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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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