust the camera.
Agreed about gun sfx - now its just sounds weak =(
Minor issue - Michael LeRoi shirt is clipping through him.
Major issue - no surround sound support!
Another issue:
The water/lava is too clear inside, it was more murky in the originals
Origineel geplaatst door tatta:
6th
In German, a cut scene is suddenly in English.
Namely where the area is introduced: "Deadside: Marrow Gates", at the very beginning, after you have met "Jounty".

I've this problem too, with the italian audio.
I think it's related to the new added content...
The manual camera is a bit hit & miss. I was playing with it and moved it to an over-head shot and it got completely stuck so it was either continue as a top down game or reset. It's happened to me a few times from various angles so maybe something the devs might have a look over if its widespread.
7th
Not make SM go into slomo when going in diagonal?
Agreed, I swear the original had some sort of camera swing so you can see what you are aiming for.

Whats annoying me is the sudden drop of speed when walking top left or right and with that side jump. That jump really shoots Shadowman off to the side so fast I am surprise he doesnt just warp dash.

I can see what was done with the code so strafing left and right is bolted only left and right and that strafe jump is hardwired to those actions.
This also needs a patch:


  1. Strafing to diagonal and horizontal directions are SLOW than moving forwards backward on gamepad, you have to press strick strait forwrd to gain full speed, a little titl to side and character goe slower, very annoying issuem we need identical speed of movement
  2. Many peple prefer to have rotation to left or right instead of strafing on pad, and strafes on LB and RB, but game DOES NOT HAVE BINDS FOR TURN RIGHT AND LEFT, and you cant rebind any axis, they are hardcoded, so we stuck with strafes, please fix this, allow axes to be rebindable freely (so WAST should also dislay Left stick Up Down Left Right bind) from anything to anything, also add rotation binds, preferably separate - camera rotation and character rotation, so we can rotate character with left stick and rotate camera with right separately and again rebind them freely and swap sticks, or actually use dpad or whatever. just please dont do this hardcoded stuff. Also add extra option - rotate camera with character and separate camera and character movements
  3. There is no camera up and down for right stick, if it was not original it does not mean you cant implement it for some little improvemnt to avoid using disfunctional 1st person mode. Make it a new option and also add bind to look up and down.
  4. Third person look around has right and left axes reverse which is very uncomforable, please reverse them by default and extra option - seperate settings for axis reversion for look left and right and up and down in look mode, and also in 1st person mode. Addititinally add separate binds to let us bind looking directions to right stick, and use stick we are used to for aiming in any scenario, also make it default bindings ot use right stick instead of left.
  5. 1t person look mode is very disfunctional. You cant move in it, and it has very accelated camera movement speed and there. Add separate bind for first person move and aim and let us move in it just like in 3rd person... im not asking for fully function viewmodels addition, but addin some hacky camera that sits 1 pixel in front of character 3rd model face, and some smart culling of head model polygons behind it, to avoid model getting in front ot you in some case, and to let us see body from legs to arms and basically use third person mode but with camera atached to head and controllable in any direction, with ability to move. It may be hacky so it could be as non default option (basically this is how some games first person mode hacks was done, like GTA5 old gent 1st person mode that inspired rockstar to add official 1st person mode). To fix camera accelartion, extra options like 1st person camera speed and accelaration needs to be added.
  6. Weapon wheel is really bad idea, it breaks game flow and immersion, instead of using huge weapon wheel that takes entire screen and sets game on pause, use old good pc way of swtich weapons by scrolling them and bind them on dpad for quick access.
    Maybe devs still cant understand that dpad actually has 8 directions, not jut 4, and allows to bind at least 8 items for quick access, also it can use double taps to bind 2nd layer of items, allow up to 16 items, It can be also used same way as old good mouse scrool in pc games the old days, you can just use left and right for veriical and horizontal scrolling of items grouped in 2 chunks or 2 classes, with some minimalistic scroller effect added to any edge ot cornet of screen to not cover whole view, also it would allow to actually keep moving and change weapons without pausing game and stopping. Look at Half Life2 and how its weapon selection is done on gamepad, its much better than all of those crapy weapon wheels that plaguing games nowadays. Frome more recent example of how it could be done in real time and without intrusive huge wheel - look at Resident Evil Revelations! Fallout 4 quick bind option for weapon also not very bad example!
    Please get rid of this crappy wheel and do it real time and minimalistic old fashion way. actually we dont even need visual feedback in UI, in old good days of pc we used mouse schoolr to quickly change between weapons, we did not need UI for that, we just learned ordering, and it was still way faster than holdring weapon wheel button, pausing game staying still and using movement axis to choose items. Just add bind for scroll weapons forwards and backwards, and att thiny line of weapons at top or bottom or smaller 3 section one to a cornet and make it toglable on or off. Also even current weapon will implementation is not optimal - it should be bound to something that you can use with left thumb, like Left sttick or RB button, so you can keep moving while opening wheel, and you should use right stick for selection to do it on a move,
  7. ill add more
I'd like to add another thing: In my game I never was able to get any of the cutscenes with Nettie and Jaunty about L'eclipser to trigger. I used three retractors in the cathedral by now and have visited three liveside locations already (Swamps, London, Prison, but only managed to reach and damage one of the five serial killers in the Prison), but simply cannot get any of those cutscenes to play. As far as I can tell they are just not available in my playthrough anymore.

This is a real pity because those cutscenes are quite important for both story/lore and player information. And Nettie and Jaunty have few enough lines in the game as it is.

I suspect it's because I visited the engine block and saw Luke before entering one of the corpses in the cathedral. Maybe I also already collected one piece of L'eclipser before entering a corpse as well.

However, this order of events is now quite likely to happen to other players since there are no open corpses in the asylum anymore and reaching retractors is actually more difficult/obscure than reaching the engine block and/or reaching pieces of l'eclipser.

So if possible, I would kindly ask the development team to consider changing the cutscene trigger logic so everyone will be able to see every cutscene, even if it shows information the player already knows or talks about tasks the player has already done (like collecting one two or three pieces of l'eclipser).

I think it's a substantial part of the content of the game and it would be a pity if most players completely miss this.
Laatst bewerkt door Lafazar; 18 apr 2021 om 1:08
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Geplaatst op: 16 apr 2021 om 1:38
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