Shovel Knight:
Shovel Knight: Not Quite Like the Round TableShovel Knight: Four Quests for the Kingdom
Shovel Knight: A Duel to the Death, Or to the Diamonds
Time Played: 42.5 Hours Total
Shovel of Hope: 5 Hours and 59 Minutes
Plague of Shadows: 6 Hours and 40 Minutes
Specter of Torment: 4 Hours and 13 Minutes
King of Cards: 8 Hours and 30 Minutes
Showdown: ~ 16 Hours
In 2014 a brand new indie company, Yacht Club Games, released their first game, Shovel Knight, to critical acclaim (So I'm a bit late on the review, huh?). They followed it with Plague of Shadows (2015), Specter of Torment (2017), King of Cards (2019), and Showdown (2019). Together, these became Shovel Knight: Treasure Trove.
Three of the four
campaigns include a world map. The titular knight travels to a
location, and explores the dungeon. Each dungeon is short. They are
composed of rooms, displayed in the classic 2D style. Each room
requires some amount of platforming and/or combat. Enemies,
scattered around the castles, swamps, fields, and flying fortresses
interfere with the knight's exploration. They are unlikely to kill
the player with direct damage. Instead, foes mess with the player's
platforming (causing them to fall), or use the pitfalls to attack
from a distance. The variety of foe abilities, from one dungeon to
the next, prevents the player from anticipating the threat. All four
knights start with small health bars, which grow significantly with
upgrades. Enemies are more likely to kill the player by causing them
to miss or mistime a leap. When a Knight kills a foe, they drop
treasure in one of six denominations. Treasure, appearing as six
different types of gemstones, becomes cash when collected. If the
player leaves a room and returns, or leaves a room, dies, and passes
through again, enemies reappear but won't drop treasure again.
Regardless of the knight, levels offer abundant variety, every area furnishing its own twist. But unlike some games, which require the player to perform a new technique before abandoning it in future levels, Shovel Knight incorporates each skill, building on past experiences. Each level includes multiple checkpoints, saving the player's progress. A braver player than I, can break the checkpoints to retrieve the treasure inside. Most levels end in a boss battle. Bosses are remarkably easy, especially as the player accumulates health and magic upgrades, relics, curios, heirlooms, and arcana. In spite of this, bosses are also distinct and fun. Not every level is perfect. The icy levels, like the Stranded Ship, aren't slippery enough. Everyone's played a level, like Super Mario Bros. 3 Ice Land, where the ground offers no purchase, just a permanent skid. To compensate the player moves back and forth to stay in control. Shovel Knight's Stranded Ship (and other ice covered platforming) feels like sandpaper in comparison.
When I say easy, I don't
mean I never died. I did. Quite a bit. Shovel Knight
does emit a Dark Souls/Hollow Knight
vibe. But it doesn't punish the player for errors. On death the
knight drops some of their treasure. It appears in three floating
sacks. The player recovers it by returning to the spot of death, and
touching the bags. Levels are short enough, and have enough
checkpoints, that no obstacle seems daunting. Levels seemed as if
they were made just difficult enough to challenge the player, while
allowing them to succeed on the first, or second attempt. Die once,
learn from it, and don't die again. Each level includes an abundant
supply of health and magic potions to supplement any losses. Even
the final boss felt easy, though victory did require a few failures.
In most cases, the platforming is trickier than the bosses.
It's easy to find most of the collectibles, but it's nearly impossible to find them all.
The precise, detailed, complex, and diverse gameplay of Shovel Knight: Treasure Trove is backed by retro style music, and visuals which are clear, and oddly cute. Along the way the player collects music sheets so they can listen to the different sounds of each level. But it seems, and correct me if I'm wrong, that the player can only listen to different music in the base, and not while in the levels. This makes a sort of sense, but the music isn't good enough to sit around and listen to in-game (or buy it and listen in car, like I did for Hades).
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