Click here for the introduction!
110. Shantae (Game Boy Color)
Compared to its smoother-playing sequels, the original Shantae is a little wonky,
but it’s nonetheless an imaginative platforming adventure that is still
probably the most unique game in the series. Released late in the handheld’s
life, it’s probably one of the prettiest Game Boy Color games out there and is
packed with big colorful sprites and charming animations. Structurally, the
game is sort of like a cross between Castlevania II: Simon’s Quest, Zelda, and Metroid, but Shantae definitely has its own original flare that makes it stand
apart. The world and storyline is wacky, involving genies and pirates and roaming
zombie caravans, and the whole experience has a distinct sense of humor about
everything. I also adore the game’s unique and detailed belly-dancing mechanic
and Shantae’s transformation abilities. The original Shantae GBC cartridge is notoriously rare and expensive, but the
same experience can be purchased for a mere $5 on the 3DS eShop.
109. Shantae: Risky’s Revenge (DSi)
Risky’s
Revenge carries over a lot of what made the original Shantae special and, in a quantifiable sense, improves on that game
in just about every way. The combat and platforming mechanics are much more
satisfying, Shantae’s dancing has been streamlined (though a bit of the charm has
been lost in the process), the world is more enjoyable to explore, the music
has been kicked up about ten or twenty notches as Jake Kaufman truly begins to
hit his stride, the quirky writing is even stronger (this is actually one of
the funniest games I’ve ever played), and the spritework is even more fantastic.
The one big drawback of Risky’s Revenge is
that its adventure feels a bit cut short and in order to get the full story,
you’ll need to play Shantae and the Pirate’s Curse. Still, even though I still find a lot to love in the
original Shantae, Risky’s Revenge is much more playable
and currently my favorite in this charming and creative series. While it was
originally released as a downloadable title on the Nintendo DSi, Risky’s Revenge has since been ported to
a bunch of other places, including 3DS, PC, and even smartphones.
108. Gone Home (PC)
I only just played Gone Home last year but it was a strangely nostalgic and personal
experience with all of its references to the 90s and a shy, artistic, relatable
protagonist with a large imagination and aspirations of being a writer. It also
combined a fantastic central voice performance and intelligent environmental
design to tell a gripping and human story that hooked me from beginning to end.
107. Super Smash Bros. (N64)
The original Super Smash Bros. was a bizarre and exciting game when it released
in 1999. There was even something inherently exciting about the colorful, hand-drawn
boxart that immediately captivated me, even though I barely knew who Samus Aran or
Fox McCloud were at the time. I did recognize Mario, Kirby, and Pikachu though
and I fell in love with this surreal mishmash of Nintendoverses almost as soon
as I started playing. It was a blast playing with friends of course, but I also
have fond memories of rushing home from school to smash targets with Donkey
Kong by myself. The original Smash
also has something that the newer games in the series largely lack: atmosphere.
From the strangely toned-down main menu music to the meta narrative of a child playing with their toys to the eerie music that plays after defeating the final
boss, there’s just something special about this game that I feel was lost as
the series went on to become the flashy monstrosity that it is today.
106. Unravel (PC)
While a clever and charming puzzle-platformer on
its own merits, what makes Unravel particularly
special to me is how much I relate to it. As I wrote here, it feels uncannily
like the game was made specifically for me between the beautiful, nearly
photorealistic appreciation of nature’s small wonders, the theme of a small creature
exploring our gigantic world, and even the fact that yarn has a special
nostalgic quality for me because my Nana loved to knit. Heck, the dang thing
even released on my birthday. While Unravel’s
narrative impact admittedly could have been stronger, it’s still an experience
that spoke to my heart and enchanted me thoroughly.
---
Join me next time for #105-101! Hope to see you then!
Showing posts with label shantae. Show all posts
Showing posts with label shantae. Show all posts
Sunday, September 4, 2016
Saturday, June 18, 2016
Ten Exciting Games from E3 2016
I had very low expectations going into E3 this year. After so many incredibly exciting and surprising game announcements last year, 2016 seemed poised to be a “down year” for the convention, but it really took me aback. Both Microsoft and Sony had strong, tight showings and both had deeper looks into exciting games shown last year as well as some surprises. Nintendo’s wacky strategy of only focusing on a single game this year, on the other hand, also seemed to pay off: their beautiful new Zelda adventure took my breath away and has captured my imagination all over again. Here are ten games (and five honorable mentions) that I saw this E3 in any form and whether newly announced or not that have me excited and/or interested this year, in roughly ascending order based on simply how excited I am to play them:
ReCore caught my
interest last E3 with a rarely compelling CG trailer. The game is being created
by former Metroid Prime developers
(and being directed by Mark Pacini, the director of all three main Prime games) and Mega Man veteran Keiji Inafune and appropriately enough it seems to
be some kind of hybrid of Metroid and
Mega Man. The game involves exploring
a desert planet overworld and fighting through waves of hostile robots, melding
platforming with frantic gunplay in addition to a unique robot companion
mechanic. The movement in the game looks really slick and speedy and overall it
seems like it could be a blast to play. It also features a very colorful and
fun aesthetic and overall the game seems to have a classic, bouncy, “gamey”
appeal, in a good way, like a 3D platforming action game you might have seen on
the N64 or during the GameCube/PS2 days. ReCore
just overall has some good vibes. After watching some gameplay footage, I have
a few qualms, like how visually busy the game seems to be with a cluttered HUD
and tons of numbers and colors flashing everywhere, but I’m still definitely
keeping my eye on this one when it releases in September this year.
Abzu looks
incredibly beautiful and there really isn’t that much else to say about
it…other than, perhaps, that Flower and Journey art director, Matt
Nava, is involved, as well as Austin Wintory, the composer of Journey. Did I mention that it looks really,
really beautiful?
