Shovel Knight:
Shovel Knight: Four Quests for the Kingdom
Shovel Knight: A Duel to the Death, Or to the Diamonds
Simultaneous with King of Cards, Yacht Club Games released Showdown (all of which is included in the Treasure Trove).
Chronologically Showdown occurs between Specter of Torment and Shovel of Hope, as a result of the first, and influencing the latter. As Specter Knight forces a confrontation with the Enchantress, his friends in the tower seek to help him. They try to enchant the magical mirror, but screw up. It draws all the major characters into its shining surface.
Showdown includes
two game modes; a four person melee, and a short story mode for one
or two players. In the story mode the player chooses one of eight
starting characters. Each character has their own story. The story
mode requires the player to win seven matches, destroy targets in an
arena, and fight the final boss. Four scenes relevant to the
character are interspersed after matches. The introductory scene
(which is 90% the same regardless of character) reviews the
situation. A short dialogue occurs between the player's character
and their foe/friend halfway through. Another dialogue occurs with
the same character before the final boss. A completely unique scene
resolves the plot after the final victory. These mini story elements
flesh out many of the non-protagonists that didn't feature in a game.
Especially the epilogues which look iconic.
Matches are played in one of the twenty-nine arenas. Each has its own advantages and pitfalls. Some of those pits are deadly, while others merely irritate. Most battles occur on a single stationary screen. These allow the combatants to walk off the left side, and appear on the right. Maps feature a variety of unique mechanics, from the pure simplicity of a field of grass, to marauding mobs, spiked flails, deadly lava, and bouncy goo.
Aside from the target
level, and the final boss, the victory condition is to exhaust the
enemies' lives, or collect a specific number of rubies. In
elimination each character begins battle with a specific number of
lives, and four hits per life. Each attack does one damage, while
falling into pits, or touching lava, is an immediate death. The last
character standing wins. The Treasure matches are nearly as simple.
Collect the most gems. An indicator marks the spot of an arriving
ruby. After a brief wait, the ruby appears. The first character to
touch it claims it. A recently hurt character can not claim gems.
When a character dies they drop one ruby near their body, but retain
the others. On Easy, enemies are particularly inept at figuring out
how to recover rubies. Levels require between five to twelve gems to
win. The Treasure mode benefits characters with exceptional
mobility. Among the twenty heroes, some can fly, double jump, hover,
climb walls, or swing through the air, while others can ... jump
once?
One of the more confusing aspects of combat is the interaction of the many different attacks. Not all attacks are equal. They all inflict one damage, but there is a strange hierarchy of which attack wins if two crash into each other. Some ranged attacks cancel each other upon contact, but that isn't true when two melee attacks collide, like Plague Knight's Staff of Surging (a mobility move that also attacks upwards), vs Black Knight's Shovel Dive (diving downward, shovel point first). My notes say that Plague Knight's attack wins, which seems strange (imagine attacking the point of a shovel with your head – magical sure, but still), but I am now uncertain if the specific angle of attack (or timing) was the reason for the outcome. When hit, a character becomes briefly invulnerable, but unable to pick up gems (they are also knocked back, suffering a temporary moment of paralysis). Different sources of damage seemed to inflict longer or shorter instances of invulnerability. For some characters it seemed possible to land two attacks in quick succession.
In the end, the Story Mode
of Showdown doesn't add significantly to the story. It's main
purpose is to unlock the additional heroes for the multiplayer
battle. Most players will need at least four hours to unlock every
character in Story Mode. The Battle mode allows up to four players,
human or computer, to fight in three different modes. Players can
fight to the death, with the last man standing wins. The second is
the Treasure mode, in which victory is possible through collecting
gems, or eliminating the other players. The third mode is Chester's
Choice. This randomizer picks the arena and victory conditions for
the players. It also adds strange effects; teams, giant mode, low
gravity, one hit kills, massive knock back, and over abundance of
items. An options menu allows the player to choose any of these
special effects if they desire. Showdown is only available on
a shared computer, no internet matchmaking. If they don't have four,
players can add AI opponents with a difficult scale from 1 to 9.
Which number aligns to the Story difficulties of Easy, Medium, and
Hard?
In a separate conclusion, Showdown's Story mode is either too difficult, or too easy, and a slog as a result. The Battle mode for friends is pleasing, if you can somehow assemble your friends for a battle royale. But neither offers any single player experience worth noting.
Recent:
The Gift of Two White StonesRelevant:
Shovel Knight: Four Quests for the KingdomTitan Souls: Made by a Sadist to be Played by a Masochist
Pony Island: Playing as a Pony to Defeat the Devil. No, that's not a Spoiler.
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