Reviews from

in the past


A very good sweet, short platformer game of very good quality, with a Zelda (or Metroid/Castlevania) style structure. I don't have any problems with this game really, but I also don't have anything that I liked extremely or that I consider especially outstanding (except for the soundtrack, it's phenomenal), it's just a good game and that's it.

Well, yes I have a little problem, but it's my fault, and that is that this is my first game in this series, and unfortunately, the game assumes that you already played the previous ones and that you already know all the characters, their relationships and their past problems. And this was a minor annoyance I had during the game, because I feel like I would have liked it more if I had at least been introduced to their world, story and characters in some way or given a summary of the events of the previous games, I mean, it's not that hard, it's just putting a couple of dialogues or a plain text screen with said stories. Be that as it may, the story is very simple and easy to understand, it looks a lot like the story an episode of a children's cartoon would have, with colorful and charismatic characters, and simple problems that are sometimes solved in goofy and funny ways.

The game is like Zelda in many ways, at least in structure, as we have to explore several islands that we will unlock each time we defeat a boss, each island has a temple where there is a magic item that expands our movements and is what will allow us to access secret places, key objects, and defeat the boss of the dungeon, the typical. The things I like about this structure is that being divided into islands with different themes and not being all in one giant map, makes each area can be perfectly differentiated from the others by having different types of enemies, music and theme and makes it very difficult for us to get lost in the islands. I would also like to praise the good difficulty curve this game has, as there are no unexpected difficulty spikes and everything is built in a way that even the most novice gamer can learn and understand. Something that helps make the experience smoother are the consumable items, which range from healing items, items that increase your attack and items that serve as a force field, plus one quite useful that teleports us to the beginning of the map.

The music is something I also loved in every sense of the word, seriously, the soundtrack for some reason is unexpectedly excellent, and there is a very good variety of songs. It will definitely be an OST that I will listen to from time to time to enjoy it. The graphics are also very nice, it's pixel art of a quality similar to 2D PS1 and DS games, colorful, detailed and with good animations, it's quite well done, everything is very charismatic and charming, and some enemies explode as if you made them a fatality hahaha. The character designs are good, although almost everything is based on breasts and fan service.

Conclusion
As I have made clear, this game is quite good, frankly I had a very enjoyable time with it. However, I didn't feel any kind of "connection" with this game, I don't know how to explain it, but no aspect of it made me feel enough satisfaction or pleasure, and neither was there anything that I consider special or outstanding that makes this game unique against others in the genre, it's good enough in all its playable sections, but excellent in none.... Well, who knows, maybe in the future I'll look at this game fondly and raise it from a 7/10 to an 8/10, because even with everything, it left a good taste in my mouth, so I plan to play other games of this franchise in the future. (If you see that I raised the rating from 7 to 8 for this game, it was probably because it deserved it and/or because I became a fan).

I want to fuck most of the female characters in this game.

Much more enjoyable than 1/2 Genie Hero in my opinion. I like the locations, bosses, and art more this time around. Onto the next one!

After being recommended Shantae as a series due to my love for Metroidvania's, I thought I'd give one a shot. This seemed like a good place to start. I haven't ever taken the time to figure out what the series was like; I've just heard about it in passing a few times over the years. Turns out it's ~almost~ the kind of game that I love.

First, I'd like to get this out of the way: the ways the girls are designed (all the exact same way) is a bit weird. I'm not one to ever point something like this out, or even care... but this is by far the most egregious example of random/unnecessary fan service. (I don't go near other games that are way over the top with this, so this stands out to me.) Again, I don't really care about it in most games, but here it stood out immediately as very intentional and very distracting. Especially when the character art is shoved in your face constantly when conversations are being had. Also, it's such a jarring difference between the pixel art aesthetic and the very high resolution illustrations of the characters when in dialogue. All around just some strange/off-putting choices regarding the art.

To be honest, that last paragraph has nothing to do with my low-ish score of this game, though. That's not something that would move the needle of a games quality for me, I just figured it needed to be pointed out.

Anyways - the actual game. At first, I was optimistic. I think the game controls very well - the way a platformer should. The jumps are tight, the animation is smooth, the knockback feels right, the upgrades to your arsenal are fun, and the precision of all of your inputs is appreciated. I was thinking hey, we might have another Guacamelee/Hollow Knight on our hands here.