The best E3 demos are the ones that amidst all the
excitement and energy of a typical press conference completely ensnare me and
make me forget what I’m even doing. We
Happy Few was one of those. I was completely taken into this game’s world
and its narrative and simply couldn’t wait to see what would happen next. When
it was over, I was sold. I’ve been hearing good things about this game, but the
gameplay shown at Microsoft’s conference was the first I’ve actually seen of it
and it definitely lived up to its good name. What a great concept and an
artful, intriguing-looking game that looks to have some smart insights into the
way our society looks at emotional expression.
I know almost nothing about Inside besides that it is an action-adventure puzzle game being
made by Playdead, the creators of Limbo,
and that I want to play it. I don’t want to know anything else. It captured my
attention not just because of its creator, but because of an arresting trailer
at E3 2014. It went dark for two years and now we have a new trailer that
completely engrosses me. What’s more, the game surprisingly comes out this
summer. I’m looking forward to turning down the lights and immersing myself in
this one.
People are saying that I
Am Setsuna is like a spiritual successor to Chrono Trigger and that alone is enough to make me excited, but the
game doesn’t look like a rehash or just a simple retro throwback. It seems to
be taking some of the design and feel of CT
and making something original. The narrative sounds uniquely compelling and
melancholic and the art looks beautiful. I also love the idea of a snow and
ice-covered world and how this supports the game’s central theme of “sadness”.
This doesn’t seem to be just a glum, “dark” game for the sake of it though, but
seems to really be doing something interesting with the central theme. I just
love the feeling and atmosphere I get from the game’s trailer. The battle
mechanics look to be taking a lot of inspiration from that time-traveling SNES
masterpiece and that’s fantastic. There are a lot of RPGs I want to play and
have yet to play, but I Am Setsuna
has quickly climbed that list.
I’m a big fan of the Shantae
games and Half-Genie Hero is shaping
up to be the best one yet. I’ve been patiently waiting for this game since I
backed it on Kickstarter in late 2013, but It looks like it is going to be well
worth the wait. The first thing that is immediately apparent about this game is
that it’s freakin’ gorgeous. When I first saw the new art direction back when
the Kickstarter began, I was a bit skeptical and missed the wonderful
spritework done in the previous Shantae
games. WayForward has pulled if off though; the game looks like a playable Disney
animation. What’s more, it’s bringing back a big part of Shantae’s identity, her transformations, which I missed in her
previous game, Shantae and the Pirate’s Curse. The mechanics and platforming look as smooth as ever and most exciting
of all we finally have a release date: September 27 of this year. Also, another
Jake Kaufman soundtrack is always a good thing.
I cannot contain my excitement for this game, which is
another from the Kickstarter camp (and another I supported in a heartbeat). Legendary post-Symphony of the Night Castlevania mastermind Koji Igarashi promised a new Metroidvania (or Igavania rather) in the style of his previous works and that seems
to be exactly what he’s delivering. I’ve been wary about the choice of 2.5D
visuals, but the game is actually looking pretty great, particularly the
environment. I’m a little iffy about the monster designs, but it’s not a huge
dealbreaker so far. The fact that the game looks (and seems like it plays) as
good as it does so early in development inspires tremendous confidence in the
final work though and makes me super happy that I supported this one. We
haven’t gotten a proper gothic Metroidvania game since 2008’s excellent Castlevania: Order of Ecclesia and I’m
just so excited for a new game in this style. Familiar isn’t always a bad
thing, especially if the particular kind of game in question has been missing
for quite some time.
Horizon captured my
attention with a surprising and fantastic reveal last year and every time I see
this game, I’m completely drawn into its beautiful, vibrant world. I love
nature vs. technology themes and the whole far future concept where these
mysterious machine animals have taken over the earth is just an instantly
intriguing set-up to me. I love that there’s a mystery at the core of Horizon and that the developers aren’t
giving too much away. Also, in a medium where combat mechanics saturate the landscape
and often make my eyes glaze over at E3, the combat encounters in Horizon look exhilarating and gripping
instead of merely routine and trivial affairs. There are a few aspects of the
game I’m weary of, such as the protagonist’s constant narration but I can see
that the developers are building her to be an established character that we
step into the role of, which is a valid approach. Also, the characters’ expressions
and animation during the conversation in the gameplay video shown at Sony’s
press conference are a little rough, so hopefully that can be ironed out by
release. All in all though, Horizon
is a game that makes me whisper to myself how I really need to get a PS4.
The Last Guardian
is ultimately the reason I will
likely buy a PS4 sometime this year though, because it’s the kind of game I
need to play as soon as it comes out to avoid the experience being spoiled in
any way. It’s true that this is largely such an anticipated experience for me because
of the pedigree of its director/designer Fumito Ueda and his team, and because Shadow of the Colossus is…well…Shadow of the Colossus, but this doesn’t
mean that I don’t think The Last Guardian
looks beautiful and compelling, and the concept of a boy and his beast is
something near to my heart. I love animals and stories about human and animal
relationships and I know everyone is saying it, and this isn’t necessarily an
inherent reason for greatness of course, but at the very least this game will
likely be quite the cathartic experience. TLG
seems more Ico than SotC (or perhaps like a combination of the two), but that’s just fine (Ico is a beautiful experience in its own
right). The Last Guardian doesn’t
need to be a masterpiece and it doesn’t need to live up to years and years of
expectation, it just needs to be whatever it is and whatever its creators
wanted to make. I’m just so glad that it’s actually finally coming out on
October 25 of this year.
I already wrote a detailed piece about my thoughts on The Legend of Zelda: Breath of the Wild’s
grand unveiling, but suffice it to say it’s a beautiful-looking dream come true
for a long-time Zelda fan like
myself. I’m digging the art and overall vibe of the game as well as the freedom
of exploration and action it is going to provide. The world in Breath of the Wild is also coated in
mystery and I’m loving what Nintendo seems to be doing with the narrative,
atmosphere, and overall feel of the experience. I simply can’t wait to get lost
in the wilds of the ruined kingdom of Hyrule next year.
