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.

Reviewed on Apr 14, 2024


Comments