Umbra – Pre- Alpha Preview

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I started spotting word of this game over Twitter, a few re-tweets here and there. What was being touted was a Kickstarter project using Cryengine, next-gen graphics and what looked like a whole bunch of fun on the intro video.

They were not wrong.

The build I have been given to test is very early, super early in fact. But from what I played, I loved. Umbra is a hack ‘n’ slash extravaganza. Also did I mention that it is stunning? The Cryengine does just that, makes you want to weep with joy. Watch the video, crank that bitch right up and rejoice as your eyeballs melt out of your face.

Incredible eye candy aside the game plays exceptionally well for a demo that takes up about as much room on your HDD as a well detailed photograph. I’ve played it through a few times, I’m still finding new ways to combine my skills and spells.

Let’s explore the mechanics – you have quite a choice of skills and spells, and you can assign these to either mouse button, and a small pool of additional spells on your number keys – or in my case assigned to my thumb keys on my shiny new mouse. There appears to be space for using a controller as well. Plugging in an Xbox controller led to all sorts of fantastic oddness, but the tech is there to be built on.

There is no fixed progression, you have a mana, rage and stamina pool to draw upon, each combining in their own ways to allow blocking, sword sweeps and fiery death to be visited on the shuffling hordes. Boss characters make an appearance like Diablo – Colours dictating what to expect from the enemy type and what abilities they possess.

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Spells combine most satisfactorily, much like Diablo, you can build an arsenal of attacks that mean you barely get touched by enemies as they come at you in waves. My favourite being an area attack that flash freezes everyone around you. Allowing you to lay tremendous amount of beat down with your weapon of choice, or as I did, a great big fireball.

The last time I checked, this game has reached its kickstarter target and is well on the way to completing its next stretch targets.

The sheer amount of stuff happening on screen at any one time is staggering. Light interacts with motes of dust, leaves fall from trees, clothing ripples, enemies and not to forget the burly SoB Crusader chap with the *Insert Weapon Here* and shield looking like a Juggernaut. Bodies stay splatted , body parts strewn all over as you lay waste. Bits of scenery have a habit of exploding as well when you start throwing your sword and spells around. It’s truly a feast for the eyes.

Noteworthy Differences :

You get a house, or at least a housing area is promised. The idea of being able to maintain your own little slice of umbra and personalise it at will has a big draw factor form me.

There exists a spell ability called an Apocalyptic Form. This allows the hero to transform into an all singing, all dancing walking nuke which different forms convey different stat boosts and abilities. Sounds exciting, and i can’t wait to see where they take it.

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Wants :

This game is pretty much amazing but there are a few things I would love to see.

  • Spell growth – I get that the more times I use a spell the better (read stronger/more damaging) it becomes. I would love to see alternate spell choices fixed or otherwise. Spell branching into different effects and sprites.
  • A female character, this is a stretch target I know, but it seems a very large stretch.
  • The ability to change my UI how I want it
  • A haunting soundtrack
  • Companions
  • Multiplayer

Try to avoids :

  • Repetition of levels. I love the idea of procedurally generated maps. This will increase replay value massively
  • Diablo and its play it harder – get better rewards. not everyone wants to play the same thing over and over.

 

All in all I can’t wait to see the finished product, Hell, the beta in fact, as this demo is absolutely stunning. If you haven’t backed it or are just curious as to it’s current state you can find them on Kickstarter HERE

 

 

Animal Gods Pre Alpha Preview

d123dee29be54395b7d6cf2634ddea10_largeAs my first game preview, I took a look into a game from Still Games, a tiny studio of just two people. This game has reached it’s Kickstarter goal and a demo is freely available to download. It’s not a huge demo, but from what I played, this game has serious potential. The link to the demo is on their Kickstarter Page.

The game itself places you as the protagonist, Thistle, in 15th Century Europe, armed with a magical (and rather natty) cape, and a 200 year old Bronze Age sword. Two things hit me like a Spartan phalanx when I booted it up. The first, to say that this game is pre-alpha, the graphics are simply beautiful. Powerful colour combinations and bright sharp edges, mixed with shadows that resemble tribal markings, give this game a very stand out appearance. Resembling a Zelda: Link’s Awakening top down view (which was the designers intention) this game doesn’t suffer in comparison, it appears to want to build on that and make it wholly theirs. The second thing was the musical score. It was both haunting and catchy in a Halo choral choir sort of way. I found myself humming it later on and not being able to place it until I played the demo again.