Dang! Just looking at this list of games makes me so excited! Particularly, looking at those last two together makes my head spin. What a great time for video games! On the whole, I’d say it was a pretty great E3 and I look forward to next year…and, you know, actually playing games in-between.
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Friday, December 12, 2014
Shantae and the Pirate’s Curse (3DS) Review
Playing through Shantae
and Shantae: Risky’s Revenge back to
back last year was a great experience and I was happy to discover a new
side-scrolling adventure series that took inspiration from some of my favorite
games while also being wholly unique. In short, I love those two games and was
greatly anticipating Shantae and the
Pirate’s Curse, the third game in the series and the advertised end to the Shantae “handheld trilogy” (just the end
to the story these three games have set up; don’t worry, the series isn’t
over). So did it deliver? In one sense, yes: Pirate’s Curse is a polished, well-designed adventure full of the smooth
gameplay, beautiful spritework, feverishly catchy music, endearing characters
and charming writing the series is now known for. In another sense, however, Pirate’s Curse falls short for me in
several key areas and doesn’t quite have the same spark its two predecessors
have. So what is Pirate’s Curse? For
me, it’s a mixed experience, but let’s start by praising what deserves praise.
Risky’s
Revenge is a gorgeous 2D action game, but I think Pirate’s Curse might look even better. I’m so happy that
sprite-based 2D games haven’t gone extinct and indie developers like WayForward
are keeping the form alive. Shantae’s wacky, fantastical world really comes to
life and now pops more than ever thanks to the stereoscopic 3D effect of the
3DS. But more impressive than the colorful, detailed environments are the
varied and lively cast of characters and creatures that populate them.
Character sprites are full of details and personality. If you want to see what
I mean, just stop moving anywhere in the game and watch Shantae and any
surrounding characters’ idle animations; it looks like everyone is constantly
rocking out to Jake Kaufman’s awesome chiptune soundtrack and having one giant
dance party, which is fitting for a game starring a dancer. I also love the new
art-style for the game’s expressive character portraits and official artwork,
which has never looked better.
![]() |
| Shantae and Risky team up |
In keeping with the previous games,
PC also features an endearing cast of
lovable characters and the patented sense of charm that the series is known
for. The Shantae series as a whole
features some of the funniest writing in the genre and the humorous back and
forth between Shantae and the likes of the Ammo Baron, Risky Boots, and several
other bizarre characters had me chuckling more than a few times. I particularly
like the characterization of Shantae and her nemesis, Risky, who she is now forced
to team up with in order to best a greater evil. I enjoyed how their
relationship grew throughout the adventure and was consistently amused by the
interactions between the two of them. That said, I think more could have been
done here and Risky could have had more of an active role in the quest instead
of basically just being Shantae’s chauffeur (via her pirate ship), but I ultimately
enjoyed their partnership and how it turns out in the end.
Besides being an aural and visual
delight, it should not be understated just how good Pirate’s Curse feels to play. This game has some of the most fluid
2D platforming of any side-scrolling action game I’ve played, which is fitting
for a game heavily inspired by the Metroidvania
games, which also excel in this category. It’s just a joy to move through the
world and seamlessly going from hopping about to hair-whipping monsters feels
fast and fun. The game’s excellent movement becomes even better when you acquire
more and more of the pirate gear, the game’s main item upgrades (think Zelda or Metroid). The more items Shantae acquires on her journey, such as a
giant pirate hat that acts as a parachute and a pair of boots that allows her
to perform a high-speed dashing maneuver, the more freely she can move through
the world and the more wonderful the experience feels to play. It’s that
classic Metroidvania appeal of finding new equipment and improving your
character as you go, so that by the end, revisiting old areas becomes a
seamless experience of stringing together jumps, attacks, and dashes as you
effortlessly dance across the environment with all your new skills in tow.
You’ll know what I mean the first time you do a dash, followed by a leap into
the air into a parachute glide, followed up by a cannon blast in order to stay
aloft as you soar over large gaps and enemies below. I do wish more of the game
was designed to utilize the player’s skills in stringing all of these abilities
together (instead of just a handful of late game sequences), but it’s still a blast
using these items to traverse old areas when trying to gather up all of the
game’s collectibles.
![]() |
| Click on the picture for a better view! |
Pirate’s
Curse also makes up for Risky’s
Revenge’s relative lack of mazes to explore with plenty of dungeons to
traverse this time around, even more than in the first Shantae title. In fact, Pirate’s
Curse feels like a much fuller and more complete experience than Risky’s Revenge, thus improving on my only
real problem with that title. Overall, the dungeons are well-designed, but they
don’t really stand out too much. A few do some interesting things atmospherically,
but with the exception of a memorable mini-dungeon in the desert and one other
main dungeon that I loved, these labyrinths didn’t really leave a lasting
impression on me. They seem to lack stand-out elements like the unique color-switching
mechanic in the desert labyrinth from the first Shantae. Perhaps it’s unfair to compare the two series, but part of
what makes the dungeons in, I don’t know, the Zelda series (I know, you’re so surprised I went there, right?) is
how each one feels like a unique world in themselves, often revolving around
some kind of core gimmick or theme. The dungeons here make good use of the
items Shantae finds, but lack that extra pizazz that made the dungeons in a
game like A Link Between Worlds so
memorable. I know, I know, Pirate’s Curse
is working on a much smaller budget and under much stricter conditions than a
giant like the Zelda series, and what
the team at WayForward accomplished here is still incredibly solid. What Pirate’s Curse’s dungeons do have is a
great sense of progression and a fluid design, plus some great bosses to cap
them off, including a battle with a huge dragon and another with a giant
robotic caterpillar.
Shantae
and the Pirate’s Curse is a well-designed, well-executed, enjoyable
experience. It improves on the one flaw that I had with its predecessor, Risky’s Revenge, which I thought was
otherwise a pretty much perfect game. Unfortunately, Pirate’s Curse missteps in some other key areas, which ultimately
hold it back from being that ideal Shantae
game that I wanted.