The problem arises when the "loop" sets in. I played up until the second last island. It became clear half-way through that you end up doing something similar on every island, and it got to be boring. Unlock a new island, go to it, realize you can't progress, go back to a spot on the island 2 islands ago, find a hidden path to get a random item for someone, give it to them, earn something to now progress on the new island - repeat.

It's somehow both too linear in its design and also too vague. The conversations had by the characters are not nearly interesting/engaging enough to truly pay attention to, so I was constantly looking up where to go next. Sometimes I clued in to what I was supposed to be doing, but about half the time I hit a wall and was like.... what? Where do I go? This is something that rarely happens in other Metroidvania's. Getting lost is part of the genre, though. In this game, it doesn't feel like getting lost while exploring, it just feels like you're going the way you should be but you hit an arbitrary wall that forces you to backtrack. It's not a smooth process; like I said, it's oddly linear. Oh, you walked to the right for 2 minutes through a mess of enemies that are piling on screen at an awkward rate. So much so that they overlap each other, sometimes. Welp, you hit a wall, time to turn around and go back through it so that you can get an item you didn't know you'd need. But guess what? Now you get to spam Y on your way back through those enemies for a third time! (Yes, I know the teleporting barrel thing exists, I used it frequently once I realized what it was.)

The map is an important tool in any Metroidvania. In this game, it serves its purpose (red/yellow squares are appreciated) but doesn't go any further to aid your quest. It would be nice to be able to look at the map of any island regardless of where you are. Additionally, I think adding the ability to place a pin on the map would do wonders. Plenty of times I came across something I couldn't access (like a hole/gap/chest) and assumed I could return to it later. The problem is, half of these things are mandatory to progress and half of them are just extra items. There's no way to know which ones are truly important to remember. I also don't think the areas are memorable enough to have me recall the exact location I came across something. Within each island, most of the scenery is very samey. Even in situations where I knew what kind of item I needed to progress, I had no idea where it was. They're always in super arbitrary spots. One of the last ones I got just required me to go back 2 islands, wander around and find a random patch of grass I could now destroy with my downward thrust. Why? Well, I guess that's how Metroidvania's work. I guess everything just felt like it lacked context. It didn't feel purposefully placed.

The music in this game is fantastic, though. Nothing to complain about there. Loved every tune I heard. Almost reminded me of Banjo-Kazooie music, which is some of my favourite video game music around.

In terms of the combat and your arsenal of tools... it's a mixed bag. Fighting things feels good, if you're just considering how it feels to jump around, dodge, and attack enemies. The problem is that it's, again, really basic. There's barely any reason to attack anything with things other than your basic attack. It's by far the most powerful way to fight. The game kinda just turns in to mashing Y. Outside of bosses, which were a highlight of the game. I liked the way the pistol was used to manipulate platforms, though that ability wasn't used much. The glider is cool, too. The scimitar was a pretty boring addition that late in to the game. I liked the way the boots were implemented because they weren't super easy to pull off, but it felt fair.

Overall, it just feels too by-the-books in its design for me. The segmentation of all the islands made it feel like I wasn't really exploring anything - I was just following a path until the game told me I wasn't allowed to. A Metroidvania is all about the interconnected paths and how you learn to slowly unveil new ways to explore the map. I didn't get that feeling at all here. It's a shame, because I love the way the game plays. It feels right, which I always say is the most important aspect. I suppose in a game like this, the exploration/progression is equally as important.

I likely won't be trying the newer games in the series, as they are supposedly easier than this one. I did find this game a bit too easy for my tastes, combat/platforming wise, so any easier would probably make things worse.
Maybe, though. I haven't totally written it off. There's a decent amount to like here, but it's on the lower end for me as far as Metroidvanias go.

a very fun, and very horny metroidvania. visuals are very nice, gameplay is fun with great combat, soundtrack kicks ass, the locations are all interesting, the final boss is decently impactful, and its pretty funny too. other than the fairly frustrating final area before the final boss, there's not really a lull anywhere. i honestly dont really have a whole lot to say other than shit was damn good.


"Ooooh soy un masturbador crónico, me encantan las tetas y los dibujos erótico, oooooooooh nine eleven" -Fans de Shantae, posiblemente

Where it Shines:
Music - 8/10
Humour - 6/10
Pixel Art - 7/10

The Good:
This game as a metroidvania is quite well done. It's nothing special, but there are a lot of things to collect and unlock without being too much, and the platforming and level design is very good. That combined with the art and music make for mostly a pleasant play through.