9e5bf778c2134a14e0def5ed72d92c40_largeThe demo is a few short screens introducing me to a very simplistic control system (that on the personal computer formats screams for keypad support), allowing for both left and right handed people to play quickly and easily. I enjoyed the mechanics of swinging the sword, and using the magical cape to avoid pitfalls and other traps. There was an odd moment where input lag killed me, happily this only set me back to the start of the current screen. As this has already been Nintendo verified it is available on the Wii U controller, so movement will be a lot crisper than WASD/arrow keys pressed in conjunction. The end of the demo shows Thistle dropping tantalising hints as to his mission and the missing Animal Gods.

There are very few negatives that I came across, and all of them can be forgiven as pre alpha bugs/glitches. The sound dropped out once or twice, and the directionality of movement failed due to input lag. If the keyboard stays as the primary movement option then more difficult dungeons within the later game will become an exercise in absolute frustration. Saying that however, the dash effect from Thistle’s magical cloak was generous, that allowed a two or three pixel leeway when dashing across some of the larger gaps in the game preventing them from becoming anything more than a minor obstacle. Also, the movement lag wasn’t too bad as the sword swipes seemed to protect the character in a 180 degree arc, preventing you from being utterly overwhelmed (this may also be in part to a sparkle effect from the sword tip when it is swung) from all directions. Anyone who has ever played Z:LA on the NES or Gameboy will feel immediately at home.

79a2530425488de4b62a517262439da7_largeAll in all this game will be kept on my wish list for now, as the stretch goals seem rather promising, with weapon upgrades, a hard-core mode, a port to the PS4 and a bartering system all due in the near future as backers pledge more funds. I’m personally excited to see how far down the jRPG route they take this game and how they develop the adventure as a whole. You can clearly see the direction the studio want to take, and still have more than plenty of options to make it unique and yet familiar at the same time.

Developed by: Still Games.

Kickstarter And Playable Demo Can Be Found Here

Star Citizen – On A Wing And A Prayer

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If I was A Rich Man

Back in October 2012, Chris Roberts of Wing Commander fame returned.  Like the mythical Moses leading his tribe to the promised land of space adventure games, he gave thousands of geeks, both old and young alike, hope that the type of games we really wanted to play were just over the horizon.  Star Citizen was born! All he needed to realise this shared dream was money, my money, your money and the more of it the better.  Nearly two years down the line and over $53,000,000 later, I find myself increasingly unconvinced that he can really pull off the whole ambitious if rather bloated endeavour.

Having decided to release the game in modules, so backers could go hands-on with certain segments, sooner rather than later. Two elements are currently “playable”.  Just over a year ago the Hangar module was released.  Ostensibly nothing more than a garage for whichever ship or ships you have plonked down real word cash for, a year later it’s still rather a bit of a mess. Controlling your in-game avatar as you inspect your shiny future ships is, to be quite honest an awful experience. Controls feels sluggish, if they had been going for a ‘drunken stupor’ kind of control set up, then they have hit the nail on the head.  Then there are the numerous graphical glitches. Screen tearing, missed frames of animation, not to mention ridiculously laborious loading times, it’s all common place even running on high spec PC’s.  For a module that has been released for over a year and in development for much longer it’s a sad state of affairs, especially considering all you’re doing is walking round a pretty but empty room.

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Arena Commander is the biggest by far of the two modules available. Dressed up as a in-game simulator to hone your piloting skills, it gives you a chance for plenty of flight time. Currently, 2 dog-fighting modes are available.  Vanduul Swarm pits you against waves of AI enemies and a multiplayer mode was added about a month ago. On top of the combat, atmospheric racing has just been added in the last week. Both of these different game types are a visual feast, but at the minute that’s the main selling point. Ships control well and combat can be fun, racing is best avoided unless your ship is suitable. My Aurora really just doesn’t cut the mustard when it comes to racing, this takes away any fun that could be had here. Other more suitable ships are available, but like everything in Star Citizen it’s going to cost you money.  The Arena module was scheduled to release back in December 2013, it didn’t end up in the hands of eager backers until June this year.  So in knocking on for two years since the project started this is really all we have.  Did I mention that you can’t even customise controls yet? Better still, even though I shelled out the cash for a pledge that included Beta access, I still had to stump up more money to access the Arena Commander module.