Each Shantae game has followed a somewhat different formula in regards
to how it has handled its world design. The first Shantae took an approach akin to Castlevania II: Simon’s Quest, Risky’s
Revenge went for a more traditional Metroidvania
route, and now Pirate’s Curse takes
an approach comparable to Castlevania: Order of Ecclesia, where there are several, smaller Metroidvania-style maps selectable from a “map screen” of sorts.
Instead of one big, interconnected overworld, this time Shantae and Risky Boots
travel to several separate islands, each with their own area maps and dungeons.
This is a neat idea and I’m a big fan of the seafaring adventure trope, so I
was excited to see what each new island had in store. I have two big problems
here though. Firstly, I was disappointed with the layout and design of most of
the outdoor areas in the game. My problem with most of the field areas in Pirate’s Curse is that they are very
linear and straightforward in design, often consisting of a single, flat
pathway with a few hidden areas branching off of it. There are a few more
maze-like areas in the game, but I wish this had been the standard, instead of
reserved for a few special areas. Actually, the design of the first island
Shantae visits is more what I wanted the rest of them to be like, as it
involves more branching paths and verticality instead of just a straight line.
These linear paths just don’t lend themselves to much exploration or
imagination. The dungeons are less linear, but I was expecting more of an
intricate overworld to explore. Instead of a single large overworld containing
several different regions, the different islands just end up feeling like
small, disjointed areas that don’t feel fleshed-out and feel somewhat hollow as
a result. Also, I miss the awesome “plane-switching” mechanic from Risky’s Revenge, where Shantae would
jump from the foreground to the background and so on. Not only would this
mechanic be perfectly suited to the 3DS, but it would also go a long way in
giving the areas in Pirate’s Curse
more depth (literally) and making them feel more rich and expansive.
My second problem with the areas in
the game is that, by and large, they are all heavily based on familiar locales from
past games. I was excited to finally be traversing beyond Sequin Land after
exploring its environs for two games, and these islands are supposed to be
mysterious new lands beyond that familiar domain, but instead each island is
based on one of the regions from the first Shantae
game, and at this point these environments are starting to feel a little too
samey and familiar. The desert island is a prime example of this, as that’s a
trope we’ve seen in every Shantae
game now, and I’d rather have something new at this point. There are
exceptions: even though the zombie-filled forest is familiar, it’s never looked
so beautiful or given off such a sweet Castlevania
vibe as it does now; Mug Bog Island, while also based on a location from the original Shantae, still has a brilliantly eerie (Metroid-influenced?)
atmosphere and the Village of Lost Souls section is a notable portion of the
game. There are also some later portions that feel fresh as well, but in a
large way, I feel like these islands aren’t necessarily new places, but just
the same Sequin Land staples, except cut up and scattered across the ocean. The
island idea is nice, but overall I do miss having one connected world to
explore, as I usually always prefer that to a more “level select” approach. While
I think the island idea could have worked better if the areas were fresher and
less linear in design, I also partly wish they’d stuck with the model from Risky’s Revenge and just expanded the
world as well as updated the map to the new Metroidvania-style
one in Pirate’s Curse.
Besides my issues with the way its
world is designed, there’s something else about Pirate’s Curse that hold the game back for me. Put simply, the
overall structure of this game is very familiar
to me and quite frankly, overly formulaic. Whereas past Shantae games clearly took a lot of inspiration from the likes of Zelda, Metroid, and Castlevania,
they still felt fresh with mechanics like Shantae’s belly-dancing and her
animal transformations that took the place of traditional item upgrades in
those other games. In Pirate’s Curse,
however, Shantae has lost her magic and as a result the game follows the “Zelda/Metroidvania formula” more rigidly than ever: it’s go to a new
area, find the dungeon (usually doing some kind of task or mini-dungeon in
order to do so), get the dungeon item, use that item to beat the boss,
backtrack to the immediately previous area and use that new item to find a
“key” that unlocks the way to the dungeon in the next area, and then it’s
basically rinse and repeat for the whole game. This is another case of me respecting
the developers doing something new with the pirate gear items, but ultimately
these items, while a lot of fun to use, detract from the uniqueness of Shantae’s identity, and all this amounts
to Pirate’s Curse feeling much more
like a traditional experience than ever. That said…
…That isn’t particularly a bad thing. After all, I love those kinds
of games and this formula does work. Pirate’s Curse just seems a little too formulaic, or at least enough for me
to really notice. The bottom line is that Pirate’s
Curse is very solid and well-built, it just doesn’t feel as original or
unique as its predecessors, and doesn’t do as much mechanically to feel distinct
from its contemporaries. The game does what it does well, just not in such a way that really stands out to me. Whereas games
like A Link Between Worlds are
finally taking strides to change up the classic “Zelda formula”, Pirate’s
Curse feels archaic and overly familiar. Unique mechanics in the past two Shantae games helped to circumvent this
issue, and thus Pirate’s Curse feels
a bit like a step backward to me.
Besides a lot of uninspired area
designs and the overly formulaic structure, there’s one more aspect of Pirate’s Curse that left a bad taste in
my mouth and distracted me from enjoying the adventure as much as I could have.
Yeah, you know what’s coming: this game is straight male fan-service incarnate.
