Sunday, July 26, 2015

Shovel Knight Review!!!! (My First)

So, I’ve been putting off this review for a while because I want to treat it with care, it’s not just my first review but also it’s a review of what I feel to be a very important game and I’ve got a lot to say about it. Shovel Knight is an 8-bit styled, 2D side scrolling platformer set in a fantasy setting, but there is so much more to it than that. I want to start by saying that it may seem like I’m a little late to getting around to this review but my intention here at Tasting Gaming is not necessarily to jump on the newest thing but rather talk about what I like or things I find important, or just simply the most recent game I played, despite that this times out well with the upcoming physical release of Shovel Knight coming out on October 13th as well as the first content update that Shovel Knight has received dubbed “Shovel Knight: Plague of Shadows,” We’ll get into that more later on.

Shovel Knight was developed and is published by Yacht Club Games, who I’ve never heard of prior to this game but I can guarantee we’ll be hearing a lot more about them as the game world continues to age, if they go onto make hundreds of more games the game community will be that much luckier for it and if somehow they crash and burn it’ll be one of the most giant upsets in our community. After a successful Kickstarter campaign Shovel Knight went on to be release on PC and Nintendo Systems in June of 2014, various ports were release on multiple consoles in multiple countries since then due to its well-deserved critical success.

                Upon launching this game you’re introduced to an 8-bit Yacht Club logo, extremely briefly and then brought to the main screen which is just “Shovel Knight” in some fancy font and your options written in white against a black screen. Very retro feel though somehow doesn’t feel or seem cheap at all, I mention the briefness of booting it up because something about having to see a disclaimer, a developer logo, a publisher logo, skip a cut scene, press start then be able to play just really grinds my gears and this game addresses that well, whether or not that’s because of the size of the team doesn’t matter to me, it’s very well done and I’d like to see this more in games. There was something so reminiscent about the Shovel Knight logo and I couldn’t lay my finger on it, until a close friend of mine pointed out its extremely similar to the “Conan the Barbarian” logo whether or not that was intentional who knows, could be a subtle nod to the series though. I’ve never watched or played anything in the Conan universe so I don’t think that’s the bell it rings in my head every time I see it but this is getting way off topic so back to the review.

                The game starts off with some gorgeous still-picture cutscenes, giving you enough of the narrative to paint a picture of the world you’re stepping into without overloading you with flavor text and spoon feeding you things, it gives you your motivation and leaves the right amount of work to your imagination and flushing out through NPC interaction throughout the game. You’re Shovel Knight, a knight who uses a shovel instead of a sword and you go on wondrous adventures with your partner-in-crime Shield Knight until one day you guys go into a Tower-of-Darkness kind of thing, shit goes down and Shield Knight remains trapped inside the tower, Shovel Knight slips into a downward spiral becomes a recluse and without his influence, without his presence the land falls under the rule of the Enchantress and her minions, “The Order of No Quarter,” I just love that name. One day word gets out that the Tower is now accessible again and Shovel Knight sets out his adventure to rescue Shield Knight and that’s where you take control.

                You’re dropped into a pretty standard first level, you know green, hilly, blue skies that kind of thing, it does a great job of introducing mechanics like, the downward shovel attack which is extremely throughout the entire game, there’s a part where you have to use this attack to bounce off three objects consecutively or otherwise fall into a pit which really trains you for a lot of the future levels, it also introduces mini-boss styled encounters and a boss at the end that is an Evil Shovel Knight, which seems cliché , but there’s something about it I really like, he’s black and red as opposed to your initial cerulean colored armor with gold trim and uses a lot of the same techniques as you, he acts as a reoccurring encounter like Nemesis in Resident Evil 3 or Gary (Blue,) in the Pokémon series. After you’re done with your first encounter you’re introduced to the first Dream sequence which without going into too much detail really helps establish Shovel Knight’s relationship with and feelings towards Shield Knight, there’s little to no text in these sequence and they’re brief and interactive, you awake at the campfire, and exit to be introduced to world map. The World Map is gorgeous, Super Mario Bros. 3-esque, with this cloud of darkness looming over the inaccessible part of the map to imply which direction the bad guys are, the Pixel art of the individual castles you visit is just stunning if you’re anything like me it’ll take your breath away the first time you see it, the first time I saw it shiver of nostalgia goodness flowed down my spine.