Whether the game is going to achieve its grand vision and ever expanding scope remains to be seen.  Ardent supporters will tell you that it’s still got another 18 months development at minimum to just complete the basic features. Without doubt it’s a valid point, but it’s the creators drive for more and more funding that has led me to set condition one throughout my ship.  Everything, and I do mean everything that I’ve seen so far really does seem to have been constructed and developed to convince you to part with more and more cash.

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Money, Money, Money

The Hangar module has recently been updated. Where my Aurora previously looked at home in its surroundings, it now looks positively tiny. A huge hangar fit for a huge ship or several smaller ones, just spend some more money. These ships will run you anything from around $40 to well over $200,  more and more ships are being added all the time. My hangar also includes a lovely fish tank, it’s currently sitting there empty.  It would look great with some alien fish in it. You’ve guessed it I can buy some, $1 fish, as many as I’d like.  Little things like this are everywhere. Add to that the recently added Murray Cup racing and the cynic in me just sees this as another grab for cash.  Buy faster more nimble ships? Money Money Money!  On top of all this is the constant, almost weekly stream of new promotional videos, featuring new ships with better designs. These adverts (lets be honest that is exactly what they are), are not really being produced to attract new customers either, it’s all about milking more and more money from an already generous fan-base.

I could go on and on about my issues with Star Citizen, the way it’s being developed and the constant clamouring for more money, but at the end of the day somewhere underneath all this is a game right in the middle of development and it’s a bit of a whopper. If Chris Roberts can pull it off, then the man really will deserve all the plaudits that will undoubtedly come his way.  A project of this size is unheard of for an independent developer, whilst publishers are seen by many as a bane to development, they do provide a constant reality check.  Without all the checks and balances that can come with being funded by a big investor, there is every chance that whatever gem of an idea Star Citizen started out as, might well be swallowed by spiralling budgets and pie in the sky unachievable ideas.

As unconvinced as I remain, I truly have got everything crossed that Star Citizen ends up being the game that so many people have wanted to play for so, so long. Nearly 600,000 people have bought into this project, myself included, and we are all willing it to succeed.  All we can do now is watch and wait, and continue to dream of what might be.

If you are interested about Star Citizen much more information can be found HERE at the Roberts Space Industries website.

 

Frugal Gaming First Look: Warlocks

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Warlocks is a harsh mistress; she will chew you up and spit you out the moment you start to think you have the slightest hold on the difficulty, in a world full of wizards, angels and demons. The numerous two-dimensional landscapes you will be tasked with fighting your way through are beautifully painted pixel art, all with their own unique style, while the gameplay is reminiscent of a classic game of Contra, huddled around a TV screen with some friends while you punish yourself over and over to get through the next section. Warlocks offers multiple different characters with numerous abilities, which allows you complete freedom of choice when determining your own personal play style. Visit the shop to buy armour or weapons, each with their own traits and buffs to aid you in your continued battle. Fight monsters and level up your character as you and your friends create utter, beautiful, chaos.

One More Level- Warlocks’ Polish developer, have brought together something that feels both nostalgic and strangely fresh at the same time. Bringing together a polished and well thought out combat system, that you have come to expect from your classic gaming experiences. The game melds that tightly with newer concepts of procedurally generated loot drops, enabling you to arm your character up with different weapons, armour and even magic items that will come together to bring a unique play through every time you start up the game.

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You will battle your way through multiple dimensions as you fight the shadow world. You could find yourself on Wall Street in the 1940s, a foggy swampland, or at the ruins of a broken down cathedral; each look unique and keep the game fresh and from feeling like a repetitive slog through similar places, something a lot of games of this genre can easily be accused.

You’ll have to master the horde of enemies to begin with and this, in a lot of ways, will mean slamming against them with numerous moves to try and figure out their pattern of attack; while the initial struggle seems fruitless it will pay dividends once the horde multiplies and they begin attacking in droves. The footwork you put in at the start in learning the difference between enemies, their strength and weakness’, will aid you throughout the game.

The horde will challenge you while the end of dimension bosses will decimate you should you not be ready for them. Their powerful attacks will put your reflexes to the test and challenge every muscle you have as you dodge and weave while trying to throw the odd, sporadic attack, that will eventually build up enough and take them down. These end of level bosses hold great reward for you in the form of different Warlocks with new abilities and completely different styles.

