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Dewicked trope


* WeaponOfChoice: A spiked ball on a chain in the second game, Shurikens in the third.
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Nice Hat is now a disambiguation page.


* NiceHat: Aarbron gets one in the third game.
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* CoversAlwaysLie: The creatures depicted on the cover art for the first game do not actually appear in-game.
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* WasOnceAMan: Aarbron in the first game is a humanoid transformed into a humanoid, demon-like LivingWeapon.

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* WasOnceAMan: Aarbron in In the first game game, Aarbron is a humanoid human transformed into a humanoid, demon-like LivingWeapon.
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* WasOnceAMan: Aarbron in the first game.

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* WasOnceAMan: Aarbron in the first game.game is a humanoid transformed into a humanoid, demon-like LivingWeapon.
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* MagicalSeventhSon: According to the ''VideoGame/ShadowOfTheBeast'' remake, Aarbron was the seventh offspring of a seventh child. This is the reason he was chosen to become the beast messenger.

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* MagicalSeventhSon: According to the ''VideoGame/ShadowOfTheBeast'' remake, Aarbron was the seventh offspring of a seventh child. This is the reason he was chosen to become the Maletoth's beast messenger.messenger. Maletoth also intends to acquire another seventh of child of a seventh child, hoping to replace Aarbron.
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* MagicalSeventhSon: According to the ''VideoGame/ShadowOfTheBeast'' remake, Aarbron was the seventh offspring of a seventh child. This is the reason he was chosen to become the beast messenger.
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* EverythingTryingToKillYou: All creatures you encounter in the first game are hostile, and you're often also assailed by various inanimate objects such as barrels and boulders. Furthermore, in many sections various roots, hands, horns, and similar things will randomly burst from the ground or ceiling and harm you if they touch you. There are also plenty of traps around -- even an innocuous-looking handrail will shoot a fireball at you.


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* HardLevelsEasyBosses: The first game is very hard, but the bosses are easily defeated once you figure out their attack patterns (which isn't particularly difficult).
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* FullBoarAction: The second boss in the first game is a huge, fire-breathing pig monster.


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* HauntedCastle: One of the levels in the first game is set in a dark castle filled with crazed monsters and some bizarre architecture.
* TheLostWoods: The earliest stage of the first game involves running through some monster-infested woods.


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* NothingIsScarier: Going into the castle without a torch in the first game will leave you unable to see anything except vague silhouettes of yourself and enemies. The exception is the boss, who will be completely invisible if you do this, leaving its appearance entirely to your imagination.
* OurDragonsAreDifferent: The boss of the castle level in the first game is a three-headed dragon.


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* UndergroundLevel: A large part of the early first game features finding your way through a large underground area filled with traps and monsters.
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''Shadow of the Beast II'' continues from the first game. While Maletoth is still at large, Aarbron's actions in the first game have allowed him to regain some of his original human form (although he still remains a HalfHumanHybrid), while drinking from a pool of water he sees a vision brought on by Maletoth to taunt him, where he finds out his sister has been kidnapped and taken to the region of Kara-Moon. Aarbron ventures into unknown territory to rescue her... The sequel kept the visuals and soundtrack quality of the original game, and also attempted a more non-linear style of gameplay. It was just as Nintendo Hard (if not moreso) and still had several Trial and Error Gameplay and Unwinnable moments (and in most cases required things to be done in a specific order, compromising the seemingly non-linear world); with the novelty of the original game's style fading a little it got a weaker reception overall.

to:

