In theory, the player’s degree of lethality is meant to affect Lily in significant ways. Lily is fragile, and seeing Shadwen brutally murder guards teaches her powerful lessons about life’s value. The relationship between Shadwen and her ward is more complex than a typical player/companion situation, though not as complex as Frozenbyte’s marketing would suggest. It’s more of a puzzle game than an escort mission, and thus a clever take on one of the worst recurring motifs in video games. Thus, progression is a matter of clearing those paths, either by distracting guards or killing them. Her AI will automatically move forward to the next safe spot if there’s a guardless path. If she’s in danger of being seen, her AI automatically runs to the closest safe spot, hiding around corners, in bushes, or in piles of hay. Thankfully, Lily cannot be caught or killed in Shadwen. As usual, the destination is unimportant (and unimpressive) let’s talk about the journey. From there, she has to reach the king without Lily dying - and without mentally scarring the girl in the process. Rescuing the child from a potential trip to the slammer, Shadwen decides - for some reason - to bring her along on her mission of murder. While infiltrating the capital, she runs across a young girl, Lily, who’s about to be arrested for stealing an apple. Shadwen (the character) is a medieval assassin contracted to kill a king. Frozenbyte’s Shadwen is that game, but it’s a colossal disappointment. It stands to reason that I should at least like a game that cherry-picks those games’ best mechanics and bundles them into something new. I love Uncharted and Braid, and I love Half-Life 2. Please note that Shadwen might not work correctly on all Linux distributions.I love Dishonored.
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