Shadow Fight is a series of fighting video games developed by Banzai.Games and published by Nekki. Each game is set in the Far East, involving martial arts action between combatants that are typically silhouettes. The first installment was initially released as a Facebook game, before two sequels made available as free-to-play mobile games.

Shadow Fight was a Facebook-based fighting game developed by Nekki. It was released on February 12, 2011. In online battles, players play against each-other, utilizing magic spells, long-range weapons, and hand-to-hand combat tools, or through unarmed fighting. Shadow Fight was available on Facebook in English, Russian, German, French, Italian, Portuguese, and Turkish.


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Shadow Fight 2 is the second installment of the trilogy. Released worldwide in 2014 for mobile devices and ported to computers and eighth-generation consoles, the sequel is more story-driven than its predecessor. The plot follows a warrior known only as "Shadow", who was once a legendary warrior, renowned for never losing a battle. While seeking a worthy opponent, Shadow accidentally opened the Gate of Shadows, a pathway to another realm, unleashing powerful demons into his world. Reduced to a faceless silhouette, Shadow now fights to reclaim his lost honor and physical body.

The game consists of multiple acts, each of which involves the player leveling up by taking part in battles against AI-controlled opponents, earning currency to upgrade Shadow's arsenal. While the first acts revolve around Shadow battling the demons he unleashed upon the world and looking for a way to seal back the Gates of Shadows, and also defeating the demons.The final part of the game sees Shadow venturing into the Shadow World, where he must defeat an alien warlord called "Titan". The game also includes a multiplayer mode, where rather than fighting each other, players must work together to defeat various bosses in the Underworld.

Shadow Fight 3 is a fighting game with action role-playing elements. It was announced in April 2017 with an expected release in the fall of the same year.[2] After extensive beta-testing, the game was released in Canada[3] on July 17, 2017, in India on October 27, 2017, and worldwide on November 16, 2017.[4] It is playable in many languages.

Unlike its predecessors, Shadow Fight 3 does not represent fighters as silhouettes. Instead, they are rendered as lifelike three-dimensional characters in an animated environment. Players build up a gauge during combat, which allows them to temporarily enter 'Shadow Form'. This allows them to use shadow abilities. Shadow abilities are based on the player's current gear and faction. Items are acquired in the form of collectible cards that can be earned or purchased.

The game takes place years after the events of Shadow Fight 2, and revolves around a conflict between three distinct factions. The player starts the game as a member of Legion, which uses mostly European weapons like swords and hammers and has slow but powerful attacks. Later, they escape to Dynasty, which has a faster, more acrobatic fighting style and uses weapons from around Asia like Nunchaku and Guandao. The final main faction is Heralds, who have more precise attacks and mostly Japanese weaponry like Naginata and Katana (of which two variants exist: normal Katana and ones used in a manner similar to Iaid).

Shadow Fight 4: Arena was released in November 2020.[5]It is a game of fight of shadows,which looks like a human, and warriors. Players can fight against other players in the same region. Players can collect character shards, and 10 character shards are needed to unlock a character. Character rarities vary, there are currently four rarities: common, rare, epic, and legendary, with legendary being the rarest, and common being the most common. The game is not supported on emulators.

Like its predecessors, Shadow Fight 3 is a 2D fighting game. Historically, such genres have had a hard time working great on touchscreens due to the imprecision and lack of feedback with virtual sticks (this recently has become less of an issue as many if not most recent mobile games now supporting regular controllers). But the Shadow Fight games have controlled quite well on touchscreens.

The controls consist of a virtual stick at the bottom left of the touchscreen and 4 virtual buttons at the bottom right. You have a button for strikes, kicks, magic and ranged attacks. Combat consists of moving the stick in a direction and pressing a button. Unlike other fighting games that require multiple precise inputs (especially motion inputs) to output fast strings of attacks, the Shadow Fight games' combat consist of slower high commitment attacks that can't be cancelled. For example, right + kick has your character do a kick to the stomach. You can counter this by either blocking (releasing all controls) or attacking with a faster attack to hit them before the kick lands. Blocks can be countered by throwing an opponent by getting in close and pressing right/left + strike.