''Shadow of the Beast II'' continues from the first game. While Maletoth is still at large, Aarbron's actions in the first game have allowed him to regain some of his original human form (although he still remains a HalfHumanHybrid), while drinking from a pool of water he sees a vision brought on by Maletoth to taunt him, where he finds out his sister has been kidnapped and taken to the region of Kara-Moon. Aarbron ventures into unknown territory to rescue her... The sequel kept the visuals and soundtrack quality of the original game, and also attempted a more non-linear style of gameplay. It was just as Nintendo Hard (if not moreso) more so) and still had several Trial and Error Gameplay and Unwinnable moments (and in most cases required things to be done in a specific order, compromising the seemingly non-linear world); with the novelty of the original game's style fading a little it got a weaker reception overall.
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As well as the SceneryPorn and CrowningMusicOfAwesome, the change in the hero is also somewhat notable. In the first game, Aarbron can only use melee attacks outside of a few special items, in the second game Aarbron uses a spiked ball on a chain that allows for some minor ranged ability, and in the last game, while Aarbron has lost his superhuman strength, he has apparently gained some inexplicable ninja skills as he uses shurikens throughout, along with a couple of other ranged weapons.

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As well as the SceneryPorn and CrowningMusicOfAwesome, SugarWiki/AwesomeMusic, the change in the hero is also somewhat notable. In the first game, Aarbron can only use melee attacks outside of a few special items, in the second game Aarbron uses a spiked ball on a chain that allows for some minor ranged ability, and in the last game, while Aarbron has lost his superhuman strength, he has apparently gained some inexplicable ninja skills as he uses shurikens throughout, along with a couple of other ranged weapons.
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The original is based around a child called Aarbron being kidnapped by servants of the Beast lord, Maletoth, and taken to his realm (the nature of the series' world at large is somewhat ambiguous), then brainwashed and corrupted into a Beast over the years by evil magic. One day, while watching some sacrifices, he recognizes one of the dying victims as his father, and with the sudden remembrance of his past (and the Beast transformation [[CursedWithAwesome conveniently making him superhumanly strong]]), begins a RoaringRampageOfRevenge to kill Maletoth. The game was mainly noted for its stunning artwork and soundtrack (seemingly heavily inspired by Creator/RogerDean, such that he designed the CoverArt for the game) and was one of the main {{Trope Codifier}}s for SceneryPorn in VideoGames. It also had a combination of puzzles and combat that was somewhat novel at its time of release and it got positive reviews overall. However, the game was also undistilled NintendoHard and its puzzles were full of TrialAndErrorGameplay and {{Unwinnable}}, which got it some major criticism as well.

to:

The original is based around a child called Aarbron being kidnapped by servants of the Beast lord, Maletoth, and taken to his realm (the nature of the series' world at large is somewhat ambiguous), then brainwashed and corrupted into a Beast over the years by evil magic. One day, while watching some sacrifices, he recognizes one of the dying victims as his father, and with the sudden remembrance of his past (and the Beast transformation [[CursedWithAwesome conveniently making him superhumanly strong]]), begins a RoaringRampageOfRevenge to kill Maletoth. The game was mainly noted for its stunning artwork and soundtrack (seemingly heavily inspired by Creator/RogerDean, such that he designed the CoverArt cover art for the game) and was one of the main {{Trope Codifier}}s for SceneryPorn in VideoGames. It also had a combination of puzzles and combat that was somewhat novel at its time of release and it got positive reviews overall. However, the game was also undistilled NintendoHard and its puzzles were full of TrialAndErrorGameplay and {{Unwinnable}}, which got it some major criticism as well.
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None


A [[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ShadowOfTheBeast2016 remake]] for the UsefulNotes/PlayStation4 was announced at Gamescom 2013. It was later released on May 17, 2016.