I mean, Shantae games have always had
sexualized female character designs, there’s no denying that, but Pirate’s Curse takes it a little too
far, making sure that every single female character, from humans to monsters to
zombie girls, has large, emphasized breasts, a sexualized physique, and a plethora
of sexualized poses. While the male character designs, on the other hand, are
far more varied, with men being allowed to be deformed, overweight, monstrous,
handsome, cartoony, whatever. For a good example of what I’m talking about
here, just compare Rottytops’ design to the designs of her two brothers, Abner and Poe, all three of whom are sapient zombies. It’s very telling
that the only really “hunky” male character here is a cyclops. The straight
male “fan-service” moments are around every corner here: at one point spring
breakers get into their bathing suits for a pool party and the method for
unlocking the path forward involves light shining off of their half-naked bodies
and then there’s an entire dungeon devoted to dressing up all of the female
leads in sexy metal bikinis against their
will (the different explanations for each of them happening to be there are
all laughably flimsy as well). The premise of this chapter is a humorous idea
(a bizarre cult mistaking Shantae and co. for their “long-lost” princess when
the real princess was just out getting groceries), but the clear purpose of it
to objectify all the female leads is tasteless, and the final punchline of this
section basically making a joke about female body image is off-putting. And if
that weren’t enough, the game dresses Rottytops up in a skimpy schoolgirl
outfit. It just never ends. While there are certainly a lot of funny moments in
Pirate’s Curse (such as everything
involving the Squid Baron; I love that guy), I feel that the humor in Risky’s Revenge was overall stronger and
more consistently funny without having to rely on so many tasteless attempts to
please a straight male audience. At the end of my review for the first Shantae, I wrote this: “Shantae proves that it's really not that
difficult to have an action adventure video game that stars a cool, interesting
female protagonist whose main power isn't her ability to grow a pair of
gargantuan breasts that would break the back of any normal human female.” While
I still think that Pirate’s Curse
having a large cast of mostly female main characters and an endearing, powerful
female protagonist is a positive thing, I’m a bit disappointed that the team at
WayForward decided to make female objectification such a focus this time
around.
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| Shantae addressing the game's developers |
While I have a lot of gripes with the game, I really don’t want to understate that Shantae and the Pirate’s Curse is a great game that I enjoyed playing through a lot. It’s an incredibly polished and endearing 2D action game with a great soundtrack, great art, great gameplay and overall an experience that stands well with its predecessors for a fantastic trilogy that I’d highly recommend to any fan of action adventure games or just 2D sprite-based games and artwork in general. But…I have a feeling my opinion is going to be in the minority here, but Pirate’s Curse is my least favorite in the series, and I feel it’s less memorable and creative than the previous two. I just love what the previous two games did with the dancing mechanic and connected overworld and think the perfect Shantae game for me would just be expanding on Risky Revenge’s formula (which remains my favorite game in the series), adding some of the tweaks that PC made (like the better map), and making it a longer, fuller, more complete experience than Risky’s Revenge is. All this said, Pirate’s Curse is still a very solid title which retains the endearing charm and personality in its world, characters, and themes that the previous Shantae titles have (I mean, a half-genie using pirate gear to save the world? Awesome). I also respect the fact that each of the three handheld Shantae games feels unique from each other while also having the same spirit. I enjoyed the way in which Pirate’s Curse concluded the story set up in Risky’s Revenge as well and was overall satisfied with the game’s finale. Overall, it’s a great trilogy and a great series and I’m looking forward to Shantae: Half-Genie Hero, which I hope will improve on some of the qualms I have with Pirate’s Curse.
Thursday, August 29, 2013
Shantae: Risky's Revenge (Nintendo DSiWare) Review
It's been five years since Castlevania: Order of Ecclesia, the last proper "Metroidvania" adventure, came out and boy have I missed my Metroidvania. A lot. I miss my big goofy weapons, my ridiculous magic spells, my melodramatic Dracula stories, wickedly cool heroes and heroines like Alucard, Nathan Graves, Soma Cruz, and Shanoa, giant, crazy enemies and bosses, beautiful 2D art, fantastic soundtracks, and most of all, I miss the item/ability-based exploration of labyrinthine environments. With Konami recently embracing an entirely new Castlevania universe and delivering a high fantasy, God of War-esque, 3D action experience much removed from the humble 2D Metroidvania formula with its Lords of Shadow series, and also with Nintendo flat-out ignoring its brilliant Metroid series since Other M came out and underwhelmed most of us with its poorly-written, cutscene-bloated, linear adventure, it doesn't look like my new Metroidvania is anywhere on the horizon.
Luckily, Shantae: Risky's Revenge has come along to fill this gaping hole in my gaming life...well, maybe not fill it completely, but at least gave it an oh-so-tasty treat to savor.
After learning that the original Shantae had been released for the 3DS Virtual Console (I've wanted to play these games for a long time, but the Shantae Game Boy Color cart is ridiculously pricey due its rarity), I purchased and downloaded both Shantae and its DSiWare-exclusive (originally) sequel. After finishing the original, I couldn't wait and I immediately booted up the sequel. I played Risky's Revenge all the way through to the end of the first labyrinth, and spent the next several days relishing every moment of this gem.
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| Risky's back! |
Risky's Revenge essentially improves on every little nitpick I had with the original Shantae while also upgrading the visuals and music and everything else the way a sequel that came out eight years later should. After gaining control of Shantae at the beginning of the game, I was immediately struck by just how much better the game feels to play. Perhaps my biggest gripe with the first game, that Shantae's hair whip, her main method of attack, had too short a range and felt handicapped as a result, has been vastly improved. Shantae's hair now has the range of attack that I feel her long, purple ponytail should and it's amazing how this one little change makes RR so much more fun to play than the original. Not only has the range improved, but Shantae can now upgrade her hair so whipping is faster and more efficient. It now feels smooth and satisfying to attack enemies and those enemies don't take five+ hits to kill anymore, so combat is never tedious or out of Shantae's control. Challenge doesn't come from frequent cheap hits this time but from learning how each monster attacks and responding accordingly.
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| Hair-whipping feels so much better in RR |
RR also ditches the cumbersome additional attack skills that could be bought from a shop in the original and replaces the numerous, frivolous consumable subweapons with three permanent magic attacks that Shantae can buy and upgrade throughout the game. Instead of having a limited number of uses, how many times Shantae can shoot fireballs or how long a protective barrier stays active are now determined by a magic meter. An additional upgrade can be bought that makes this meter slowly auto-refill over time. Magic potions and health potions can also be bought to refill magic and life, respectively. What's more, these potions are much more affordable than in the first game.