 I won’t do a full run down of this game step by step if that’s what you want let me know in the comments, but you could just watch a “Let’s Play” for that kind of spoiler filled run down, I’d rather touch base with the feel of the game, key features and go down the bullet points of what I liked and disliked about it and how it made me feel.

                                I’d like to mention this game has some RPG elements to it that an RPG nerd myself really appreciated though it didn’t bog down the game at all, there’s no leveling up system it would kind of break the continuity of Shovel Knight being a “renowned knight” if you had to work your way up from level one but rather it has a couple very interesting systems in place. There’s two towns you can visit in the game one immediately after the first level one and one that becomes accessible later on, these act as your hubs, your shops and whatnot are found here.

 The first town contains shops for your health and magic upgrades, as well a shop for goblets and a shop for relics. The first town also has a bard who buys music sheets off of you, music sheets are hidden collectibles each level contains each one and not only do you get handsomely rewarded for them you can also access the songs and have the bard play them for you whenever you want which is a nice little touch. As you progress through the game each main level will have a relic shop hidden within it with a relic that’s seemingly imperative to the level but if you somehow beat the level and miss the relic shop you can always return to the first town and buy the relics which is again  just a nice touch. The relics are abilities that use magic points and only one can be equipped one at a time though you can change what relic you currently have equipped on the fly as long as you own it. The Goblets will allow you to visit Trouple Pond and carry up to two potions, which they refer to as “ichors,” at any given time which is extremely handy later on in the game. The second town contains your weapon and armor upgrades. Weapon upgrades are cumulative so as you buy them they’re just equipped to you, they’re all useful and the best part is you don’t have to choose between them. The Armor is a different case you can buy as many as you want but you can only have one equipped at a time and can only change what one you have equipped by visiting the shop.

I know it sounds like I’m nothing but an advocate for this game which isn’t a lie I would recommend this game to anybody, young or old doesn’t matter but that doesn’t mean there isn’t stuff I disliked about the game and that’s what this little sections going to be for. My first gripe with the game, which is subjective and can vary from player to player depending on your skill and playstyle but that’s what this is all about, is that after the first level the map is blocked off until you complete two castle in no particular order but you must complete them both to progress further. That’s not my concern, I actually like how they let you play in whatever order you want but add these blocked off sections to maintain a little bit of linearity for linearity’s sake, but rather my problem is the difficulty of Specter Knight’s castle, it was personally one of the most difficult levels for me in the whole game and you can’t progress to the fourth level or the next town without beating it. I can already hear the future comments of “OMG that level was soooo easy git gud n00b,” and that’s fine I’m glad it as easy for you but I can’t be alone in thinking it was a little much for being one of three of the opening levels, and in recommending this game to everybody I feel like this just makes it less accessible newcomers especially if they’re not seasoned vets of platformers, I don’t think the level should be taken out or even edited just maybe placed later on, though it does prepare you well for what is to come like I said it was one of the hardest levels for me. It’s not necessarily the level layout I mean parts are a little difficult but it’s actually pretty straight forward if you’re the type to experiment but half way through the level the lights go out, it’s only brief and it comes back on and goes back out and comes back on, you get the idea. But this isn’t difficult through complexity it literally goes black and you’re forced to stand still or take leaps of faith whilst threats pursue you and you have to get past puzzles and then the level has again for me what was one of the most difficult boss battles in the game and half way through its lifebar it pulls this same thing with the lights going out. This only bothers me so much because to me this feels like one of the only few oversights this game has and it truly is a game that deserves to be played by everybody so I’d just hate to see this difficulty curve make it that much less accessible and they just seems so out of place in a game that is otherwise very fair and brilliantly balanced.