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Playing with friends adds a new level of complexity to proceedings, as it’s not you simply leaping across the screen but a group of friends creating chaos everywhere you can imagine. The focus you’ll need to keep on your character as you hold your end up for the team will drain you but the addition of multiple characters means the team will be able to take that load. I only played Warlocks locally with a few friends around and that was an extremely fun experience and would recommend this as the perfect way to play. While playing alone can have its benefits – and I certainly found that knowing the enemies more in depth helped – creating chaos with friends was far more entertaining.

Warlocks is currently on Kickstarter and is well worth the backing. If you’re looking for something akin to Streets of Rage with some modern touches applied then you need look no further. Warlocks can be stressful and can also make you rage but I found all of this entertaining as it reminded me of those times I failed at completing Golden Axe due to some random enemy and would need to walk away and relax. The nostalgic throwback is a great feel but Warlocks excels with its great controls and beautiful aesthetics.

Developed by: One More LevelB

Kickstarter Pace Can Be Found HERE

Kôna – Frugal Gaming Firstlook

konalogoCurrently seeking funding on Kickstarter and also doing rather well on Steam Greenlight, Kôna is billed as a Survival Adventure game.  Set in 1970’s Northern Quebec, the game puts you in the shoes of a war veteran turned private eye Carl Faubert.  Hired by a rich mine owner, you set out to meet the client and investigate a series of thefts and vandalism that have been plaguing the mega bucks rich industrialist.  An easy case with a rich client sounds like a dream come true, but when the client fails to show, you realise that something much more mysterious is going on.  The whole area is deserted.

Whilst the trailer is in the developers native French, English sub are available on Youtube and the full release will feature English as an option.

So that’s the premise and it already sounds great, it immediately made me think back to the good old early 1990’s adventures of a certain Edward Carnby.  A atmospheric demo is up for download on the Kickstarter page, and whilst gameplay is limited and there are no story elements on show, it really does accomplish its goal of giving you a glimpse of what the 3 man development team are trying to achieve.  The snow bound isolation really captured my imagination, and straight away bought to mind a few classic films. Misery and The Shining are just two that immediately sprung to mind whilst I was playing Kôna, this if most definitely a good thing.  A narrative demo is due to drop any day now, and I’m looking forward to having a crack at that too.

Exploration of vast open environments, puzzle solving and trying to figure out the mystery will be the main focus of gameplay, all whilst trying to survive in the cold, dangerous, isolation of Kôna’s setting.  The elements won’t be your only enemy either, local wildlife will be a threat along with the fabled Wendigo.

Screen2_8-8_11-51-21With Curé Label , a Quebec based Folk/Rock band in charge of the music, and the team using a shed load of interesting graphical effects to bring that 70’s feel to the game, it’s rooted in the past and definitely feels authentic.  The inclusion of  the Cree, indigenous native Americans, further adds to the grounded reality whilst also bringing the mystery of their beliefs into play. Taking cues from modern adventure games like Telltale Games The Walking Dead, Kôna is planned to release episodically, with each episode taking 1 to 2 hours and 4 episodes planned in total.  Whilst the wait for content released like this can be a bit of a pain, the kind of cliffhangers it can set up are definitely worth the wait for the next instalment and I expect Kôna to be no different.

I’m honestly really eager to play this game and I truly hope they can reach their funding goal.  Seeking $40,000 Canadian dollars (that’s just over £22k in real money ) the Kickstarter has already reached the halfway mark with 10 days left to go.  $7CAD, around £3.50 will get you a DRM- free digital copy of episode 1 whilst $15CAD or £7.50 will get you access to all 4 episodes as they release.  It’s a pretty good frugal deal if you ask me.

The Kickstarter for Kôna can be found HERE

Also, the Steam Greenlight campaign HERE

 

Shovel Knight Review

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Rest assured, if there was any part of my body that even remotely disliked Shovel Knight I would have ran with that just for the excuse of writing “Shovel Knight? More like ShovelWARE!” (Un)fortunately Yacht Club Games have opted to strip me of that minute amount of fun to instead offer a whole bucket-load more of fun within the actual game. Shovel Knight is not just an enjoyable product in of itself, but it’s turned out to be one of the most encouraging projects in recent memory and a candidate for Game of the Year 2014.