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| Shantae can master several magical skills now |
Lives have also been done away with in favor of more frequent save points and less cheap deaths due to spikes and bottomless pits, which no longer kill Shantae instantly. All of these tweaks combine to make a much more enjoyable play experience. I died a lot less in Risky's Revenge, but a lot of my deaths in the original felt cheap and frustrating, so I don't really mind the reduced difficulty, which allows me to focus on what I really enjoy about these kinds of games, namely exploring. Besides, the game never felt too easy, and your health will rapidly deplete due to the swarms of monsters that hit hard in this game, so you will die if you don't stock up on potions and watch your hearts carefully. The difficulty just felt more fair this time around.
Risky's Revenge is more than just a few tweaks though; it also feels like a truly enhanced experience, like the sort of leap games saw from their NES iterations to their SNES ones. For starters, RR is a beautiful game with gorgeous 2D art featuring lushly painted backgrounds, crisply animated sprites, and engrossing world design. The fields of Sequin Land are full of vegetation in the foreground and background and dotted with pumpkins and lilacs. The forest is misty and densely packed with flora and the seaside is sun-splashed and colorful. All of the charming characters from the first game return and we also get to meet some new ones. Risky Boots is back to terrorize Shantae again of course (hilariously first appearing riding a giant anchor nonsensically suspended through a building's ceiling) and friends like Sky and Bolo (who seems much more reserved this time) are back. We also get to finally meet the mischievous zombie-girl Rottytops' two brothers, as well as the various quirky Barons, and also my personal favorite side-character, Barracuda Joe. All of these characters are also now accompanied by a large, detailed portrait of themselves whenever they speak.
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| This guy makes me smile |
In addition to the beautiful, artistic visuals in RR, the music has also gotten a boost. I liked the music in the original Shantae and respect the originality and quality of that game's soundtrack, but Jake Kaufman really outdid himself in Risky's Revenge. The soundtrack combines wonderful remixes and excellent new tracks to form a spectacular OST and one of the better ones I've heard in a while. There isn't a bad piece in the entire game and every song is either perfectly atmospheric, appropriately catchy, or just upbeat and a joy to listen to.
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| Hanging out with Rotty |
I compared the original Shantae to Castlevania II: Simon's Quest, but Risky's Revenge ditches that formula (as neat as I still think it is if done well) and feels much closer in structure to a Metroidvania game. The overworld is one giant map and is set up like one big labyrinth to explore (although not quite as intricate as in Metroid and Castlevania games). The action is all in 2D, but the game plays with the idea of multiple, layered 2D planes that Shantae can travel between. For example, in the forest area, you can see faded objects in the background and enemies walking around. By utilizing certain "jump pads", Shantae can leap into the background and explore a new plane. Shantae travels in this way through the multiple planes of the foreground and background. It's a really interesting idea that brings Donkey Kong Country Returns (which also plays with the idea of traveling between the foreground and background) to mind. This plane-switching mechanic is sadly underutilized in RR, but hopefully the planned 3DS sequel returns to the idea, as it would be a perfect fit for the 3DS's unique 3D depth capabilities.
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| The world map is a little confusing to take in at first |
The landscape of Sequin Land is dotted with hidden caves, secret discoveries, and interesting people to talk to. There are few things more satisfying in adventure games for me than acquiring a cool new ability and then retracing my steps and discovering new places that this new ability allows me to reach. This aspect is a staple of Metroidvania and Zelda games, and part of why I adore them so much. For example, after acquiring the ability to turn into an elephant (like in the first game), I was dying to re-explore the forest to smash open all those mysterious rocks and blockades and see what they were hiding.
Like in the original, Shantae has the ability to use her magic belly-dancing to transform into different creatures and gain new abilities. I was a little disappointed, however, that the actual act of dancing has been greatly downplayed in Risky's Revenge. In the original, dancing required multiple button inputs and had six unique dance animations. This process has been greatly streamlined in RR. Now, Shantae will start dancing if the player merely holds down a single button, and unfortunately her dances are not accompanied by any music or little ditties for each move like in the first game. Shantae automatically cycles through three dance moves and depending on which move the player releases the button on, she will transform into one of the three creatures that are unlocked at different points in the game. I appreciate the fact that transforming is much quicker and easier and it makes exploring and using the multiple forms a much faster and more streamlined process, but the detailed dance system was one of my favorite aspects of the original, so it's definitely missed here.
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| Shantae discovering a secret cave within another cave! |
So with beautiful art, wonderful music, improved gameplay, a well-designed world to explore and puzzle-filled labyrinths to solve, is Risky's Revenge a perfect sequel? Well, unfortunately no. RR is dripping with quality but I have one big issue with the game...it's just too short. I'm not usually one to complain about a game's length, and I favor a short, focused experience in place of a long, bloated one padded out with tedious nonsense. I thought the original Shantae was a great length for what it was; it had no filler and didn't feel too short or too long. But Risky's Revenge is about half the length of the original and more importantly, it feels short. There are only two dungeons as opposed to four like in the first game, and the second dungeon is replaced by the "Battle Tower", which is essentially just an enemy rush that must be completed in a time limit. This sort of thing would be fine for an optional side-mission, but isn't a suitable replacement for a full-fledged dungeon.
The world, though well-designed, also feels a bit small and could have used maybe one or two more regions to explore, in addition to about two more labyrinths to conquer. Risky's Revenge also features what some might call padding in the form of several fairly brief, but mandatory, fetch quests. I never found these errands, such as "find a coffeemaker, coffee beans, and an egg" or "find three baby squids" to be too problematic, as I actually found these items by accident just by naturally exploring the world. These quests always follow the acquiring of a new power and basically task the player with using this new skill to explore previously unreachable areas. I naturally do this kind of thing anyway in a game like RR, so these missions never bothered me, but they feel like they're here to make short game longer.