The Bad:
I have to comment on the stereotypical use of culture for Shantae, and the hyper sexualization that often accompanies female protagonists of this nature. I know Shantae, as an IP is quite old, so at the time with these games I was just sort of happy to see any brown skinned person in a game.
I think this game in particular doesn't lean too hard into appropriation, but it's still there as an undertone.
That aside, it's also just sort of a medioce experience - I think there's far better metroidvania's out there, though maybe not as bright and colorful as this one.

Summary:
You're not missing anything by skipping this, but it's not a horrible game by any means.

****note on my ratings:
half ⭐: hot trash garbage
⭐: below average, needs work
⭐⭐: average
⭐⭐⭐: pretty good
⭐⭐⭐⭐: excellent
⭐⭐⭐⭐⭐: all time favourite
half star ratings between those mean it's slightly better or worse than stated in this list.
*

So far I think it's safe to say that this is the best Shantae game. Not only does it have Shantae and Risky teaming up to fight a greater threat (which is always peak) but it has the best move set in all the Shantae games. I preferred the more "linear" feel of this game and it's islands over Risky's Revenge and how the game was separated into layers so far it's the only Shantae game I went out of my way 100% complete. The only area I didn't like was Mud Bog island but other than that this game was great.

Best Shantae game to date. The metroidvania was really well done here.

não esperava nada e ganhei algo mais ou menos
gostei!

I'm honestly pretty disappointed with this game. I thought it was gonna be a lot more fun than it was. There's not very much complexity to the combat, and there were repeated instances of the game not giving any indication of where you actually need to go to backtrack after you get a new item. Overall I don't really see a reason to play this game at this point unless you're playing through the Shantae series.

Simple, breezy take on the Metroidvania, hearkening back to the genre's Zelda II roots. Polished, cute, and mechanically solid. Held back by the combination of being a bit TOO simple, and by the overly cheesecake designs.

Mi primer Shantae que juego vaya xD
Su metroidvania es competente y te dan ganas en completarlo, sus diseños se me hacen super cute y memorables.
Las habilidades de shantae me encanta! lo malo es los items extras no los vi tan útiles la verdad, en el aspecto de música brilla en lo alto es muy buena junto a los jefes.

restarted it now in pc and finished it; decent little metroidvania, but the horrid machine translation to all languages but english make the experience soulless.

I really should've saved my Tex Avery joke for this one, because Shantae and the Pirate's Curse is at least twice as thirsty as the previous game. That's really what sequels are all about, one-upping everything its predecessor did. It's about finding any excuse to put your characters in bikinis or have their clothes get shredded up because that's... that's just for daddy.....

Joking aside, Shantae and the Pirate's Curse does a pretty good job of building off of Risky's Revenge, a game I mostly found fine though limited in scope and fairly barebones for a search-action. Pirate's Curse is comparatively more involved yet still undemanding, perfect for people who want to get into the genre and still feel engaged. Gone are Shantae's genie powers, which were stripped from her by Risky in the previous game, negating the slow dancing/transformation mechanic and swapping it out for collectable pirate-themed items. I found these to be overall more fun than Shantae's transformations, and not needing to wind each of them up before using them helps a ton with maintaining the flow of gameplay.

Dungeons play very similarly to Risky's Revenge, though they are more aesthetically distinct. The overworld, however, is far more realized than it was in the last game, featuring some great character interactions and excellent level design. Some of the islands you visit could be considered dungeons in their own right, and by spending a more significant amount of time above ground, it makes getting into a dungeon feel more like an event. The story is also given more room to play out here, and it actually feels like characters are moving around and doing stuff, whereas the world in Risky's Revenge felt mostly static as Shantae zipped between dungeons. Teaming her up with Risky is a lot of fun too, it's great seeing how Shantae's softness rubs off on her, but I am a sucker for a good villain-turned-hero arc.

I do think Pirate's Curse could've done a bit more in some areas, like with the mutating tinkerbats, which are very similar mechanically to the Metroids you hunt in Metroid 2. Unlike Metroid, however, you'll only fight one type of tinkerbat. They don't evolve over the course of the game or become more challenging, and I think that was a missed opportunity. The final dungeon is also needlessly brutal, with a lot of sequences that involve precise timing and a bit too much trial and error for my taste.

