Game Ramblings #209 – Shantae Advance: Risky Revolution

More Info from WayForward

  • Genre: Platformer
  • Platform: GBA
  • Also Available On: Switch, PS4, PS5, Steam

It’s interesting playing a new GBA game that clearly benefits from lessons learned over 20 years of making games. While this is an “old” game revisited and completed it’s clearly been given a modern touch. This is simply a great game on GBA rather than a great GBA game and that modern feeling is surprising, even knowing how good this series has been.

Looking at this purely from a Shantae perspective, this leans a lot more toward the level focused gameplay of older titles than that of Seven Sirens but that makes a lot of sense. This was supposed to fall in between the original and Risky’s Revenge. It certainly has some Metroidvania elements like hidden treasures, upgrades, and small segments of paths that require revisiting areas. However, the focus is on core platforming gameplay and it is smooth.

The thing that I often find difficult about going back to a lot of older games is that they dealt with a lot of platform restrictions via brute force, and that often meant that there is jank or slowness built into the experience. You’ll sometimes see if with weird air control or slow movement in platforming gameplay. You’ll see it in slow usability of menus. You’ll see it in extreme levels of not explaining what the player should at least be trying to do. None of that is present here.

It’s a series of really small things, but movement here feels modern. In regular platforming movement is really fast. Normally I would expect that the limited screen space of the GBA would be a hazard here, but this is paired with what is really one of the best visual styles of any game I’ve played on the platform. Importantly, the thing that makes it work is that distinguishing enemies from the background at a glance is immediate so you don’t have to slow down to avoid danger. You run quickly, dispatch enemies quickly, and move on. This is paired with the movement being similarly smooth in transformations – climbing on spider webs is super agile, flying as a harpy is fast, wrecklessly dashing as an elephant removes a lot of danger – so that no matter what movement you’re in you just kind of intuitively go at it.

This bunch of little things also goes straight into overall UX. Transformations are linked to B+<something> combos and are super snappy, so you can switch to the right transformation quickly. Switching between magic types is fast and quick to use despite the overall lack of button options. There’s a whole upgrade path that you can steer your play time through, but they’re all obvious in terms of their use – some are power curve upgrades while some are simply ease of use, such as a purchaseable money multiplier. Talking to characters in the world is the primary way of getting clues about what to do, so it’s both not hand holding but also not vague. If you want to simply explore you can, but you can also be given instructions if you choose to dig for it. The primary meta game mechanic involves changing the background and foreground layers and moving between them, and that again is super fast but flashy enough to be impressive every time. Basically, it all feels like something that would be incredibly in-place in a modern retro-styled title, but as something played on GBA hardware is even more impressive.

That’s not to say that this is an all timer or anything though. While the original Shantae was unbelievably good for its time and this released 20 years ago would have been up there, we’ve seen a lot of progress since then. Where this falls is somewhere along the lines of really good game that is elevated by nostalgia and the reality of the platform it’s on, but on modern platforms it’s probably more of a curiosity for fans of the series. It doesn’t really do anything new or interesting now so separate from the story of its development delays and original cancellation it doesn’t necessarily stand out from the crowd.

But boy could I think of games that are far worse.

Game Ramblings #129 – Shantae and the Seven Sirens

More Info from WayForward

  • Genre: Metroidvania
  • Platform: PS4
  • Also Available On: Switch, Steam, Xbox One, Apple Arcade

I fucking love Metroidvanias. I fucking love the Shantae series. Guess what? I fucking loved this game.

Alright, that was probably too simple of an opening. A lot of what I’d say about this game matches with exactly what I said in the ramblings for Pirate’s Curse or Half-Genie Hero, and that’s a good thing. This is another iterative release in the series, and it takes what made the past games really work and moves it forward in important ways.

The first big one is that instead of being level-based, this is 100% a true Metroidvania. The entire game takes place on a single unified map and new areas open up purely based on upgrades you receive. While I definitely liked the way previous entries encouraged re-traversing levels once you gained new abilities, there’s just something to having a pure open environment. You see and make note of those open ends of hallways that you can’t quite get to or those things in the environment that are obviously something that you can interact with, and make mental notes to return to later.

Where they end up making use of their history of level-based gameplay is in the handful of labyrinths that come up. These act as pillars to the overall story and upgrade path, but also serve as mini-tutorials to learn new powers, as well as the core spot for the big boss fights in the game. It gives a nice on and off pace to exploration where you kinda futz around finding new areas and exploring for hidden stuff, then go into a labyrinth and really focus on combat for a while in a controlled linear environment.

The second thing that really stood out to me was how well integrated the transformations were into gameplay. In a lot of ways, this felt very much like Pirate’s Curse. That game required upgrades to be fast and easy to use due to story reasons causing the loss of transformations. In this one, the transformations are automatic. There’s things like the newt form which gives you a dash and wall climbing. There’s things like the frog form which the frog which gives you the ability to swim. Thematically they make a lot of sense, and the fact that they’re automated makes the game flow pretty much a non-stop affair, which is a huge benefit to the game pace.

