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Monday, June 30, 2014

A Knight... With a Shovel? (Shovel Knight Review *3DS*)

xXBChaceXx
|-Game News, Reviews, and Rants-|
A Knight… With A Shovel?

Mario, Zelda, Mega Man, and Castlevania… these famous NES games all brought innovations to what we know today as a ‘game’. With pixel art, and an almost grueling difficulty, a gamer would truly be remiss if they hadn’t played these classics. The ideas these old school games introduced, however basic they were, have stayed true in design, and have held their merit, and it has shown in retro-inspired games, such as Mega Man 9 and 10. Yacht Club’s Shovel Knight has continued to prove that ‘retro-esque’ games are, to this day, what gamers crave. It isn’t just a half-made game, fueled by its 8-bit aesthetic. Its tight controls, musical scores, and level design propel you forward through your journey as the Shovel Knight himself.

            Shovel Knight is a cleverly made game, and the culmination of everything that made the 8-bit era nothing short of amazing. It’s core gameplay, as well as level design and boss encounters is heavily reminiscent of Mega Man. The over-world map, with limited non-linearity, locked segments, and pop-up encounters, are a hybrid of Zelda and Mario 3. The combat, and Shovel Knight’s infamous downward strike, is inspired by Duck Tales. The towns with interact able villagers, inventory, and money system—as well as the colorful cast of characters to interact with—represents what made Zelda II great, and the sub weapon system, from Konami’s Castlevania, also made an appearance in this title. Shovel Knight drew from nothing other than the greatest games of the era, using what made each of those games unique, and melded them together into a fantastic 8-bit experience.

            However, what makes Shovel Knight stand out from the games previously mentioned, is that it still forges its own identity and distinct personality through its characters, artstyle, soundtrack, and plot. It isn’t a rip-off, nor does it retread the same path of its predecessors, by the very games that inspired this title. It merely understood what made the classics so great, and with willingness, took what worked, and made that even better. It’s Shovel Knight, from beginning to end.

            The adventure begins with a brief introduction, where Shovel Knight makes his debut. His story revolves around his inseparable companionship with the complementary Shield Knight, and the tales of their adventures. After a series of unfortunate events, the duo are separated by the evil Enchantress, the games main antagonist. With the help of the Order of No Quarter, a group of devious and powerful knights that are much like the Robot Masters of Mega Man, each with his own themed stage. The eight knights, King Knight, Spectre Knight, Treasure Knight, Mole Knight, Plague Knight, Polar Knight, Tinker Knight, and lastly, Propeller Knight, aided in the Enchantress in thwarting Shovel and Shield Knight. With Shield Knight’s disapperance, Shovel Knight was forced into exile.

            After a brief intro stage that teaches players how to move, jump, and attack, players are thrust into Shovel Knight’s dystopian world, controlled by the Order and the Enchantress, a map greatly inspired by Mario 3. In order to progress, Shovel Knight was purge the realm of evil, and defeat the eight Knights that run amok, seizing kingdoms, and staking claim to the land, stage by stage. A nod to Zelda II, the adventure is occasionally interrupted by encounters, such as the Black Knight, and other roaming adventurers. It’s a very straight-forward adventure, that seldom deviates from linearity, typical of the 8-bit era it is inspired by. However, this is not at all a draw-back. It is easily understood, and accessible.

            Gameplay is fluid, responsive, and tight, however, not as tight as the controls of Keiji Infaune’s Mega Man, and certainly fast and hectic as other classics, such as Ninja Gaiden. Armed with nothing more than a shovel, as the title of the game suggests, our hero hacks his way through his enemies with a simple button press, or he can jump on top of them with a pogo-like downward stab, taken straight from Duck Tales. The shovel is not only a weapon, but a tool, that allows him to avoid danger, and also dig for buried treasure. This loot, found in treasure chests, and from defeated foes, can be used to upgrade his shovel and unlock its true potential. One upgrade allows him to launch a shock-wave from his feet, in a line, but only when he is at full health (Sounds like another game?)

            Earning gold is a key element in Shovel Knight, and more importantly, spending it. Every stage is full of various loot, including hidden collectables, such as music sheets, which can be turned into the Bard for 500 gold each. This gold is used to purchase health upgrades, magic upgrades, as well as the various sub-weapons found in each stage. The sub weapons, inspired by Castlevania, include a fire wand, an anchor, a fishing pole, etc etc.

These sub-weapons may be needed in the more difficult sections towards the end of the game, however, Shovel Knight brings forth a difficulty that is hardly challenging. Early levels are a breeze, and once you understand the basic mechanics of Shovel Knight, and how to control him properly, you won’t have all too much trouble. Damage is low overall, taking at least two hits to dwindle down one life point. Once you acquire the Phase Locket, the game becomes progressively easier. Upgrading the magic meter allows you to become invincible for several durations in a row, defeating what little challenge was already there, and magic pick-ups aren’t entirely hard to find either. The game is very forgiving, even in death. When Shovel Knight falls in battle, he is taken back to the last check point, and loses a portion of his gold, which can be collected when he returns to the segment of the stage where he died. What makes the game difficult is entirely optional, and that’s the ability to destroy check-points for extra loot. A clever risk-reward system, which, isn’t exactly worth it, as the loot within the check-points is randomized. The game isn’t meant to be punishing, however, a nod to younger gamers who didn’t grow up during the 8-bit era, where auto-saves and checkpoints were either non-existent, or in less abundance. Shovel Knight has found a happy medium, where players who play carefully are rewarded, and reckless rushers are punished, yet, not in such a ruthless way.

Stages vary, from King Knight’s Pridemoor Castle, to the Lich Yard of Spectre Knight. Each stage brings its own aesthetic, and varying monster types that pose a greater threat to the beloved Shovel Knight as player’s progress further through the game. A lack of monster variety and design is a little disappointing, with several enemy types being palette swapped. The game can be, at times, devoid of an enemy presence, however, Shovel Knight places it focus on platforming over combat. Even with some enemies that were disappointing, the stages themselves redeem the experience, due to their brilliant designs and diversity.

VERDICT: 9/10 An amazing, 8-bit experience, that forges an identity of its own, while taking what was great from the 8-bit era, and expanding upon what made those games into timeless classics.

HIGHLY RECOMMENDED
Game on, guys!


-Brian

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