2358: I Whip My Hair Back and Forth

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Shantae is a series I’ve been meaning to explore for a long time. Specifically, ever since I reviewed the iOS version of second game Risky’s Revenge a few years ago and was absolutely enamoured by the graphics and overall presentation before being almost immediately put off entirely by the atrocious controls, proving once again that you should never, ever make traditional console-style games for platforms whose only input method is a touchscreen.

As part of the retro gaming and emulation kick I’ve been on recently, I decided I’d check out the Shantae series from the beginning, starting with its Game Boy Color incarnation. Shantae, as the first game is simply called, is widely regarded as one of the most impressive titles to be released on the GBC, as well as being a great game and the start to a marvellous series in its own right.

The eponymous Shantae is a half-genie girl who is the self-appointed protector of fishing village Scuttle Town. One morning, the voluptuous pirate Risky Boots shows up, bombards the town with cannon fire and then makes off with a Steam Engine, a new invention from local crackpot Mimic based on blueprints he found on an archaeological expedition. Frustrated with herself that she was unable to stop Risky’s attack, Shantae pledges to try and get one step ahead of the pirate and find out what she’s really up to, and thus begins your standard video game quest of “find the shiny doohickeys before the bad guy does”.

In terms of gameplay, Shantae is a fairly simple Metroidvania-esque platformer in that it isn’t really divided into discrete levels. Instead, there’s an overworld which wraps around on itself, meaning you can start walking in one direction and eventually end up back where you started, and a number of small caves and larger “labyrinths” that can be accessed. There are also five towns that act as waypoints; completing a sidequest where you collect “Warp Squids” enables you to teleport back to that town at any point; the towns also each house various facilities such as shops and minigames.

Shantae definitely plays extremely well, with responsive controls and well-designed, well-paced maps that are challenging but rarely cheap, the odd “leap of faith” aside. As you progress through her quest, you unlock various transformation abilities, each of which are used by playing a rhythm-based minigame and pressing particular combinations of buttons in time with the music for Shantae to make use of her considerable (and frighteningly erotic) bellydancing skills. These transformations, in true Metroidvania tradition, enable you to reach otherwise inaccessible areas through various means: the Monkey form, for instance, can climb walls, while the Harpy form can fly.

While the gameplay is solid, where Shantae’s main appeal lies is in its presentation. Although limited by the low resolution and limited colour palette of the Game Boy Color, Shantae is a gorgeous-looking game, with attractive, atmospheric backdrops and excellent sprite work. The star of the show is, appropriately enough, Shantae herself, who is animated with an amazing degree of fluidity and personality — and unlike previous games which had particularly fluid animation, such as Prince of Persia and FlashbackShantae doesn’t sacrifice responsiveness for smooth animation.

Shantae’s visual appeal comes from the sheer range of animations she’s been programmed with. Rather than simply being built with traversal animations in mind — walking, running, jumping, falling — Shantae has plenty of unique animations only seen in certain situations. There are the dance animations, for starters, one of which can be found on every direction on the Game Boy D-Pad and its two action buttons. When using these for gameplay purposes, you only see them for a brief moment, but they’re so visually compelling that it’s more than a little tempting to just switch into Dance mode by tapping Select and admiring Shantae’s moves for a few minutes before continuing on your quest. On top of this, Shantae has a number of “mood” animations used during dialogue sequences that give her a great deal of visual character, and her personality is backed up by some snappy, witty but brief dialogue that gives you the important information you need to proceed while keeping things light and breezy in tone.

So far I’ve cleared the first “Labyrinth”, which was a delightful delve into a well-designed dungeon with some interesting, creative puzzles involving memory, precision jumping and carefully exploring the environment. I’m looking forward to seeing what the rest of the game has to offer — and beyond that, finally playing Risky’s Revenge on a platform that can do it justice, followed by its sequel Shantae and the Pirate’s Curse.

2144: Link’s Awakening

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Closing in on the end of The Legend of Zelda: Link’s Awakening, and I’ve really enjoyed it — quite possibly more than A Link to the Past, which was previously one of my favourite Zelda games alongside Majora’s Mask.

I haven’t quite finished it yet so I’m not sure of the complete “truth” behind everything, but I’ll comment on what I have seen so far, which is up to about halfway through the eighth dungeon, Turtle Rock.

One of the things I like a lot about Link’s Awakening is its strange blend of melancholy and silly humour. This is something that Nintendo has been quite good at with the Zelda series in particular, but it’s particularly pronounced in Link’s Awakening. The frequent suggestion that everything that is going on is a dream of the “Wind Fish” — and whether or not this is the case is yet to be revealed to me, so no spoilers, please! — allows the game to throw in peculiar and unconventional things along the way, as well as cameos from numerous other Nintendo characters.

Pleasingly, these cameos don’t feel overly forced and, in most cases, aren’t shoehorned in — they’re just there. For example, there are characters who look like Mario and Luigi, but they’re never referred to as such. There’s a Yoshi doll in one of the shops that kicks off one of the major sidequests in the game. Mr Write from the SNES version of SimCity is there, indulging in a romantic, long-distance letter-writing relationship with a young goat-woman, who is misrepresenting herself using a photograph of Princess Peach. Goombas show up in several dungeons as enemies, as does a monsters that looks and acts remarkably like Kirby. The list goes on.

Another thing I like is how the game blends elements of the original Legend of Zelda and A Link to the Past. There’s the stronger sense of narrative from the latter coupled with the challenging but satisfying exploration of the former. Dungeons incorporate the side-view “cellars” from the original Legend of Zelda, but in a more fleshed-out manner — rather than simply being somewhere that you either get an item or find a route to another part of the dungeon, these cellars are often mini platforming challenges in their own right that make use of the “Roc Feather” item that allows Link to jump manually for, so far as I can remember, the only time in the series.

The dungeons are beautifully designed, too. While their layout is simpler than their counterparts in A Link to the Past, being single-screen rooms rather than larger, scrolling rooms, navigating them is a pleasure, and very often the game rewards experimentation with its mechanics, and even demands it in places. This is not a game that holds your hand in the slightest, which I appreciate, but I also very much appreciate that the game does have the facility for you to get a hint or two to nudge you in the right direction if you’re really struggling.

For me, the only slightly underwhelming part has been the bosses, which, although decent enough, don’t seem to be quite as interesting and challenging as those seen in some other Zelda games, and several of them are reused once or twice in later dungeons. At least they’re better than the ones from the original Legend of Zelda, mind, and there are a few interesting mechanics to play with on some of them. I also like the use of “mid-bosses” in dungeons as well as the big bosses at the end; I’m a fan of boss fights in general, so getting more than one per dungeon is something I enjoy.

Anyway. I’m hoping I finally beat the game this evening, because when I get home from holiday, it’s going to be Xenoblade Chronicles X time for the foreseeable future, and I’d just feel bad if I got this far in Link’s Awakening and didn’t see it all through until the end!