Shadow Of The Beast III
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''Shadow of the Beast III'' is a
platform game A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charac ...
developed by Reflections and published by
Psygnosis Psygnosis Limited (known as SCE Studio Liverpool or simply Studio Liverpool from 1999) was a British video game developer and Video game publisher, publisher headquartered at Wavertree Technology Park in Liverpool. Founded in 1984 by Ian Hether ...
in
1992 File:1992 Events Collage V1.png, From left, clockwise: 1992 Los Angeles riots, Riots break out across Los Angeles, California after the Police brutality, police beating of Rodney King; El Al Flight 1862 crashes into a residential apartment buildi ...
, exclusively for the
Amiga Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphi ...
. It is the sequel to '' Shadow of the Beast'' and ''
Shadow of the Beast II ''Shadow of the Beast II'' is a platform game developed by Reflections and published by Psygnosis in 1990. It is the sequel to the earlier '' Shadow of the Beast''. Plot and gameplay ''Shadow of the Beast II'' finds the hero Aarbron in half-beas ...
''.


Plot and gameplay

In this game, Aarbron has regained his human shape but must defeat Maletoth once and for all to become fully human. ''Shadow of the Beast III'' has four distinct stages instead of one big area. The game places less of an emphasis on the action elements so prominent in the first two games, instead preferring a more cerebral approach.


Development

''Shadow of the Beast III'' began development in October 1990, and was developed in two years. The graphics for ''Shadow of the Beast III'' were developed by Martin Edmondson on an Amiga A3000 using DPaint IV. ''Beast III'' was coded on a 25Mhz PC running PDS 2. ''
The One The ONE is a shopping centre in Tsim Sha Tsui, Kowloon, Hong Kong. It is built on the site of the former Tung Ying Building at 100 Nathan Road. It was developed by Chinese Estates Holdings and opened in 2010. Owner Joseph Lau Luen-hung g ...
'' interviewed Mark Jones, ''Shadow of the Beast III's'' graphic artist, for information regarding its development in a pre-release interview. Edmondson notes that the original selling point of ''Shadow of the Beast'' was its graphics, stating that "Apart from how many colours and layers of parallax and monsters we could squeeze on screen, no thought went into it whatsoever", and expresses that ''Beast III'' will 'retain the characteristic look and feel of the original' alongside significant changes. Edmondson states that "''Beast I'' was a graphics showcase and some people found ''Beast II'' too difficult ... In ''Beast III'' our aims are to keep it looking good, retain the puzzles of ''Beast II'' and make it easier. It's going to be much more accessible." The non-linear game structure eased graphic design, and Edmondson expresses that "For me it's uch easierto start off drawing a forest than to gradually create a forest environment you can walk into." Edmondson and ''Beast III's'' programmer Paul Howarth outline their ideals of a 'good action game', stating that "The most important thing is the feel. If the game is very bulky to control, things stick when they hit walls and the
collision detection Collision detection is the computational problem of detecting the intersection (Euclidean geometry), intersection of two or more objects. Collision detection is a classic issue of computational geometry and has applications in various computing ...
is a bit naff, it's very annoying to play, no matter how addictive the gameplay might be. The whole thing should run very smoothly and be easy to pick up and move around.", and furthermore emphasises the importance of overall appearance, saying that "You can have an excellent game but if it looks really, really bad it's not going to sell because you've got a problem with screenshots. They're not going to attract anybody so no-one's going to buy the game." In ''Beast III's'' development, graphics were prioritized, with Edmondson stating that planning began with "we say what we want the background to look like - whether we need a hazy skyscape, mountains tc.... then we concentrate on the lighting effect." Background objects were drawn as free-hand drawings, and then digitized. After planning graphics, the game speed, scrolling, how the main character functions, and the controls are discussed. Edmondson expresses that after this planning, "Then we try and wind a game around these ideas if we can." Edmondson states that "We must be the only people left who don't use SNASM - we just find it too slow" and expresses that he personally considers specially designed editors and utilities 'a waste of time.' Edmondson goes on to state that "a lot of people write very complicated map designers and editors, but I can't see the point in justifying spending three months writing something like that ... We use the most basic tools we possibly can, so we just get stuck into the game and work exclusively on that." None of the data from the first two games is reused, and Edmondson explains that "It's probably slower to mess around with original code than to write it again. On top of that there's the problem that the original code for ''Beast I'' was so bad. It was the first thing we really did seriously and when you look back on it, it's very slow and inefficient and could have been done 10 times better. We always like to start from scratch." One of the most difficult aspects of ''Beast III's'' development was
parallax scrolling Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. The technique grew out of the multiplane camera tec ...
; Edmondson compares ''Beast I'' and ''II's'' methods of scrolling, saying that "In ''Beast I'', we chose the most obvious and the easiest way of doing it, but the problem with that was that you couldn't have monsters running over the foreground at the same time. They had to be very spaced out and nowhere near interesting parts of the map ... or ''Beast II''we fixed it so that we could have monsters around ladders and bits of buildings, but the background suffered and basically just a silhouette." The parallax scrolling technique developed for ''Beast III'' allows monsters to be in points of interest without sacrificing looks, but Edmondson remarks that it's "very processor intensive" and as result took "months and months just to get it going." Another complication in the development of ''Beast III's'' parallax scrolling is that North American Amigas run at 60 Hz while European Amigas run at 50 Hz, which resulted in graphical glitches on the NA Amiga during testing. ''Beast III's'' graphics make use of horizontal and vertical sprite multiplexing and horizontal and vertical colour interrupts.


Production

The package did not contain a T-shirt; instead, a badge with a game logo was included. A
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Syst ...
version was considered and even developed at some point, with Matt Furniss tasked as the composer. The music for ''Shadow of the Beast II'' and ''III'' was composed and produced by Tim Wright. These titles featured a more extensive soundtrack and utilised ethnic samples taken from among other sources the same Korg M1 synthesizer that was sampled by David Whittaker for the original game (although in this case, it was the rack-mounted version the Korg M1/R). Beast 3 contained a total of 24 tracks again featuring ethnic instrumentation, but this time dabbling with the addition of some more synthetic sounds.


Reception

''
Computer Gaming World ''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through ...
'' gave ''Shadow of the Beast III'' a mixed review. The magazine called the graphics "very good" and music "excellent" but criticized the puzzles' high level of difficulty, lack of a save game feature, and slow load times (and
copy protection Copy protection, also known as content protection, copy prevention and copy restriction, describes measures to enforce copyright by preventing the reproduction of software, films, music, and other media. Copy protection is most commonly found on ...
that prevented the use of a hard drive), stating "I have grown tired of arcade games that punish the player rather than reward them for their efforts".


References


External links

*
''Shadow of the Beast III''
at Hall of Light {{Authority control 1992 video games Amiga games Amiga-only games Cancelled Sega Genesis games Dark fantasy video games Platform games Psygnosis games Side-scrolling platform games Single-player video games Video games scored by Tim Wright (Welsh musician) Video games developed in the United Kingdom