Saturday, July 5, 2014

REVIEW: Shovel Knight



by Jacob Doolin

An Ace of Spade

            If there is one trend in the current gaming market that I hold at arm’s length it’s the retro revival. Sure, the idea of capturing those feelings from our past gaming glories sounds good, but typically the end products take all the wrong features from those begotten eras. Limited color palettes, linear gameplay, and that feeling that you might as well just play the original hinder most of these games. Yet developer Yacht Club Games have managed to sidestep these obstacles to create something special in Shovel Knight.
            Right off the bat,, the Shovel Knight surprises with its gameplay, both in how it takes inspiration from past games and for what it add to it.  Players familiar with Super Mario Bros or Ducktails will be right at home with Shovel Knights’ platforming, which offers some of the most thought provoking jumps I’ve seen. Shovel Knight also takes another feature from Super Mario Bros in the use of its world map, which allows for players to tackle any of the games eight-world bosses whenever they chose.
            One of the best features that Shovel Knight adds to the gameplay is the way it handles death. Instead of giving players a set number of lives, each time you die in Shovel Knight three bags of your loot drop giving you just one chance to get back and grab it. The feature is very much like the souls system in Dark Souls, giving the game a greater sense of tension as you try to inch your way back to your loot. Level checkpoints also eliminate some of the tedious backtracking that punctuated several of the game Shovel Knight takes inspiration from.


            The story of Shovel Knight also builds off those games by providing more interesting characters than I thought possible in an 8-bit game. Every boss, villager, and traveler express himself or herself through a wide array of text from the humorous to the sad. And the core narrative of Shovel Knight rescuing his love Shield Knight goes beyond the typical Damsel in Distress trope and offers a compelling female character who can handle her own.  One does wish that instead of short bits of text the player might be given a more in-depth story that explains how these characters came to form the relationships they did. As it stand now the game has very interesting pieces to what could be an epic narrative in the future. 



            Visually the game impresses, offering varied and beautiful level design. Playing on the 3DS I was amazed at what such a small studio was able to do with the handheld, especially with the 3D, which gave the game’s backdrop a more rounded view. Unfortunately, the game’s enemies leave much to be desired, many of which are just color swapped versions of previously seen foes. It’s also important to note that playing on a handheld it was easy to see that the game’s graphics were downgraded a little from its PC counterpart, but not enough to make a big difference.
            If there is one image from Shovel Knight that will stick with me, it’s the sight of Shovel Knight sitting alone next to a campfire with stars gleaming overhead. It’s an image as thoughtful as the game it resides from, with so many new and interesting ideas in Shovel Knight it’s the perfect image to end on. Yacht Club Games have crafted something that demands to be played, and by the end you too will be staring up at those stars, imagining the the future’s possibilities.