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| Boss time! |
Risky's Revenge was originally going to be split up into multiple episodic releases, but this idea was scrapped and the game was released as a stand-alone sequel. As part of a series of chapters, RR's length would have been acceptable (although I'm not a fan of episodic games), but as a stand-alone sequel to the original Shantae, it just feels incomplete. What's present is a very high-quality adventure, but it simply left me wanting more, especially with its semi-cliff-hanger ending. RR is a cheap, downloadable title originally only available on the DSiWare service, so this is of course the main reason for its brevity. I also wouldn't say I didn't get my money's worth because the game is a blast and from what I've heard, it's actually lengthy for a DSiWare game. I just wish that WayForward would have been able to make a full-fledged, retail sequel to the original Shantae like the game deserved.
Thankfully, I hopefully won't have to wait long for my next Shantae fix as the third game in the series, Shantae and the Pirate's Curse (note: there are spoilers for the ending of Risky's Revenge in this video), which is supposed to be twice as large as Risky's Revenge, is supposed to arrive on the 3DS eShop sometime this year. I'm a bit skeptical though because the year is almost over and there hasn't really been any news on this game outside of its initial reveal in the now extinct Nintendo Power's November issue of last year. I hope the game still shows up this year, but in the mean time, if you haven't played or heard of the Shantae games, run to 3DS eShop now (if you own the system). They can both be downloaded for under $20 (Risky's Revenge is also available on iOS) and if you enjoy Metroidvania-style games, Zelda-style games, or just quality 2D action-adventures, you own it to yourself to play these games. The Shantae series takes one of my favorite adventure game formulas and builds on it with a unique world and cast of characters and style unlike anything else, and gosh dang it, I just love it!
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| Shantae will return in Shantae and the Pirate's Curse! |
Sunday, August 25, 2013
Shantae (Game Boy Color) Review
I've always thought that the infamous Castlevania II: Simon's Quest was a good idea, but one that was poorly executed. I liked the idea of a sprawling 2D world full of branching paths and dotted with towns and dungeons, but in the end the game just turned out to be pretty boring. There were several factors that weighed the game down: tedious grinding in place of actual challenge, bland dungeons with boring design, and just other silliness like the slow text boxes marking day and night transitions. The idea of having one seamless, explorable 2D world was later translated into the Metroidvania formula made famous by Castlevania: Symphony of the Night on the PS1 and later perfected (in my own humble opinion) in the Aria and Dawn of Sorrow titles. But we never really got another game quite like Simon's Quest. Zelda II (which was released before Castlevania II) comes to mind, but Zelda II features an overhead world map and various separated 2D action environments instead of one continuous 2D world. For the record, Zelda II is also just a much better video game than Simon's Quest on every level. The concept of a 2D scrolling world that eventually loops with townsfolk to talk to and dungeons to explore is a game concept that sadly seemed to have died with Simon's Quest's flawed execution of the concept.
Until Shantae was released for the Game Boy Color in 2002 (and FINALLY re-released for the 3DS Virtual Console about a month ago, meaning I don't have to shell out over $200 to play the game anymore).
Shantae takes everything that made the concept of Simon's Quest interesting: a big scrolling 2D overworld that's filled with monsters and different pathways as well as several towns, but does everything so much better with a charming story full of very memorable characters, interesting and well-designed dungeons, a similar day and night system without the text boxes, and other tweaks like retaining progress even after all lives are lost. The only risk in losing all of your lives in Shantae is being sent back to the nearest save point; all other progress, including all acquired items and gems (the game's currency), sticks.
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| Shantae, forced into action after pirates cannonball her lighthouse home |
But Shantae is much more than just a well-realized execution of Simon's Quest's concepts. Ir's hard not to remember the troubled second chapter in the Castlevania legacy when playing Shantae, but Shantae is also just a damn fine, refreshingly original 2D action adventure in its own right.
You play as Shantae, a "Half-Genie", belly-dancing, transforming, hair-whipping storm of awesomeness. Shantae is the self-appointed guardian genie of a small fishing village called Scuttle Town. The story kicks off when the adorably named, yet incredibly villainous lady-pirate Risky Boots attacks Scuttle Town in order to steal a Steam Engine from Shantae's adopted Uncle, Mimic, named so for his ability to discover and duplicate ancient relics from the old world (in this case, a steam engine). After learning that Risky plans to steal four elemental stones (like a stone that produces an endless stream of water) to help power the machine and fuel her plans for steam-powered conquest, Shantae sets off on a quest across Sequin Land to unearth four labyrinths, find the stones before Risky, and foil the evil pirate's plans.
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| Shantae is not amused by Risky Boots' antics |
It's a very Zelda-ish plot, but one with an entirely unique flavor. Genies protecting fishing villages? Evil pirates using steam-power for world domination? The way Shantae combines so many disparate elements and blends them into this wildy fun (and funny) adventure is big part of the game's charm. And I haven't even mentioned the roaming caravan of friendly, sapient zombies yet!
Shantae's action is split between the large scrolling overworld (which eventually loops around if you go far enough to the right or left, just like in Castlevania II), towns, and dungeons. Town exploration is particularly interesting because while in a town, you view things from a third-person, behind the back perspective and move left and right. This differs from the rest of the game which plays out in a standard 2D side-scrolling fashion. While in a town, you can talk to passing townsfolk and also enter different buildings and shops in the town. One of the main delights of visiting each town is all the weird people walking around, especially at night. Half of these characters barely even look human, and I love how during the nighttime, everyone is wearing dark cloaks and looks super shady. Townsfolk offer advice for your adventure, foreshadow future discoveries, or just offer some funny gossip. All towns have a save room, a bath house (for health recovery), and a shop. Some towns even offer unique mini-games like a dance parlor and a gecko race. Also, living in every town is a friendly, quirky character who will help Shantae on her travels, like her dim-witted sparring partner Bolo who has eyes for Risky Boots, or her old friend Sky, a trainer of "war birds" (whatever those are) who lends her trusty bird Wrench to Shantae (an animal who lives up to his name in a comically literal way).
