Showing posts with label Shovel Knight. Show all posts
Showing posts with label Shovel Knight. Show all posts

Monday, January 5

High Horse Audit 2014: The top 5 games of 2014

Last year I rediscovered my love of The Grind, and that willingness to engage with repetition has persisted into 2014. It's not like I've finished any 60 hour JRPGs this year, but my word have I invested as much, if not more, time in games which rely on that hook: 5 to 30 minutes where you aim to do the same thing you've done 100 times before, only that little bit better each time.

2014 was a pretty uninspiring year for video games and, depending on your tastes, you might say that's reflected in the list below. I'm not that cynical. I'd argue that each of the games below could've ranked in lists amongst competition like Uncharted 2 and Red Dead Revolver; it's just that there's a lot more chaff this time around.

5. Shovel Knight (played on Nintendo 3DS)

The indie 2D platformer with pixelated graphics, perhaps the greatest gaming clichè outside of the AAA dudebro shooter set in grey and brown corridors starring angry, attractive white men. Still, Shovel Knight works as a love letter to the classics of hardware generations past, and as a game in its own right. Beautiful, challenging, and oddly touching.

4. South Park: The Stick of Truth (played on PlayStation 3)

It's a 13 hour long episode of South Park. For me that's Game of the Year material, for others that may sound like some fresh kind of hell.


Despite the premature level cap and some of the worst tutorial sequences I've ever had to suffer through, I dare say South Park: The Stick of Truth is the best licensed console game since Batman: Arkham Asylum on laughs alone.

3. Spider-Man Unlimited (played on iOS and Android)

Before this year, I didn't love Spider-Man. I love comic books and read them regularly, but I was never the biggest fan of Peter Parker.

I read the first volume of Superior Spider-Man and found the clumsy, though ambitious premise interesting, but I was still not a webhead. Then I played Spider-Man Unlimited.

I was hooked for a good few weeks, but as per my review, the punitive business model squeezed any joy I derived from swinging across New York's skyline. I downloaded the game again about six weeks ago, while I waited for a large Destiny update. It was amazing how much had been done to fix pretty much every gripe I had with Spidey's battle with Freemium.

Ranking up rare characters was no longer a frustrating matter of sacrificing lesser, though still essential members of my playing roster. There were more Spideys, including Spider Women and the Superior Spider-Man. More villains and environments were (and continue to be made) available, and rewards are doled out more liberally. You can now do everything on offer, without having to spend a cent. It's not that content and characters were explicitly gated, but the amount of time and effort required to access everything without investment has decreased significantly.

Now the joy of wall-crawling is almost completely unfettered. I can swing, punch and kick without Gameloft cynically swiping at my wallet. 

2. Hearthstone: Heroes of Warcraft (played on iPad and PC)

Carly, my beloved wife, rarely plays games anymore. She's a dedicated professional who is rarely distracted from her life goal of improving education for young women, so when you find her playing a game that isn't Spider Solitaire, odds are it's good. Or distracting at the very least.

Hearthstone is both.

I've seen this game help people deal with trials and failures, tantalising and preoccupying them with its impossible combination of art and mathematics. You bump pretty pictures and numbers together, and it's somehow one of the most compelling experiences I've had in years.

Its pull is strong, and it is constantly being improved. Yes, there are still cards that I think are a little too powerful (most belonging to the Hunter class), but Hearthstone's is a community that is monitored and well listened to.

Tiger Style a la Dr Boom

There have now been two expansions (one paid for, one free) which have substantially changed the way the game is played. Deathrattles and mechs appear regularly in my enemies' decks, but I still find myself sticking with tried and tested cards and strategies. I have, however, learned how to use a few more of the classes.

I text with a close friend whenever we come across a new strategy, or pull off an amazing comeback. We are regularly surprised at each other's ingenuity. That is the magic of Hearthstone.

1. Destiny (played on PlayStation 4)

This year, for the first time in my life, I lived alone. For just over six weeks I did all the chores, I did all the cooking, and I played a shitload of Destiny.

7 days a week, for anything between 2 and 8 hours, I would scour the ruins of Earth and Venus, the catacombs of the Moon, and the orange sands of Mars. I would hunt for guns and armour. I would help complete strangers through increasingly difficult combat scenarios, and we would dance at the close.

Destiny is such a strange game in that it doesn't start until about 20 hours in when you hit the standard level cap. From there, you enter this endless cycle of Daily Heroics, strike playlists, and Crucible (player versus player) matches. The struggles of the avid player rarely bears reward. In fact, the arbitrary loot system trolls dedicated Guardians into fits of rage.

I can remember one lazy Saturday where I was regularly outperforming my teammates and our opposition in the Crucible, only to watch them wreathed in purple. In one match I had literally doubled the score of my nearest colleague and received nothing. Our weakest player, several levels below me, and who failed to net a single kill, was awarded a legendary (read: really reeeeeeeallly rare) hand cannon. I almost cried at the injustice of it all.