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A [[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ShadowOfTheBeast2016 [[VideoGame/ShadowOfTheBeast2016 remake]] for the UsefulNotes/PlayStation4 was announced at Gamescom 2013. It was later released on May 17, 2016.
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A remake for the UsefulNotes/PlayStation4 was announced at Gamescom 2013. It was later released on May 17, 2016.

to:

A remake [[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ShadowOfTheBeast2016 remake]] for the UsefulNotes/PlayStation4 was announced at Gamescom 2013. It was later released on May 17, 2016.
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A remake for the UsefulNotes/PlayStation4 was announced at Gamescomm 2013.

to:

A remake for the UsefulNotes/PlayStation4 was announced at Gamescomm 2013.Gamescom 2013. It was later released on May 17, 2016.
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None


A remake for the PlayStation4 was announced at Gamescomm 2013.

to:

A remake for the PlayStation4 UsefulNotes/PlayStation4 was announced at Gamescomm 2013.
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None


** This continues throughout the series; in the sequel, Aarbon is partially returned to his human form, which resembles a Neanderthals. But it gets even weirder in the third game, in which Aarbron becomes an IndianaJones {{Expy}} with ninja stars who flies a very 1930s-looking airplane.

to:

** This continues throughout the series; in the sequel, Aarbon is partially returned to his human form, which resembles a Neanderthals. But it gets even weirder in the third game, in which Aarbron becomes an IndianaJones Franchise/IndianaJones {{Expy}} with ninja stars who flies a very 1930s-looking airplane.
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Link (red)


The original is based around a child called Aarbron being kidnapped by servants of the Beast lord, Maletoth, and taken to his realm (the nature of the series' world at large is somewhat ambiguous), then brainwashed and corrupted into a Beast over the years by evil magic. One day, while watching some sacrifices, he recognizes one of the dying victims as his father, and with the sudden remembrance of his past (and the Beast transformation [[CursedWithAwesome conveniently making him superhumanly strong]]), begins a RoaringRampageOfRevenge to kill Maletoth. The game was mainly noted for its stunning artwork and soundtrack (seemingly heavily inspired by the artist RogerDean, such that he designed the CoverArt for the game) and was one of the main {{Trope Codifier}}s for SceneryPorn in VideoGames. It also had a combination of puzzles and combat that was somewhat novel at its time of release and it got positive reviews overall. However, the game was also undistilled NintendoHard and its puzzles were full of TrialAndErrorGameplay and {{Unwinnable}}, which got it some major criticism as well.

to:

The original is based around a child called Aarbron being kidnapped by servants of the Beast lord, Maletoth, and taken to his realm (the nature of the series' world at large is somewhat ambiguous), then brainwashed and corrupted into a Beast over the years by evil magic. One day, while watching some sacrifices, he recognizes one of the dying victims as his father, and with the sudden remembrance of his past (and the Beast transformation [[CursedWithAwesome conveniently making him superhumanly strong]]), begins a RoaringRampageOfRevenge to kill Maletoth. The game was mainly noted for its stunning artwork and soundtrack (seemingly heavily inspired by the artist RogerDean, Creator/RogerDean, such that he designed the CoverArt for the game) and was one of the main {{Trope Codifier}}s for SceneryPorn in VideoGames. It also had a combination of puzzles and combat that was somewhat novel at its time of release and it got positive reviews overall. However, the game was also undistilled NintendoHard and its puzzles were full of TrialAndErrorGameplay and {{Unwinnable}}, which got it some major criticism as well.
Is there an issue? Send a MessageReason:
None


A trilogy of 2D ActionAdventure games with {{Metroidvania}} elements (albeit created before either of these terms were established), published by Creator/{{Psygnosis}}. All three games were originally developed by Reflections Interactive for the {{Amiga}}.

to:

A trilogy of 2D ActionAdventure games with {{Metroidvania}} elements (albeit created before either of these terms were established), published by Creator/{{Psygnosis}}. All three games were originally developed by Reflections Interactive for the {{Amiga}}.
UsefulNotes/{{Amiga}}.
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YMMV


* SuspiciouslySimilarSong: [[http://www.youtube.com/watch?v=I-qaW2mLEsA As shown in this video]] and [[WordOfGod commented by Tim Wright himself]], the Game Over music and the guitar parts from several other tracks are taken from the ''Series/MiamiVice'' soundtrack.
Is there an issue? Send a MessageReason:
None


