Reviews from

in the past


I really think they're barking up the wrong tree here. Not once playing the original Shovel Knight did I wish he had more movement. All I ever wanted in this world was to walk forward and jump, and that game made those starry-eyed dreams a reality. Yet in all three expansions, it's the thing Yacht Club feels they must iterate on. I just don't get it! Was the tight level design built around the limited movement/boss fights tailored to the primal thrill of bouncing not the whole appeal?

Whatever, I can read, I'm clearly on a lonely island when it comes to this one. I might find this moveset frustrating and limiting. I might feel constantly confined to overdesigned isolated movement options at any given point. I might say the combat feels unsatisfying and reduces bosses to APM tests. But tons of people say it feels great, and I can't do anything about it! The beauty of free will.

And you know what? I'm about to say it. I don't care that you sold your soul to The Enchantress.

I'm happy people dig this, but I honestly cannot tell why. Apart from the admittedly gorgeous gothic aesthetic spinoff, its light years away from what I'm looking for in a platformer of any kind, especially one in this series.

This is definitely my favorite of the Shovel Knight campaigns. Specter Knight feels great to play as, the revamped levels are great, I love the change in structure, and the story's really good! Also, there are grind rails. Every game is better with grind rails.