Still I persisted. Still I plugged away knowing that Destiny is not a meritocracy, it is exactly as the title implies. Some players are destined for an easy journey, gifted with the tools required to succeed, earned off the backs of those who would work harder. Some are damned to toil for what feels like an eternity before earning the privilege of tasting that sweet purple stuff. 



Sunday, November 9

Shovel Knight Review (3DS): Love and wealth in the Time of Shovelry


Disclosure: a downloadable copy of the game was supplied by Yacht Club Games for the purpose of this review.

Shovel Knight. Let's talk about Shovel Knight. 

I was aware that its development was funded through Kickstarter and that Yacht Club Games had run into trouble with our baffling classification system, but there were plenty of other games for me to worry about. Games that were getting released; on current gen systems no less, with all the bells, whistles and million dollar budgets that such platforms demand. I didn't think that yet another retro-themed 2D platformer was anything to get excited about. 

Now I know what Australians were missing out on. Now I know I should've been outraged that bureaucracy slowed the release of legitimate classic.

Shovel Knight's inspirations are many, but are not confined to hardware of decades past. The magic system is reminiscent of the Castlevania games.  The themed levels, boss knights and colour palettes are reminiscent of older Mega Man titles. Death is handled in a way that is arguably similar to, though far less frustratingly than the (Demon, Dark) Souls series. The overworld map and encounters are strikingly similar to Super Mario Bros 3. 

That's how I see it at least. The developers may have been hoping for comparisons to Ghouls 'n Ghosts, or some other hallowed eight to sixteen bit franchise? Either way, this is one of those rare games that manages to hang with the legends it seeks to emulate.

The first level provides subtle hints that there's more to Shovel Knight than straight platforming and enemy smashing. Before long, jumping puzzles requiring near perfect execution become standard. It won't take long to discern exactly what's required to get to your destination, but identifying the solution is, sometimes, not even half the battle. Relics can help you avoid or mitigate some hazards, but there's no surviving lava or bottomless pits. 

Thankfully, checkpoints are mercifully well placed in all but some of the later levels. Dying at the hands of flying foes and mistimed jumps is usually only cause for minor frustration. 

Boss fights are varied and death never comes cheaply. Purchasing upgrades to health and magic make these battles more manageable, but that's not to say that they become walk-overs either.  You're also able to challenge wanderers and bandits that roam throughout the overworld map. One of the more difficult encounters doesn't even need to be attempted for you to complete the main story, but I strongly recommend that you wander off the beaten path.

Fiends and friends are all beautifully-rendered and whimsically written. There's one character in the first village that I always stopped to impress every time I came for supplies. Even though his response to my action was almost completely identical each time, I chuckled at this townsperson's genuine awe at my shovelling abilities. Everyone from the most evil of nights, to the most obsessive of hat salesmen has a killer line that had me laughing out loud, or smiling at the very least. 

The in-game economy is fascinating, if slightly forgiving, and provides ample reason to go searching for hidden treasure. Throughout most levels you can find travelling salesman offering powerful relics for a modest price. The villages offer various opportunities for commerce, allowing players to purchase new armour, attacks and other upgrades. There's even games of skill hidden throughout the more friendly areas of the map. I bought all that I needed to to survive, but Indare say I'll need to save up for some better armour for that New Game Plus run. 

Looking over the list of feats (achievement, trophies, what have you), it became apparent to me that I hadn't even scratched the surface. There were relics that I hadn't used at all, or whose proper application I was yet to discover. That may be an indication that certain items are overpowered or overly useful, or that I clung to the familiar. 

I only have a few complaints, and my are they minor ones. The StreetPass Arena is the definition of 'unnecessary': you record three, five second ghosts that collect treasure and race against any rivals you happen to pass. My first and only race ended in farce (it's never explained that you can attack in your recording), and as a result, I'll soon be deactivating this function. Next on the list is the kitchen sink design to one of the final fights which washes as supremely lazy and potentially frustrating (I was lucky enough to make it through in one piece). Given the steep upswing in the difficulty curve of the final stages, I can see that this battle could be cause for some to throw in the towel and miss out on some subsequent, better designed set pieces. 

My only other complaint is that the game does very little to explain itself to the uninitiated. There's very little in the way of instruction for players who haven't cut their teeth on console classics, so a lot of younger and/or inexperienced people may miss out on a truly great experience. 

You might baulk at the near twenty dollar price tag, but this is some of the best five hours of play I've had all year. Shovel Knight demands concentration, keen reflexes and your immediate attention. Yacht Club Games did right by Australian 3DS owners in getting their game here eventually, the least any platforming enthusiast can do is give it a go.