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| Hanging out at the dance parlor |
In the overworld, Shantae will travel over plains, through forests, across deserts, through swamps, and over mountains. Upon leaving Scuttle Town, players can travel in whichever direction they would like, but they may run into more difficult enemies and puzzling roadblocks if they go a certain way. It's usually pretty clear where to go next, but it's nice that players are still given a choice on which direction to travel in. There's a lot of backtracking involved, but overworld travel is kept engaging by the classic Metroidvania/Zelda formula of finding new abilities that allow Shantae to access new areas and uncover hidden shortcuts and collectables, like heart holders that permanently increase the genie girl's health. Ordinary-looking tree stumps and rocks can be broken apart to find hidden caves, and walls and special surfaces can be climbed to reach new areas. Shantae doesn't find a set of tools or weapons to reach these new ventures though (although a plethora of different subweapons can be bought from shops and used); instead she uses her natural genie abilities to transform into different creatures.
This leads me to one of my favorite features in Shantae which is her ability to use different magical dances to transform into different animals as well as perform other tasks such as warping to the game's various towns. By pressing a button, Shantae will start dancing, and by inputting different buttons in time with a beat, Shantae will perform different dance moves. Throughout the game, players will learn how to use certain combinations of these dance moves to transform into creatures such as a monkey that can cling to and climb walls and an elephant that can smash apart obstacles. Shantae features wonderfully vibrant, detailed graphics and animations, especially for a Game Boy Color game (it was one of the last on the system), and these lively animations are no more apparent than in Shantae's set of slick dance moves.
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| Monkey! |
Shantae's list of dance moves and the act of dancing itself reminds me a lot of using both the Ocarina and the Wind Waker from the Zelda series. Also similar to Zelda, Shantae will acquire a new transformation dance in each dungeon and then use that dance to further her exploration of that dungeon, defeat its boss, and then explore new areas in the overworld. Every dungeon also introduces some kind of interesting new mechanic besides just the animal transformations, such as a magic panel that changes Shantae's color to red or blue, and puzzles are based around being a certain color at a certain time. I enjoyed all the dungeons quite a bit, although I found most of the bosses to be a bit too simplistic and easy. The only exception is the final boss, who is difficult, but in a cheap way that felt broken to me. I would attack the boss repeatedly point-blank with zero results only to attack it again in the same manner later and land a hit. I never quite figured out whether there was some pattern I was missing with this boss or if it really was just a clunky battle in terms of design.
I also want to point out a couple glitches I encountered in the game. I'm not sure if these were present in the original Game Boy Color cart, but both were encountered in the game's second dungeon. One of them involved me picking up one of the labyrinth's "warp squids" (collectables Shantae can find in each dungeon that allow her to learn a dance for warping to towns), after which the game became a mess of colorful lines and froze. Luckily, I was able to pick up the same warp squid without incident after retrying. The next glitch was an odd one that occurred while fighting the second dungeon's boss. First of all, either the boss is really, really easy, or a strange glitch allowed me to defeat it super quickly. Then, after I'd defeated the boss, the screen started to shake and after picking up the elemental stone that appears after each boss, the boss creature briefly reappeared, still in its death animation, before I was transported out of the dungeon. Weird. I'm not sure about the boss glitch, but I read online about the warp squid glitch happening to other people and apparently for them it also erased their save file, which thankfully did not happen to me. If you plan on playing the game on the 3DS Virtual Console (which you should because it's worth your time), you might want to be extra careful while in the game's second labyrinth.
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| Outside a town and inside a dungeon |
Besides her transformation abilities and the wide range of subweapons available in the game (which I personally never found much use for), Shantae's main method of attack is whipping foes with her magical ponytail. This attack works fine enough, but it's held back by the attack's annoyingly short range. I found this very jarring and it's one of my few major complaints with Shantae. It's sort of hard to explain, but with a "whip" I expect there to be a certain range of attack and I just feel like I need to get too close to an adversary to land a blow. The whip's less-than-optimal performance is also exacerbated by the fact that many normal enemies roaming the overworld take about a million hits to kill, especially at nighttime when they all get stronger.
Throughout the game, other special attack skills can be purchased from a certain shop but the hair whip always remains the most convenient method of attack and it never gets an upgrade. I found these other skills in the game to be either too cumbersome to use or just downright useless. They either take too long to execute or end up putting Shantae at risk. One "upgrade" makes Shantae perform a forward dash attack. The problem here is that this attack is performed by holding down the "run" button in the game for a second or two to charge it up, which I'm usually constantly pressing. I can't count how many times I'd be standing on ledge, only to accidently charge up this attack and have no choice but to send Shantae flying off a ledge and into a pit of spikes to her death (spikes one-shot Shantae, which can get pretty annoying because they are very, very prominent in the game). This "upgrade" is more of a severe inconvenience than anything else and is also pretty useless in a fight because of how long it takes to charge. The player is seriously better off not buying this skill, and the other ones aren't much better, especially considering how pricey they all are.
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| Shantae vs. Risky |
Other than these few flaws though, Shantae is a fantastic action adventure. It may borrow many concepts from Metroidvania and Zelda, but it melds them into a unique adventure with a sense of style all its own. Also, one of the best parts of Shantae is just how focused and tightly-designed it is; the game has zero filler and feels just the right length. Between Shantae's adorable belly-dancing, unique animal transformations, all the quirky and well-animated enemy designs and NPCs, the unique and catchy soundtrack, and just the funny and whimsical atmosphere this game presents, Shantae is a very memorable experience any player won't soon forget. You'll know what I mean when you compete in a footrace against a Zombie girl named Rottytops.
Moreover, Shantae proves that it's really not that difficult to have an action adventure video game that stars a cool, interesting female protagonist whose main power isn't her ability to grow a pair of gargantuan breasts that would break the back of any normal human female.
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