Shovel Knight comes to us from former WayForward Technologies developer Sean Velasco, who presumably left WayForward because he wanted to make games with fantastic audiovisual design AND have some actual game design in it (lol).  He claims to have been inspired by games such as Castlevania III, DuckTales and Mega Man; and in the current climate of popularised nostalgia baiting this can be where the eye-rolling begins. Often when developers start listing off old NES games as inspiration, and they seem to be mostly highly popular titles, it can translate into “my entire research for this project was the games I just happened to own when I was 8 years old.” However, the fastest way to sum up everything good about Shovel Knight is it takes all the great ideas and common sense of old Japanese developed NES games, brushes off the few scraps of dirt and presents in a lovingly polished fashion bursting with its own personality.

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Let’s do the mandatory Shovel Knight review thing and unfairly break the game down into its individual parts and which NES game inspired them so everyone gets a vague idea of what they’re in for. The graphics deliberately emulate the NES (although your Nintendo would probably explode if you somehow figured out a way to play this on one), the music actually can be played on an NES and so is 100% authentic chiptune music. You play as the Shovel Knight, who can swish his shovel as a close range weapon (Castlevania) and bounce off enemies with a down thrust like he’s riding a pogo stick (DuckTales); you have to fight a renegade group of Knights in a non-linear order to reach the final castle stages (Mega Man) to defeat the evil Enchantress who has enslaved the land (Castlevania again). As you navigate the map screen (Super Mario Bros. 3)you can visit towns to buy upgrades for your health, magic , armour and Shovel (Zelda II) as well as bumping into bonus “traveller” bosses and treasure gathering extra stages (Mario 3/Bionic Commando?)

As for the actual stages themselves, Mega Man was definitely the core inspiration in terms of the game’s single room puzzle-esque level design and style of boss battles, but here’s where constantly comparing Shovel Knight to its NES counterparts misses the point. It’s easy to comment on certain similarities between Shovel Knight and an entire memory stick duo of NES games, but ultimately I’d argue the main inspiration for the game was common sense.

Here’s an example of that; the stages in Shovel Knight are significantly longer than the average NES stage, so all of them have a whole bunch of visually clear checkpoints. When you die, you get knocked back to the last checkpoint (usually no more than half a dozen screens, and probably not even that) and take a hit to the wallet as bags of your money will dangle tauntingly above where you died, if you can get back to where you died without dying again you can get all that money back and there’s no problem as there’s no lives system at all. In addition, you can break the checkpoints to get a nice treasure boost, but obviously now you’ve lost that checkpoint so you better make sure you don’t screw up getting to the next one here.

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So what we have here is a forgiving checkpoint system that lets the less savvy player get through the game without booting them out of the stage for a couple of mistakes, that also offers motivation for the player to not die twice on one section as they’ll lose their treasure (which also encourages players to spend their treasure and engage with the game’s RPG elements regularly)…and it has an extra challenge built in there for the hardcore crowd without having to change a thing. Wow! That’s really smart! It kind of blew my mind how smart such a little feature is; it completely nullifies the frustrations that came with the lives system from the old Mega Mans, with its “throw yourself down a pit twice to restart with 3 lives” nonsense,without requiring any kind of difficulty adjustment.  I’ve always had low tolerance for games that still relied on lives systems in this era of gaming anyway but now there is literally no excuse for it. The way Shovel Knight handles it is just smarter, and that is so refreshing.

However, the true shining part of Shovel Knight is in the boss battles, which in all honesty, might be the greatest boss battles in any 2D action game. They certainly put anything in classic Mega Man to shame, and those Mega Man X bosses over there aren’t feeling too sure of themselves either. The vast majority of the bosses are against another knight or warrior with their own gimmick, as well the Black Knight who also uses a shovel effectively making him a shadow boss. Speaking of which, here’s a good test for action games, if your game has a shadow boss in it and it’s fun, then chances are your mechanics are pretty much ready to go. Boss battles in Shovel Knight do follow patterns to some extent but it definitely doesn’t feel like that most of the time. Fights against enemies like the King’s Knight almost feel like you’re playing against a second player. These fights are fast and furious, bosses don’t get stunned for too long so skilled players will be able to exchange down thrusts, side slashes and magic to get some “combos” going; but the subtlest touch that makes it near perfect is you don’t take damage from a bosses attack if you’re able to get a strike in first. This tiny little detail translates what in most games is a choreographed dance in pattern avoidance to an actual fight in your brain, if you “outwit” your opponent and get that first slash then as far as the game is concerned you deserve to be winning. It creates really challenging and engaging battles whilst at the same game communicating (through gameplay!) that the Shovel Knight is on par with these guys and is a mighty warrior in his own right.

