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Review of Tandem: A Tale of Shadows on PlayStation 4

by Tanya Krane Tanya Krane photo Oct 2021
Cover image of Tandem: A Tale of Shadows on PS4
Gamefings Score: 7.5/10
Platform: PS4 PS4 logo
Released: 21 Oct 2021
Genre: Puzzle Platformer
Developer: Monochrome Paris
Publisher: Hatinh Interactive

Introduction

Tandem: A Tale of Shadows arrives on PS4 wearing a frock coat, a jaunty top hat and a dollop of Victorian fog. On paper it's a neat party trick: a ten‑year‑old girl named Emma and a mute, gravity‑defying teddy bear called Fenton must work together to explore the Kane Manor and untangle the mystery of the missing Thomas Kane. The game sells itself on a two‑character mechanic - one walks on the floor, the other walks on the walls - and packages that into 40 levels of shadow‑bending puzzles in a steampunk-ish mansion. If you're in the mood for a compact, thoughtfully designed puzzler with whimsical creepiness and a pair of protagonists who steal the show by not being melodramatic about it, Tandem mostly delivers. If you want a narrative that ties up its threads, hands you motivations on a silver platter and explains every shadowy whisper, the experience might feel like a magic trick where the reveal never quite happens. I spent a few hours tiptoeing through corridors, flipping between characters, and paying more attention to what the silence says about them than the game ever outright tells me. That turns out to be part of the charm - and part of the frustration.

Gameplay

At heart Tandem is a mechanical love letter to perspective-switching. Emma and Fenton are less an odd couple and more a logic gate: Emma navigates the horizontal plane, pressing buttons, dodging traps and reading rooms from the ground; Fenton clings to walls and ceilings, contorting the playable space and literally changing the geometry of each puzzle. The swap is crisp on PS4 - a simple press flips who you control - and the levels are designed around that dichotomy so puzzles usually feel like elegant little conversations between the two characters rather than arbitrary obstacles. The mansion's layout is an exercise in neat escalation. Early rooms introduce the twin perspective idea gently: move a block, slide a shadow, let Emma step where Fenton anchors. Later stages weave in enemies and bosses that force you to think about timing and positioning across perspectives, and that's when the game reminds you it's not just a pretty diorama but a puzzle platformer with teeth. There are also secret rooms that offer vocal snippets when discovered; these are the rare moments the game lets its throat clear and whisper lore. Those snippets are tantalizing - tiny audition tapes of a deeper story - but they're scattered and optional, like postcards from a journey the game hints at rather than narrates in full. Where the gameplay sometimes falters is in its length and narrative follow‑through. The puzzles are satisfying and frequently clever, and a run time of around four hours (as noted in several outlets) keeps the experience tight and focused. That brevity is a virtue for those who hate filler; for players who expect their mystery to be methodically unraveled, the arc feels curt. The Washington Post's criticism about rushed cinematics is fair: introductions to Emma, Fenton and the Kane family are more props than full character studies, so you spend most of the game inferring character rather than being shown clearly defined growth. Still, the act of alternating between Emma's grounded curiosity and Fenton's silent, uncanny mobility creates its own narrative rhythm. Emma's inquisitiveness feels active - she pursues the carriage, chases answers, and is often the one who physically steps into danger. Fenton, meanwhile, communicates by movement and placement; his muteness isn't a handicap so much as a design choice that turns the player into interpreter. Boss encounters and enemy patterns are used sparingly but effectively to punctuate chapters, giving the pair reasons to cooperate beyond puzzle satisfaction. The game refuses to overstay its welcome; every level is tightly constructed and almost always has that warm click of "oh, I see how this works now." If the core appeal of Tandem is a brainteaser that doubles as a character study through mechanics, then it succeeds. If you want a sprawling novel of motive, you'll be left collecting half‑told notes.

Graphics

Monochrome Paris built Tandem in Unreal Engine 4, and the visuals reward you for paying attention. The mansion is a Victorian stage set rendered with a dollhouse sensibility - ornate wallpaper, gears and brass, and toys that look like they might blink if you stare at them long enough. The art style mixes dark whimsy with a steampunk sheen and at times looks like a playable diorama: cross‑sections of rooms reveal puzzle layouts while shadows shift the playable geometry. The visual clarity is important here because the puzzles depend on reading silhouettes and spatial relationships quickly; the game almost never cheats visually, which makes solving feel fair and earned. Emma and Fenton are character designs that work without long monologues. Emma's expressive animations and body language communicate curiosity and stubbornness; Fenton's stitched visage and awkward gait give him more personality than some fully voiced protagonists. Lighting is a key player - shadows are not merely atmospheric but functional, and the team smartly balances moody ambiance with the need for legibility. On PS4 the performance is stable and the environments retain their detail without becoming muddy. The cinematics are serviceable but terse, which pairs with the game's general restraint: the visuals set mood and character, but the plot rarely capitalizes on it fully.

Conclusion

Tandem: A Tale of Shadows is a short, sharp puzzle platformer that uses its central duo to tell a story by design rather than exposition. Emma is the engine - curious, plucky, and the reader of spaces - while Fenton is the enigma, providing nonverbal counterpoint and literal new angles. Their arc is unusual because it's less about transformation and more about relationship: proximity breeds cooperation, and the game lets gameplay be the space where trust forms. The mystery of Thomas Kane, meanwhile, is more of a prop than a solved case; the game teases a deeper narrative in secret rooms and vocal snippets but ultimately treats the disappearance as an atmospheric hook rather than a plot to be fully unraveled. If you want nimble puzzles, gorgeous diorama levels and two well‑designed characters who communicate in actions rather than speeches, Tandem is a lovely little treat on PS4. If you're expecting blockbuster narrative closure, you might feel shortchanged - many critics echoed that sentiment, praising the mechanics and art while lamenting the brevity and thin plot. For its asking price and runtime it's an economical, thoughtful experience: not a revolution in the genre, but a polished, charming one. Play it when you want to be clever for a few hours and to listen to what silence can tell you about a girl, a teddy bear, and a mansion that prefers to keep its secrets.

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