''Shadow of the Beast II'' continues from the first game. While Maletoth is still at large, Aarbron's actions in the first game have allowed him to regain some of his original human form (although he still remains HalfHumanHybrid), while drinking from a pool of water he sees a vision brought on by Maletoth to taunt him, where he finds out his sister has been kidnapped and taken to the region of Kara-Moon. Aarbron ventures into unknown territory to rescue her... The sequel kept the visuals and soundtrack quality of the original game, and also attempted a more non-linear style of gameplay. It was just as Nintendo Hard (if not moreso) and still had several Trial and Error Gameplay and Unwinnable moments (and in most cases required things to be done in a specific order, compromising the seemingly non-linear world); with the novelty of the original game's style fading a little it got a weaker reception overall.

to:

''Shadow of the Beast II'' continues from the first game. While Maletoth is still at large, Aarbron's actions in the first game have allowed him to regain some of his original human form (although he still remains a HalfHumanHybrid), while drinking from a pool of water he sees a vision brought on by Maletoth to taunt him, where he finds out his sister has been kidnapped and taken to the region of Kara-Moon. Aarbron ventures into unknown territory to rescue her... The sequel kept the visuals and soundtrack quality of the original game, and also attempted a more non-linear style of gameplay. It was just as Nintendo Hard (if not moreso) and still had several Trial and Error Gameplay and Unwinnable moments (and in most cases required things to be done in a specific order, compromising the seemingly non-linear world); with the novelty of the original game's style fading a little it got a weaker reception overall.
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None

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A remake for the PlayStation4 was announced at Gamescomm 2013.

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Changed: 186

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* SchizoTech: The first game seems to establish a somewhat medieval world (albeit a very alien one)... Then you face biomechanical monstrosities and get a jetpack and laser gun for a [[UnexpectedGameplayChange shoot-'em-up sequence]]. This continues throughout the series, and gets even weirder in the third game, in which Aarbron becomes an IndianaJones {{Expy}} with ninja stars who flies a very 1930s-looking airplane.

to:

* SchizoTech: The first game seems to establish a somewhat medieval world (albeit a very alien one)... Then you face biomechanical monstrosities and get a jetpack and laser gun for a [[UnexpectedGameplayChange shoot-'em-up sequence]].
**
This continues throughout the series, and series; in the sequel, Aarbon is partially returned to his human form, which resembles a Neanderthals. But it gets even weirder in the third game, in which Aarbron becomes an IndianaJones {{Expy}} with ninja stars who flies a very 1930s-looking airplane.
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None

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* BearTrap: This is the first trap you encounter in the first game.
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None


These games provide examples of:

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These !!These games provide examples of:
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''Shadow of the Beast 2'' continues from the first game. While Maletoth is still at large, Aarbron's actions in the first game have allowed him to regain some of his original human form (although he still remains HalfHumanHybrid), while drinking from a pool of water he sees a vision brought on by Maletoth to taunt him, where he finds out his sister has been kidnapped and taken to the region of Kara-Moon. Aarbron ventures into unknown territory to rescue her... The sequel kept the visuals and soundtrack quality of the original game, and also attempted a more non-linear style of gameplay. It was just as Nintendo Hard (if not moreso) and still had several Trial and Error Gameplay and Unwinnable moments (and in most cases required things to be done in a specific order, compromising the seemingly non-linear world); with the novelty of the original game's style fading a little it got a weaker reception overall.