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Before I briefly touch on things I didn’t like so much in the game, let’s just dedicate a small paragraph to the ridiculously fantastic soundtrack Shovel Knight has, which comes to us from Jake “virt” Kaufman with two tracks done by Mega Man 1 composer Manami Matsumae. Let’s just shovel this in here; because everyone will probably be saying this in five years and I want it on record, Jake Kaufman is the best Western videogame composer working today. He’s also possibly clinically insane, since he’s provided full lossless audio downloads of both the official Shovel Knight soundtrack and an arrangement album on his Bandcamp so you should probably check that out.

So regarding what I don’t like…there’s just kind of too much stuff which contradicts the simplistic nature of the mechanics and level design. You can explore the levels by breaking blocks to reveal hidden pathways and passages where you can find extra treasure and usable items. Treasure is predominately used for buying upgrades, but it’s not difficult at all to find enough treasure to max out the really useful things like shovel abilities and magic points. Other than that you just have items and armour upgrades, and in the case of armour I pretty much just bought them all for the sake of buying something and then only ever used one of them. There’s just too much of this stuff for a game this short, half of the weapons I used once to see what they do and then never picked them up again. Then on top of that there’s potions you can use, but to do that you have to buy a chalice, then you have to go to the lake and talk to apple fish king thing (don’t worry about it) who does a nice song and dance for about 2 minutes to give you a one use potion (things like invincibility and health etc.). But because it’s one use only you just end up putting off using it forever and accidentally beat the game with it sitting in your lap, it’s just a load of fluff for something basically pointless.

It’s not a massive issue or anything, but the problem is the game focuses a lot on the act of gathering treasure (note the paragraph earlier about losing treasure being used instead of a lives system) as its inspiration for exploring levels and completing extra stages on the map, so it feels like all this extra stuff is just there to justify having so much treasure in the game in the first place. The game could have used a bit more balancing in how you buy new magic and how you spend your treasure, because honestly by the end of my playthrough I started not caring about treasure at all when I realised I already had everything worth having and that made me far lazier in terms of exploring the levels.

Also, the level design is consistently tight throughout the game with every stage having its own bag of tricks that stays consistent with the game’s mechanics and basic rules, but I’d be lying if I said it didn’t weaken towards the end. The final castle stages, probably in an attempt to be more “challenging” start relying less on clever tightly designed rooms and more on gimmicky instadeath traps that punish you for the slightest mistake. The worst part is the room where the walls move up and down, crushing you if a pixel of your shovelly body is caught under it. I died on this part about 50 billion times, initially out of sheer carelessness but eventually just out of boredom-fuelled impatience.

These are all little niggles, but Shovel Knight definitely needed to be a little more tight in its extra bits to be a true classic, but nothing mentioned above stops it from being a fantastic videogame. The soundtrack and the pixel art come from a place of artistic confidence and not just nostalgic baiting, the level design is fuelled predominately by common sense and everything is presented with a lot of care and love and a cute little story which ends the experience with a satisfied sigh. Yacht Club Games have proven themselves with Shovel Knight and the industry should look forward to their future projects.

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In closing; in the opening paragraph I described Shovel Knight as “one of the most encouraging projects in recent memory” and I’d like to end this review by clarifying that. Shovel Knight is encouraging in both its style of design and the future of the videogame industry in general. A bunch of cool people who knew what they were doing got together and had a great idea for a game, they pitched that idea to the public through Kickstarter who liked it and supported it. This gave them a comfortable budget to work with for the kind of the game they wanted to make, but not requiring 10s of millions of corporate dollars in an unsustainable five year developmental cycle. The product of this is a wonderful little game that the developers can be proud of and that players can love. We need more games like Shovel Knight, and you dear reader, need Shovel Knight in your Steam library.

The pressure’s on you now, Mighty No. 9,Inafune and his team better up their game to follow this.

Score:8/10

Developer: Yacht Club Games

Publisher: Yacht Club Games 

Platform: Steam, Wii U and 3DS in North America, other platforms to follow