That’s not to say there aren’t dances, but in the case of this game they’re all there as one-off attacks that don’t have permanent transformations. These are definitely useful in their own right – for example an electric attack does AoE damage to all things on screen, as well as powering up mechanical devices – but they definitely have a much more straightforward use that isn’t tied to moving through the world.

This is just a really fun game. There’s not been that many Metroidvanias that really have high pace gameplay and almost purely melee combat, and the Shantae series continues to be at the forefront of that style. Movement is fun, combat is fun, the bosses are fun. It’s just all fun and I can’t think of many better series to recommend in this genre right now.

….and don’t worry. Everyone’s favorite Squid Baron makes his return.

Game Ramblings #74 – Shantae: Half-Genie Hero

More Info from WayForward

  • Genre: Platformer
  • Platform: Switch
  • Also Available On: Windows, PS4, Vita, Wii U, Xbox One

TL;DR

  • Strong continuation of the Shantae series.
  • Action/platformer gameplay is as strong as ever, and the DLC brings in interesting new gameplay styles in smaller segments.

The Shantae series has been one that’s always focused more on the action side of platformers, and this one is no different.  While it has little bits that read of Metroidvanias, its focus is still tightly constructed levels, use of different powers to traverse obstacles, and really big three cycle boss fights to cap a level.  Its all here like past games, but the quality is better than ever.  The introduction of DLC campaigns for other characters only enhances the total package, giving new gameplay styles within the framework of the Shantae universe to enjoy.

Powerups are definitely out in force in this game, once again tied to Shantae’s ability to use genie dances.

While the last game got rid of dances for story reasons, the core of the Shantae games has always been the use of power ups to get through levels.  The core platforming elements have always been there, but powerups are the driving force behind getting through the world.  In Half-Genie Hero, we’re back to using the genie belly dancing to activate these power ups.  These can range from the bat power above to fly over gaps to an elephant that can charge through walls to a spider that can walk on ceilings.  As you gain these powers, new areas in old levels become traverseable, and you go back through levels multiple times to both find story items, as well as find additional power ups.

If this is reading a lot like a Metroidvania, it’s because it definitely is to some extent.  Previous games in the series have definitely been fully open Metroidvanias, but Pirate’s Curse and this one both followed a more linear single-level experience, with the ability to go back to levels through a world map for quicker access.  What this really gains for the game over a typical Metroidvania experience is really speed of access.  You can hop into any unlocked level at any time, get to the power up or item you need, then immediately hop back into the world map to go to the next place.  There’s no slog of going back and forth through the same areas repeatedly to get to a specific area of the world.  It also means that the first-time entry into a level is really tailored to the story.  You get cutscenes about what’s going on, mini boss fights as a way to slow progress, and ultimately a big story boss at the end of each level.

The bosses are all universally a lot of fun, and generally speaking also huge.

The boss fights are also where some of the more interesting gameplay mechanics end up happening.  While there’s definitely simple bosses (it wouldn’t be Shantae without an appearance by the Squid Baron), you get a lot more experimental stuff going on in these fights.  The one above takes place in a circular arena that the player will wrap around, lobbing cannonballs back at the boss.  Another one of the bosses involves fighting against a giant mermaid, using hooks to make your way towards the boss’ face to land hits, a lot like old Donkey Kong Country gameplay.  By and large it is these segments that show some of the best growth in the core gameplay of the series.

The DLCs really start to change the gameplay in interesting ways, even if the level themes are shared.

The biggest change with Half-Genie Hero though has to be the inclusion of support for DLC campaigns, which are all now included in the ultimate edition release of the game.  These are fun mini-campaigns using other characters from the series.  One has you running around doing the Risky Boots story in a very tight platforming-focused campaign.  One has you playing as the three friends Sky, Bolo, and Rottytops using their unique abilities to get through heavy puzzle-focused levels.  There are even a few mini aracde campaigns with things like a gun-based police campaign or a stealth-based ninja campaign.

The end result of all this DLC is that you have a really solid main campaign that is really less than half of the experience at this point.  While you then go through and play through the same core level themes, the experience is always completely unique in each of the DLC packs, so you’re always learning fun new ways to replay the same content.  From a sheer value standpoint, the ultimate edition released recently with all DLC really can’t be beat.

There’s a lot to enjoy in this release, particularly if you wanted more variety than previous games.

The previous Shantae games were always really high quality examples of action platformer gameplay, and this one is no different.  The biggest difference here is that they simply went with the motto of “more”.   There’s more powers to use, more gameplay variety due to DLC, and more total overall time to spend in the game.  Despite all of the variety, the core gameplay hasn’t suffered at all.  This is still a really mechanically tight game, and one that fans of the genre really shouldn’t miss.