{"id":907336,"date":"2025-12-25T10:22:14","date_gmt":"2025-12-25T10:22:14","guid":{"rendered":"http:\/\/8rRQ6EphdH4c3mS9hJsqF"},"modified":"2025-12-25T10:22:14","modified_gmt":"2025-12-25T10:22:14","slug":"schim-review","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/schim-review\/","title":{"rendered":"Schim review"},"content":{"rendered":"<article>\n<div class=\"fancy-box\">\n<div class=\"fancy_box-title\">Need to know<\/div>\n<div class=\"fancy_box_body\">\n<p class=\"fancy-box__body-text\"><strong>What is it?<\/strong> An isometric puzzle-platformer where well-lit floors are lava.<br \/>\n<strong>Expect to pay <\/strong>$22.50\/\u00a318.90<br \/>\n<strong>Developer<\/strong> Ewoud van der Werf, Nils Slijkerman<br \/>\n<strong>Publisher<\/strong> Extra Nice, PLAYISM<br \/>\n<strong>Reviewed on<\/strong> Windows 11, Ryzen 9 5900X, 32GB RAM, RTX 3080<br \/>\n<strong>Multiplayer? <\/strong>No<br \/>\n<strong>Out<\/strong> Now<br \/>\n<strong>Link<\/strong> <a data-analytics-id=\"inline-link\" href=\"https:\/\/schimgame.com\/\" target=\"_blank\" rel=\"noopener\">Official site<\/a><\/p>\n<\/div>\n<\/div>\n<p>Back in 2007 or so there was a real trend for indie puzzle-platformers, usually about a sad boy who had to go from the left of the screen to the right for some reason. Though it&apos;s not a 2D platformer, Schim reminds me of that era, when indie games would be about taking a single mechanic then expressing it through a different iteration in each level while squeezing as much emotional heft as possible out of storytelling on a budget.<\/p>\n<p>In Schim you play a shadow creature that can&apos;t exist in the light, and have to hop from one puddle of darkness to the next like you&apos;re playing goth Frogger. With your eyeballs poking up out of the shadows as you swim around in them, there&apos;s a definite frogginess to the main character. Occasionally you see other shadow frogs hopping around in other shadows, with gigantic ones lurking in the darkness beneath trucks and the like. You&apos;re a more ordinary shadow frog though, one who lives in the shadow cast by a single person\u2014until the moment you&apos;re separated, beginning a quest across the city to find your way back to the sad boy whose silhouette you call home.<\/p>\n<p>Sometimes hopping is a matter of timing. You wait for a car or a cyclist or a box on a conveyor belt to pass so you can jump into its shadow and then onto the next. You can also interact with objects and beings whose shadow you&apos;re in, pressing buttons to open doors or change traffic lights or raise a forklift&apos;s arms to lengthen its shadow so you can rush to the edge and leap before it lowers. This is Schim at its best, when you&apos;re making a duck honk at a cat or turning on streetlamps to make new havens you can navigate. (The latter is necessary because there&apos;s no refuge in the actual darkness of night, which is as deadly as sunlight. It&apos;s not the absence of light you need, but the shadows cast by it.)<\/p>\n<p>The city\u2014and a slice of countryside\u2014you cross is explicitly Dutch, as are Schim&apos;s creators. Some of the maps could be almost any videogame city with cars driving on the right, but occasionally you&apos;ll see a parked bicycle dangling over the side of a bridge it&apos;s chained to, or an unusually clean park, and realize you&apos;re in continental Europe. I wish there was more of this local color, especially when you leave it behind for a generic factory level or the like.<\/p>\n<p>At the start of each chapter you&apos;re treated to a lengthy pan over the map, zig-zagging across the course you&apos;ll be following. You don&apos;t need to plan your path in advance, however, as it&apos;s almost always super clear where you need to go. Painfully so, in fact. Where you might expect the interactions to build into brain-bending puzzles or challenging feats of jumping, they never do.\u00a0<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"kqhxL42bWiTDeq3taAhQwf\" name=\"20240711143853_1.jpg\" alt=\"A shadow frog hops toward a family of ducks.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/07\/schim-review.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2560\" height=\"1600\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Extra Nice, PLAYISM)<\/span><\/figcaption><\/figure>\n<p>Schim remains easy enough to suggest it&apos;s designed for relaxation rather than intensity, and yet those long pans across the level don&apos;t make me feel chilled out at all. They make me feel exhausted, each one showing where the sad boy you&apos;re following has gone next, a position you know he&apos;ll have moved on from by the time you get there. Every level ends in a tedious &#8220;princess in another castle&#8221; tease for the next one.<\/p>\n<p>I was dealt a real blow by that feeling when I went back to Schim after taking a break to find it had lost an entire level of my progress. Replaying the map and trying different things revealed that, beyond a few collectibles hidden down dead ends you wouldn&apos;t bother with if you weren&apos;t an achievement hunter, there&apos;s nothing to Schim beneath the surface. The closest thing it has to difficulty comes when you need to quickly spin the camera around because you&apos;ve passed behind an object into a moving shadow that won&apos;t be there for long, and the closest thing to relaxation is when you find a vehicle heading in the right direction and get to take your hands off the controls for a minute as it takes you where you need to go.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.50%;\"><img loading=\"lazy\" decoding=\"async\" id=\"7MrnepMpqhZDvwyKy5Ssxn\" name=\"20240712153705_1.jpg\" alt=\"A forklift approaches a factory.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/07\/schim-review-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"1\" width=\"2560\" height=\"1600\" attribution=\"\" endorsement=\"\" class=\"expandable\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Extra Nice, PLAYISM)<\/span><\/figcaption><\/figure>\n<p>Condensed down to its best moments Schim would have been an impressive student game, but stretched out to the length demanded by full-price boutique indie label games it becomes a chore. The inventive puzzle-platformers of the class of 2007 cast a long shadow, and Schim doesn&apos;t do enough to escape from beneath them. \u00a0<\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/puzzle\/schim-review\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Need to know What is it? An isometric puzzle-platformer where well-lit floors are lava. Expect to pay $22.50\/\u00a318.90 Developer Ewoud van der Werf, Nils Slijkerman Publisher Extra Nice, PLAYISM Reviewed on Windows 11, Ryzen 9 5900X, 32GB RAM, RTX 3080 Multiplayer? No Out Now Link Official site Back in 2007 or so there was a real trend for indie puzzle-platformers, usually about a sad boy who had to go from the left of the screen to the right for some reason. Though it&apos;s not a 2D platformer, Schim reminds me of that era, when indie games would be about taking a single mechanic then expressing it through a different iteration in each level while squeezing as much emotional heft as possible out of storytelling on&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/schim-review\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":907337,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,1928],"class_list":["post-907336","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-puzzle"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Schim review | Arcader News<\/title>\n<meta name=\"description\" content=\"Need to knowWhat is it? 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