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The Wii was my first console, so I didn't grow up with the classics, the Megamans and Castlevanias that in part inspired Shovel Knight. Though Shovel Knight does lovingly capture the nostalgic feel of those classics, I didn't need nostalgia in order to love this game.

While there are a great many indie games that take advantage of pixel art (often for its low cost and approachability, understandably), few are so dedicated to replicating how things used to look. As an example, the color pallette was mostly limited to that of the NES. It's a limitation that required developers to get creative with what they had, and it's that creativity that makes SK feel both authentically "retro" and gorgeous in its own right. Every character design is impeccable and memorable, each with a distinct silhouette, color scheme, and gimmick, not unlike the iconic "mascot" characters of old. Visually, the levels feel like extensions of the characters, sharing their color palettes and feeling distinct. Shovel Knight himself has limited movement and a short attack range, his signature mechanic being to "shovel bounce" on enemies and obstacles. The game is challenging. You'll die a lot, perhaps more than you might expect due to the risky checkpoint and moneybag-retrieval mechanics. And still, I consider it to have some of, if not THE best level design of any platformer. Every stage is a new theme with new obstacles that are paced and iterated on near-flawlessly. That's not to say you won't get stuck on or frustrated by some difficult sections, but it's always fair and so satisfying to overcome. The plot takes full advantage of what little time it has, focused much more on personality, emotion, and charm, rather than lore or exposition. The presentation takes a simple "save the princess" story and makes it feel engaging and personal. I have little to no affinity for retro game music, as I often find the repetition and sharpness of the sounds irksome. That said, the soundtrack is nothing short of masterful. Every single tune was endlessly catchy and elevated every level or event.

Though built on the backs of the classics, to me, Shovel Knight IS the classic. One of the greatest games ever made, bringing the best of the past and the present together to make something truly timeless and utterly memorable. For shovelry!

For me, no other rhythm series can top Rhythm Heaven, and I can't get enough of its sweet, sweet rhythmic goodness. Melatonin is a clear spiritual successor to RH, but with its own unique visuals, music, and gameplay particulars. While I prefer the greater variety of music in RH, the lo-fi theme of Melatonin's is consistent and effective. It fits the dreamy atmosphere, and most importantly, supports the games they connect to. Sound effects and percussion overall are punchy and very satisfying to land. Any mistake made feels like my fault, not that of the tight, rhythm-accurate gameplay. The games feature very clever ideas related to dreams, scenarios based on something real going through a filter of silliness. The artwork is wonderfully charming, and though it can feel a bit samey, the pastel pallette is distinct and contributes to its dreamy theme. Even given the natural absurdity of the dream-based rhythm games, the look and feel makes it surprisingly relaxing.

As an aside, though I appreciate them wanting to keep things light, I strangely found myself wishing for more thematic depth. Having later stages (or "deeper dreams") called "Stress" or "The Future" could be very poignant, addressing those subconscious worries we all share. For example, in "The Past", you play by burning select photos or "memories", presumably unpleasant ones. It's a great idea for a rhythm game and it's one of the most satisfying to play, but the photos being blank feels like a missed opportunity. What if we had to determine which ones to burn partly based on whether the picture is of a good or bad memory? Lacking visual depth isn't a fault of the game per se, I just see more potential there.

All in all, I definitely recommend this, particularly if you're a Rhythm Heaven fan. Despite that inspiration, it does a great job being it's own, dreamy thing.

As a rhythm enthusiast, it's always fun to try a rhythm game that can set itself apart mechanically, and this does that. You auto-jump to the rhythm, and (optionally) slap your tambourine on the offbeats. Avoid obstacles by timing your jumps in order to reach three specific heights. It's a weird setup, but I was surprised how natural it felt! There's a medal ranking system, and by getting through the stage efficiently, collecting all the coins, and mastering the backbeat, you can get the platinum, which is extremely satisfying to pull off. The soundtrack is comprised of remixes of legendary Kirby tunes, and while it's great to hear them, I personally feel that the remixes come across as a little too "dinky", lacking some punch of the originals. Though it was inexpensive, the game is surprisingly tiny, with only seven core stages and unlockable, more difficult variations of those same stages, recycling their music. Because of this small selection, I suspect those new to rhythm games will struggle with the steepness of the difficulty curve. These issues aside, I had fun honing my skills and getting platinums on every stage... Except the last one, which is a cruel marriage of tedium and repetitive stress injury. It doesn't count.

All in all, a short but satisfactory time for rhythm enthusiasts. Unfortunately this game is no longer available with the closing of the 3DS eShop, so... I don't know who this review is for. Myself, I guess?