My other three gripes are much simpler and will probably be way less of an unpopular opinion than my last one. Ones pretty straight forward and it’s that most of the armor upgrades feel so unnecessary which feels so out of place which I’ll explain later. Secondly, that later on in the game there’s segments where you’re taking leaps of faith just jumping into the darkness which again feels so out of place especially in a game where you feel like every death is your own fault. Lastly, there’s no upward attack which doesn’t make or break anything I just would’ve liked to see it and now for the much longer section where I talked about what it is I love about Shovel Knight.

THE ART!!! I can go on and on about how well done the sprite work and the scenery are so well crafted it really puts itself on the art side of the pixel graphics vs. pixel art debate which I mentioned in my last Tasting Gaming articley thing. Two odd note-worthy things for me are: 1.) that every time you encounter a knight its substantial and I don’t just mean the bosses (The Order of no Quarter members,) but just the normal everyday knights that are scattered throughout most levels, each encounter carries weight they’re difficult, they take thought to beat and this isn’t just fun for me it also helped make me believe that I was in a world where knights were revered, ruled the land and were taken very seriously, and this is without any text going “hey, these are difficult because they’re knights” and in most cases you can just run right past them which is your best bet until you obtain some relics and upgrades. 2.) This one’s not so critical might just be me but I love that one member of the Order of No Quarter is what looks like a Viking holding an over-sized Snow Shovel as opposed to Shovel Knight’s digging shovel which made me go “okay, these guys were once friends or at least have something to do with each other” and sure enough they were, it was flushed out a little more from some pre and post battle banter I just love how this game uses these visual and mechanical cues to tell so much of a story, create so much of an atmosphere without words, it truly is impressive.

Somehow even though there was the generic run down of a Green foresty opening level, castles, an underwater level, a snow level and a lava level, Each one of these levels is very unique, the layout and level design are top notch and really exist in a league of their own, each one is relatively long and they will test your peak platforming abilities and force you to use abilities and knowledge you’ve obtained from previous level. I absolutely love love love the world map one of my favorite things is there are boss-like and bonus level-like encounters that will periodically appear on the map and really add some more substance to the game, they are way more welcomed than they are at all intrusive. Everything feels so “right where it belongs” all the relics and upgrades are useful except I only found one armor upgrade to be useful which for how expensive they are and how otherwise balanced and well placed everything is just really seems out of place. Every death feels like it’s your fault, every encounter with a knight, a mini-boss or a member of the Order of No Quarter holds water, it carries weight, it has substance and very few if any experiences in this game are forgettable. The physics and the controls are just perfect, honestly it’ll spoil playing other platformers for you if you go in expecting their controls to have the same buttery fluidity that Shovel Knight has and I don’t know how else to explain this other than the weight of Shovel knight and the gravity of the world are very believable, substantial and not at all “floaty.”

 I would say one of my favorite thing about this game, well its actually two things that go hand-in-hand, one is that money is realistic, you work for it, it doesn’t ever accumulate to an excessive amount, at least not in one play through, and the price of the things reflects how substantial they are to the game (sans armor,) two is that that you have theoretically an infinite amount of continues, no arbitrary life system, this is one of the most interesting things about this game because I’ve heard for a while now that the use of life-based systems say like Mario or Sonic are outdated and I’ve often wonder what a better alternative is and Yacht Club Games approached this brilliantly, when you die you lose a fraction of your money which oddly is so much more punishing, is so much more valuable than losing a life, and my favorite part is you’ll almost always want to plow back to where you died to collect your money and they let you do this it’s just so brilliant and so satisfying.