In ''Shadow of the Beast 3'', Aarbron sleeps after killing Zelek, Maletoth's [[TheDragon right-hand man]] ([[WhatHappenedToTheMouse his sister is not referenced again]]) and has a dream where a wizard called Rekann, freed by Zelek's death, tells Aarbron he must find four {{Macguffin}}s to acquire the power to finally kill Maletoth. Waking up, Aarbron realises he has regained his human form. Soon after a plane lands seemingly of its own accord; Aarbron enters and the unmanned plane takes him toward the items he needs, and Maletoth... The visuals and soundtrack were again top-notch. The game had a more linear format to the pseudo Metroidvania design of the earlier games, with the player choosing between four different levels instead (along with a final ending level where Maletoth is fought). While there was still plenty of Trial and Error Gameplay and Unwinnable, the Nintendo Hard was heavily reduced thanks to three lives being provided, along with enhanced ranged abilities, making combat a lot easier; the luster had somewhat faded from the series for reviewers at this point, but it still saw a better reception among reviewers than the second game, and was noted for actually attempting to improve the formula.

to:

''Shadow of the Beast 2'' II'' continues from the first game. While Maletoth is still at large, Aarbron's actions in the first game have allowed him to regain some of his original human form (although he still remains HalfHumanHybrid), while drinking from a pool of water he sees a vision brought on by Maletoth to taunt him, where he finds out his sister has been kidnapped and taken to the region of Kara-Moon. Aarbron ventures into unknown territory to rescue her... The sequel kept the visuals and soundtrack quality of the original game, and also attempted a more non-linear style of gameplay. It was just as Nintendo Hard (if not moreso) and still had several Trial and Error Gameplay and Unwinnable moments (and in most cases required things to be done in a specific order, compromising the seemingly non-linear world); with the novelty of the original game's style fading a little it got a weaker reception overall.

In ''Shadow of the Beast 3'', III'' (released only for the Amiga), Aarbron sleeps after killing Zelek, Maletoth's [[TheDragon right-hand man]] ([[WhatHappenedToTheMouse his sister is not referenced again]]) and has a dream where a wizard called Rekann, freed by Zelek's death, tells Aarbron he must find four {{Macguffin}}s to acquire the power to finally kill Maletoth. Waking up, Aarbron realises he has regained his human form. Soon after a plane lands seemingly of its own accord; Aarbron enters and the unmanned plane takes him toward the items he needs, and Maletoth... The visuals and soundtrack were again top-notch. The game had a more linear format to the pseudo Metroidvania design of the earlier games, with the player choosing between four different levels instead (along with a final ending level where Maletoth is fought). While there was still plenty of Trial and Error Gameplay and Unwinnable, the Nintendo Hard was heavily reduced thanks to three lives being provided, along with enhanced ranged abilities, making combat a lot easier; the luster had somewhat faded from the series for reviewers at this point, but it still saw a better reception among reviewers than the second game, and was noted for actually attempting to improve the formula.
Is there an issue? Send a MessageReason:
None


A trilogy of 2D ActionAdventure games with {{Metroidvania}} elements (albeit created before either of these terms were established) created by {{Psygnosis}} and designed with the {{Amiga}} as its base platform (although only the first two games saw multiple ports).

to:

A trilogy of 2D ActionAdventure games with {{Metroidvania}} elements (albeit created before either of these terms were established) created established), published by {{Psygnosis}} and designed with the {{Amiga}} as its base platform (although only the first two Creator/{{Psygnosis}}. All three games saw multiple ports).
were originally developed by Reflections Interactive for the {{Amiga}}.
Is there an issue? Send a MessageReason:
None


* SuspiciouslySimilarSong: [[http://www.youtube.com/watch?v=I-qaW2mLEsA As shown in this video]] and [[WordOfGod commented by Tim Wright himself]], the Game Over music and the guitar parts from several other tracks are taken from the ''MiamiVice'' soundtrack.

to:

* SuspiciouslySimilarSong: [[http://www.youtube.com/watch?v=I-qaW2mLEsA As shown in this video]] and [[WordOfGod commented by Tim Wright himself]], the Game Over music and the guitar parts from several other tracks are taken from the ''MiamiVice'' ''Series/MiamiVice'' soundtrack.
Is there an issue? Send a MessageReason:
None


http://static.tvtropes.org/pmwiki/pub/images/256px-Shadow_of_the_beast_cover_art.jpg
[[caption-width:256:The cover of the first game]]