So a typical match consists of all these balancing acts where players have to watch their opponents moves, counter or respond correctly and hopefully gets some really good hits in. Someone taking damage also tends to fall over quickly and moves to attack a grounded opponent are quite feeble. There are some other aspects to fights. Hitting an opponent's head does bonus damage and may even "shock" the opponent where they drop their weapons and have to fight with their fists instead which can be quite devastating as weapons are the most powerful attacking tools.

The main change I noticed is the pace of fights. It's hard to explain but to use an analogy, fights in SF2 felt like they played out at 0.9x speed while SF3's fights feel like they play out at 1.2x speed. Back in SF2, when you hit or knock over an opponent, they appear to get i-frames as they fall and get up so it is much harder to punish an opponent repeatedly or get multiple hits in. This is best demonstrated when you hit an opponent in the air with a quick strike and try to follow up. They seem to fall straight down and phase through your attacks. Even trying to do a "down + kick" turns your regular sweep kick into a feeble stomp that's lucky to get an extra hit in. This results in fights having much more of a "back and forth" and feeling like " a traditional duel" with more pauses in the action as it's much harder to be on the aggressive and landing a multi-hit combo feels like quite the accomplishment. SF2 even has a "style" meter that fills as you land multiple hits in a row in quick succession as a way to gauge your aggressiveness and it's quite hard to fill that up.

Ranged Combat has also been tweaked. You can no longer infinitely throw shurikins or knives. You can now only throw around 3 at a time and then have to wait for them to recharge. This makes it harder to turtle up or to cheese fights. On top of that, you now have different kinds of ranged options. You can also use bows and guns for longer range at the cost of longer animations. Or use caltrops and traps to restrict your opponent's movement. Definitely glad you can't infinitely spam ranged attacks as these are annoying enough to deal with.

But yeah, all this results in SF3's matches feeling like you're always on the offensive. You're always attacking and there's very few, if any, moments of downtime like in SF2. SF2 had moments where both fighters would sometimes get up and slowly inch towards each other like a climactic scene from a movie. It would be tense waiting for the other to respond and trying to come up with a plan. It also felt easier to play defensive if you wanted. Waiting for your opponent to strike first and either try interrupting or baiting out attacks. But in SF3, I feel that approach isn't viable. Between the improved throws, charged states, armoured attacks, more frequent and powerful magic attacks, I found that waiting for the opponent to attack you first was often too risky. It was better to always be attacking in some way and using the block more sparingly.

One of Shadow Fight 2's biggest selling points was the pretty lengthy singleplayer campaign that consisted of multiple chapters. Each chapter required you to defeat the main bosses to progress. To get strong enough to do so, you often had tournaments, survival, side and challenge fights to do that gave you money and XP to upgrade your character. Granted, this wasn't the best approach, especially on iOS. The free iOS version had an energy system that limited you to a handful of fights at a time which you could pay premium currency to skip. The payouts from fights was often pitiful and you had to grind the survival mode to make up the difference which got repetitive. You could only upgrade your fighter so much before the next boss so you were always walking into a disadvantage. But despite all that, at least you could play SF2 offline and it was somewhat clear you could progress your own way. Like, It felt possible that you could eventually progress once you grinded enough and the tools to do so were in front of you. That if there was no energy system (like in the Switch version), you could progress albeit slowly but still consistently.

That isn't the case in SF3's campaign. Each chapter/sub-chapter still requires you complete the main boss fights to progress. However, upgrading your fighter is far more dependent on RNG and fewer resources. Unlike SF2, there are far fewer side fights/quests per chapter. Often consisting of 1-2 events at a time. It's possible to end up in a state where either even the side quests are too high levelled for you or you exhaust them all and there isn't anything else you can do to bridge the gap between the next main story fight. There are simply far fewer renewable fights you can grind.

With Shadow Fight 3, there were times, especially towards the end of the campaign where I felt I literally had nothing to do. I had done all the side fights, duels and season events I could that day as a free to play player. I simply did not have the stats for the main boss fights. I either had to wait 24 hours for another refresh, or pay premium currency to refresh or pay Real Money to get card packs or Battle Pass stuff. While SF3 doesn't have an energy system like SF2, this feels much worse. ff782bc1db

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