I still had a great time with this one and I can certainly see why people say it's the best Shantae game, but that's also a little upsetting because I still see room for improvement here. A Shantae game that has the same level of exploration and depth as a proper Metroid could be great, and I think there's something to the idea of Shantae transforming and gaining new abilities even if that system could be smoother in practice. Hopefully the following two games give me exactly what I'm looking for, which is more girls in bikinis, and they're uh... they're covered in oil, yeeeeah... yeah that's just for daddy ,....

I don't give a shit about how cunty the sprites are aria of sorrow gives you gliding and a proyectile like 5 minutes into the game and here it takes an hour of plain level design and bad jokes I know this was before the over abundance of metroidvanias but holy shit I tried playing this game five separate times and I had to fight to stay awake every single time.

Shantae in a slave bikini? Erm cleanup aisle: my underwear!

I'm not even done with the entire series and I can already see why this is considered the best.
This game rocks.

Com toda certeza, o melhor da franquia até o momento.

This game just oozes personality all throughout with some fun and engaging gameplay makes for an enjoyable metroidvania filled with fanservice to keep you engaged if you freaky enough

The story of the Shantae series is one of the most fascinating tales in indie games. What started as a small underdog, released at the end of the GBC with little to no acclaim, managed to return years later, bringing with years banger after banger, and eventually turning into one of the most popular indie franchises.

In my opinion, Shantae and the Pirate Curse, the third title of the series, is the one responsible from making Shantae the juggernaut that is today. A really memorable and enjoyable platformer and metroid-vania, able bring together so many fun and crazy scenarios and formulas that make it impossible to be bored.

Graphically impeccable, with a snappy flow and a really endearing writing that makes yu grow attached to this cartoony world and its goofy heroes and villains. Also the music is a straight up banger.

Long live Wayforward. There is a reason they are such a beloved studio.

A really good time! My first - and for a while, only - exposure to the series was 1/2 Genie Hero, which I didn't feel too strongly about. Word of mouth led me to this game, which I'm thoroughly glad I gave a shot. There's still many other games like it that I prefer, but it's a great time all the same. The visuals remind me of Sega Saturn platformers, which is a plus in my book, and of course with Jake Kaufman on the music the soundtrack was a jam all the way through.

I kinda dig this game. It controls super well. The music is fantastic. Bosses are spot on and, without using heals, hit the difficulty sweet spot for me. The mix of platforming and combat is at a good balance. The platforming sections are fun to complete and evolve as you collect more power-ups, and there is a decent amount of enemy variety to make the combat fun in the moment to moment. Also, I kinda like that the combat is fairly simple. The options they give you complement the movement well and are pushed to their limits by the bosses of the game. There are a few sections that feel enemy-spammy which is one of my gripes. I like the way this game structured its gameplay loop as well. You can always count on going from mingling in Scuttletown to exploring and getting a feel for the new area to hitting the palace and fighting boss of the region. I enjoy it. There are some sections that require some backtracking, but most of the time they made it make some sort of sense and it at least expanded upon the world. Its also got a fun story that doesn't take itself too seriously.

Sure, it doesn't have the best visuals ever, but it did enough with its music, world, and gameplay to keep me interested all the way through 100%ing it.


Perfect Pixel art and then they use the most boring text boxes and fonts

shantae games are fun, but not that fun. and i think it all comes down to the more linear aspect of the exploration. i mean, can this game really be defined as a metroidvania? the world is pretty straight foward, to the point exploration becomes boring. i think the times i had more fun with the game, were the times it seemed to experiment new things in its linearity (i.e the "stealth" section and the "running" section). also, i was gonna go for the 100%, but due to some weird bug, an item i already owned wouldn't show up in my progress, so, yeah.
also can we talk about the character design? i know it's from a classic gameboy color game but somehow they manage to make shantae and all the female characters even more sexualized than they were in previous games. i played it in 3D on my 3DS and their boobs actually were protruding through the screen ?? lol also they look exactly the same ???? there's no nuance whatsoever.

the movements and attacks were fun though! i love the scimitar jump and the cannon. it was cool to combine attacks to the movements. and, yea, i guess in the end of the day, i had some fun with it! i just wish it were something more.

Started ages ago on 3ds, got like half way got it free on gog so played back to half way.
Pretty neat feeling game. Needed to google how to get onto bog island only so far.
Stages are eh, kinda straight line and required to go through multiple times not super interesting. The highlight for me are the simple but fairly fun dungeons

La peruanita y la maldición de Atahualpa.