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http://static.[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/256px-Shadow_of_the_beast_cover_art.jpg
[[caption-width:256:The
jpg]]
[[caption-width-right:256:The
cover of the first game]]



* TheJimmyHartVersion - [[http://www.youtube.com/watch?v=I-qaW2mLEsA As shown in this video]] and [[WordOfGod commented by Tim Wright himself]], the Game Over music and the guitar parts from several other tracks are taken from the MiamiVice soundtrack.

to:

* TheJimmyHartVersion - SuspiciouslySimilarSong: [[http://www.youtube.com/watch?v=I-qaW2mLEsA As shown in this video]] and [[WordOfGod commented by Tim Wright himself]], the Game Over music and the guitar parts from several other tracks are taken from the MiamiVice ''MiamiVice'' soundtrack.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

http://static.tvtropes.org/pmwiki/pub/images/256px-Shadow_of_the_beast_cover_art.jpg
[[caption-width:256:The cover of the first game]]
A trilogy of 2D ActionAdventure games with {{Metroidvania}} elements (albeit created before either of these terms were established) created by {{Psygnosis}} and designed with the {{Amiga}} as its base platform (although only the first two games saw multiple ports).

The original is based around a child called Aarbron being kidnapped by servants of the Beast lord, Maletoth, and taken to his realm (the nature of the series' world at large is somewhat ambiguous), then brainwashed and corrupted into a Beast over the years by evil magic. One day, while watching some sacrifices, he recognizes one of the dying victims as his father, and with the sudden remembrance of his past (and the Beast transformation [[CursedWithAwesome conveniently making him superhumanly strong]]), begins a RoaringRampageOfRevenge to kill Maletoth. The game was mainly noted for its stunning artwork and soundtrack (seemingly heavily inspired by the artist RogerDean, such that he designed the CoverArt for the game) and was one of the main {{Trope Codifier}}s for SceneryPorn in VideoGames. It also had a combination of puzzles and combat that was somewhat novel at its time of release and it got positive reviews overall. However, the game was also undistilled NintendoHard and its puzzles were full of TrialAndErrorGameplay and {{Unwinnable}}, which got it some major criticism as well.

''Shadow of the Beast 2'' continues from the first game. While Maletoth is still at large, Aarbron's actions in the first game have allowed him to regain some of his original human form (although he still remains HalfHumanHybrid), while drinking from a pool of water he sees a vision brought on by Maletoth to taunt him, where he finds out his sister has been kidnapped and taken to the region of Kara-Moon. Aarbron ventures into unknown territory to rescue her... The sequel kept the visuals and soundtrack quality of the original game, and also attempted a more non-linear style of gameplay. It was just as Nintendo Hard (if not moreso) and still had several Trial and Error Gameplay and Unwinnable moments (and in most cases required things to be done in a specific order, compromising the seemingly non-linear world); with the novelty of the original game's style fading a little it got a weaker reception overall.

In ''Shadow of the Beast 3'', Aarbron sleeps after killing Zelek, Maletoth's [[TheDragon right-hand man]] ([[WhatHappenedToTheMouse his sister is not referenced again]]) and has a dream where a wizard called Rekann, freed by Zelek's death, tells Aarbron he must find four {{Macguffin}}s to acquire the power to finally kill Maletoth. Waking up, Aarbron realises he has regained his human form. Soon after a plane lands seemingly of its own accord; Aarbron enters and the unmanned plane takes him toward the items he needs, and Maletoth... The visuals and soundtrack were again top-notch. The game had a more linear format to the pseudo Metroidvania design of the earlier games, with the player choosing between four different levels instead (along with a final ending level where Maletoth is fought). While there was still plenty of Trial and Error Gameplay and Unwinnable, the Nintendo Hard was heavily reduced thanks to three lives being provided, along with enhanced ranged abilities, making combat a lot easier; the luster had somewhat faded from the series for reviewers at this point, but it still saw a better reception among reviewers than the second game, and was noted for actually attempting to improve the formula.