There’s some “shoutouts” and some “fan service,” that are very noteworthy one because the game was “kick started” there is a more casual level called “the Hall of Champions” where contributors of a certain tier’s portraits are proudly displayed in beautiful pixel art hanging throughout the level. A bit of fan service I really enjoyed is additional encounters on the world map exclusive to Xbox One and PS4, Xbox got a Battletoads encounter and PS4 got a Kratos Cameo, from the God of War series. I’m assuming this is because these version were released almost a year after the Nintendo and Windows release of the game and the additions don’t just add value to first time players but also to people who are re-buying it now for their preferred consoles. I personally played the game on Steam, but then helped my friend beat it on his Xbox One, sadly I haven’t tried the Kratos encounter but I did get a chance to sink my teeth into the Battletoads one. First off, how you activate the encounter and where you do it is fantastic, secondly it was hard like really really hard I’ve never died so many times in a row trying to accomplish one task but luckily they foresaw this and you don’t lose money in this encounter, without going into too much detail it really stays true to the Battletoads franchise and beating it is extremely rewarding not just because of its difficulty but literally the reward you get for completing it is frikkin’ sweet, I’ve heard this is true of the reward for the Kratos encounter too.

Now this game does that thing where you think it’s over already but then there’s more and its very well done and again welcomed, without getting into spoiler territory the end is very satisfying and very difficult, the “surprise element” revealed towards the end was predictable to me right from the get go, this didn’t hinder the game at all for me it was still amazing and really it wasn’t very story focused anyways besides giving your hero motivation to move forward, I’ll go as far to say as this “surprise element” reminded me of a bit from the latter part of Final Fantasy VIII’s story. After you beat the game there is a New Game Plus mode which approaches the New Game Plus formula very uniquely in increasing the difficulty, there’s less checkpoints, the food you normally would find throughout levels to heal yourself is for the most part replaced with bombs, the potions you’d find to heal your magic heal it less, you take significantly more damage from enemy’s blows and oddly enough you get more money I think this is so you can go through and buy things you missed the first time and to help with money based achievements.

Lastly I’d like to address that this game is often referred to as “mimicking” or “mirroring” older style games, which is true to some extent but I feel it holds up very well on its own merits and is flat out in my opinion better than a lot if not most of its predecessors. Now I grew up playing a lot of Donkey Kong and Mario but other than that my childhood was mostly Final Fantasy, Tony Hawk’s Pro Skater and Grand Theft Auto so I can’t really account for how much of Shovel Knight is cashing in on nostalgia other than aesthetics which Yacht Club pulled off painfully well, I found the experience to be very uniquely varied from the Marios, Sonics and Donkey Kongs that came before it other than in the sense that you move to the right, there’s usually secrets hidden to the left and you jump over instant death pits sometimes. I often hear the comparison to Mega Man, I never played Mega Man as a child and rather than it making me want to play Shovel Knight, Shovel Knight has made me want to go back experience what the Mega Man catalog has to offer though I do definitely see where some people draw parallels with the open boss fight system, and how each boss has a theme that is readily apparent in the aesthetic of the same level as them and the equipment you obtain but I don’t think it is a 1:1 clone of it at all it definitely stands out on its own and new gamers and retro gamers alike are lucky to experience Shovel Knight.

So yeah that was my first review, a little wordy, long in the tooth but I like being able to let everything out here so definitely let me know what you guys think positive or negative all feedback is welcomed, I’d to close this by plugging the Physical Release of Shovel Knight coming out October 13th , 2015 I absolutely can’t wait to hold a copy of this game in my hands it’s one of those games that truly deserves a physical release and they’re adding sooooooo much content to it with trial modes, new story campaigns, new characters to play as and some customization options. My favorite part is they’re doing all this and keeping the price of the physical release at $20.00 (in the US at least,) and not only that any future updates are free to owners of this game, so obviously I highly recommend this game to freaking everybody, if you haven’t played it yet you my friend are in for a treat. One of the trickier Bosses from the campaign, Plague Knight will have his own campaign right from the get go and I plan on reviewing that campaign and the physical copy in a much briefer, future review. If you cant wait til October there's a link to it below on Steam for the low low price of $15 USD.
http://store.steampowered.com/app/250760/

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