Readers dig into Shovel Knight’s new take on old games
We Can Dig It
This week, Anthony John Agnello brought us his review of Shovel Knight, a retro-inspired game that, in Anthony’s view, uses NES-era styling for more than just a cool look and sound. Jakeoti also applauded the way the game handled its mix of old and new:
Possibly the best thing that this game does to establish its “retro but new” feel is not being tongue-in-cheek with, well, anything. There are no villagers saying stuff like “Eating food will increase your health bar—whatever a health bar is!” or “We kept our town looking old-school. Modernization just isn’t as cool as that retro look!” Nor are there any winking references to old games, such as someone telling you that something is “a secret to everyone” or that Shield Knight is “in another castle.” The closest you get are some amusing references to the game’s Kickstarted past.
The result is a game that doesn’t break the immersion, which brings the most nostalgia. When we were kids, we didn’t play through Mario and point out all the impractical aspects. We just played through it and loved the world they presented us with. Because of that, the game’s story is actually a very good one, and the final battle/cutscenes are some of the most emotional that I’ve played recently. I didn’t just want to play the game because of how fun it was; I actually wanted to reach that ending and save Shield Knight.
Meanwhile, Excel-2014 had some questions about the Shovel Knight’s singular tastes in weaponry:
I’m halfway into the game, and I have to say, I don’t “get” Shovel Knight. I mean, what inspired him? He’s a dude with a shovel. What’s the joke here? Is it that there just happens to be tons of dig-able soil in the world? Am I missing something? The bad-guy knights’ themes are justified by their habitats, but I don’t see anything like that for the protagonists. This has been bothering me since I first learned about it when the Kickstarter opened.
DL answered:
The shovel originated from the developer’s desire to emulate both Link’s downward sword thrust maneuver from Zelda II and Scrooge McDuck’s pogo-cane. When they suggested that the downward thrust could also be used to break through dirt and such, a sword didn’t make sense, and the shovel started as a half-joking brainstorm which quickly met all of the criteria they wished to do action-wise within the game. So the shovel was a very early part of the concept that gave them a big creative outlet. Polar Knight, with his snow shovel, was one of the first enemy characters developed, which is why he fits the theme so well, yet they didn’t let the idea limit them in their world design.
And destructive recovery asks if we really need to understand the motivations behind this shovel obsession at all:
Why did two plumbers decide that they should spend their free time collecting flowers, killing turtles, and rescuing princesses and mushroom people? One of the pleasures of early games (and early game-inspired games like this one) is often that there is no real backstory to speak of. Backstory is great and all. I generally love backstory, and adventure games are almost always the better for a good backstory. But for action games especially, sometimes its nice to just receive a description of your abilities and an objective so you can just go in and kick some ass without worrying too much about the particulars.