As well as the SceneryPorn and CrowningMusicOfAwesome, the change in the hero is also somewhat notable. In the first game, Aarbron can only use melee attacks outside of a few special items, in the second game Aarbron uses a spiked ball on a chain that allows for some minor ranged ability, and in the last game, while Aarbron has lost his superhuman strength, he has apparently gained some inexplicable ninja skills as he uses shurikens throughout, along with a couple of other ranged weapons.
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These games provide examples of:
* ActionizedSequel: Notably completely inverted. The first game has lots of combat and various corridors full of enemies, the second game has quite a bit of combat, but still less than the first game and the third game has very little combat at all.
* AllThereInTheManual: The plot summaries above are not explained in the games at all (with the possible exception of the second game's introductory cutscene).
* BossGame: While not a pure example, the third game has elements of this; outside of the first level "fodder" enemies are very rare and only there to drain your health a little, every other enemy is either entirely unique (although not always a boss fight) or important to a puzzle.
* FamilyUnfriendlyDeath: Pretty much every other thing in the series just [[EverythingFades fades or explodes]] when it dies, so a [[VideoGameCrueltyPotential moment]] in the third game where you have to a lure a creature underneath a spike trap so it doesn't fall on you sticks out for it having a pretty gruesome death sprite.
* HalfHumanHybrid: Aarbron in the second game.
* MetroidVania: While the genre description didn't exist when this series came out, the semi-open world and persistent inventory that allows access to later areas gives it some link with this genre. The third game was more of a pure ActionAdventure though.
* NiceHat: Aarbron gets one in the third game.
* {{Ninja}}: While not mentioned, the main character seems to have elements of this in the third game, considering his WeaponOfChoice.
* NintendoHard: The whole series is full of it, the third game has less, but it's only "non-nintendo hard" by the standards of the first two games.
** More precisely, most of the action scenes in the third game are quite easy and majority of the challenge comes from various puzzles. While it is easy to screw up the puzzle by destroying objects/[=NPCs=] necessary for solution, the {{Unwinnable}} situation is avoided by allowing player to return to the most recent checkpoint by pressing Help button. While using this option doesn't cost any lives, the health isn't restored, either.
* SceneryPorn: The series' biggest claim to fame, to the point that the art still holds up very well today.
* SchizoTech: The first game seems to establish a somewhat medieval world (albeit a very alien one)... Then you face biomechanical monstrosities and get a jetpack and laser gun for a [[UnexpectedGameplayChange shoot-'em-up sequence]]. This continues throughout the series, and gets even weirder in the third game, in which Aarbron becomes an IndianaJones {{Expy}} with ninja stars who flies a very 1930s-looking airplane.
* TheJimmyHartVersion - [[http://www.youtube.com/watch?v=I-qaW2mLEsA As shown in this video]] and [[WordOfGod commented by Tim Wright himself]], the Game Over music and the guitar parts from several other tracks are taken from the MiamiVice soundtrack.
* TitleDrop: [[AWinnerIsYou "Congratulations! You have freed yourself from the shadow of the beast!"]]
* UnwinnableByDesign: Most puzzles in the series can be broken quite easily, rendering the game impossible to complete. By the third game you were finally allowed to try again without restarting the game. Any attempts at SequenceBreaking will also render the first two games unwinnable.
* WalkingShirtlessScene: The intro to the third game shows Aarbron wearing clothes that cover his chest, yet in-game he remains shirtless throughout.
** Also in the first two games, in which he only wears a LoinCloth (except the Sega[=/=]Mega CD version of the second game, in which he has a breastplate).
* WasOnceAMan: Aarbron in the first game.
* WeaponOfChoice: A spiked ball on a chain in the second game, Shurikens in the third.
* ZeppelinsFromAnotherWorld: A Zeppelin is part of the background detail outside in the first game.
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