Greetings, Geeks! This is the fourth of a (hopefully) monthly series where our staff discusses some highlights of some of our favorite hand-chosen games. If there is a modern game that you would like to read what we have to say about it, let us know at email@example.com!
After eight or nine years away from video games, I came back to quite a different world, one where indies now have a large influence. I don’t remember the original reason I purchased Shovel Knight—probably the recommendation of a friend. But what I quickly found was that nostalgia can carry you a very, very long way.
I can’t think of a particular thing that Shovel Knight does that makes it stand out above everyone else. There’s no unique twist or polish that I would call its defining characteristic. But its retro motif, in graphics, sound, gameplay, and even attitude, makes it more than the sum of its parts. It feels like a game that could have happened in 1989, but is somehow better because it’s happening now. Better games have come since. I could hardly argue that Shovel Knight stands above Celeste, for example, but I could not have asked for a better way to reintegrate myself into modern gaming than such a love letter to the NES classics I grew up with.
Shovel Knight is a beautiful throwback to the NES’ heyday in the late 1980’s. The 8-bit-esque graphics and soundtrack capture the feel of that era, and the gameplay feels like a melee-centric version of the classic Mega Man titles. From the moment the game began, I immediately felt at home, as if I was re-living my childhood gaming experiences.
The thing is, I never actually experienced the heights of the NES days. By the time I was old enough to play games, the 8-bit era had given way to the 16-bit era…and when I actually got a 16-bit console, the world had moved on to 32-bit and 64-bit games. Furthermore, I was a SEGA kid, cutting my teeth on the slopes and loop-de-loops of Sonic games. The rigid, blocky level design of Mega Man was something I wasn’t familiar with.
How is it possible, then, that Shovel Knight could elicit that kind of reaction from me? How could it remind me of experiences I never had?
Perhaps the answer lies in the way Shovel Knight executes its vision, and in the NES’ legacy. The NES reinvigorated a slumping industry, and its games proved foundational for the ones we enjoy today. So even though I never played those old NES titles, I absorbed their lessons from the countless other games they influenced. Shovel Knight, then, distills all of those lessons back to their basic form. Its entire design is finely honed, and every piece—gameplay, storytelling, artwork, soundtrack—complements the others and elevates the whole. Furthermore, it adds a few subtle tweaks, such as an expanded color palette and complex animations that wouldn’t have been possible had the game been made on an actual NES, thus ensuring that it doesn’t feel out of place in the modern era. It’s a game that instantly feels familiar, even if you haven’t played many games that look like it.
So regardless of your gaming background, you should give Shovel Knight a try. It stands as a strong link to gaming’s past, a reminder of how we got to where we are today. And it’s just plain fun.
I’m a little older than Michael, so I was indeed old enough to play Mega Man on the OG NES. In fact, I have played them on the NES, SNES (MM7), PSX (MM8), as well as the Anniversary Collection. I was also among the elated when Capcom announced that Mega Man 9 was coming coming to WiiWare in 2007(released 2008), since it would be the first entry in the main series since 1996. But then I actually played the game, and concluded that those mechanics should have been left in the prior decade.
I cannot shake this same feeling with Shovel Knight. It strikes me as a game designed to appeal to those longing for nostalgia, or for folks like Michael, a placebo effect for a missed era. I actually still have access to my old (working) NES from 1985, but it will stay under my parent’s cabinet collecting dust for the simple reason that I have no desire to return to that epoch.
Shovel Knight mimics side-scrollers like Ninja Gaiden right down to enemies barely hiding below the surface of a platform suspended above a bottomless pit. And sure enough, when I jump to it, the collision detection registers the damage, and Shovel Knight‘s recoil animation sends me spiraling to my doom, forcing me to restart the level. Given my background in video games, a lack of checkpoint is not foreign to me; however, I also point out that checkpoint mechanics were added in the 16-bit generation with games like Sonic the Hedgehog and Super Mario World as quality-of-life features to reduce the frustration of having to start all the way over—and those games were relatively easy!
Even modern versions of yesteryear’s “Nintendo-hard” games, roguelites such as Dead Cells, do not instakill from bottomless pits. More importantly, Dead Cells is a fast game, or rather, it is fast when played optimally, as the bonus cell chests unlock when players reach the corresponding timed door within certain intervals. Shovel Knight, in contrast, plods along, making my prior failures late in the level that much more excruciating. The dash boots upgrade in games like the Mega Man X series is a key reason why I prefer them over vanilla Mega Man. And Shovel Knight models itself after the latter with bare-minimum modern accommodations.
Shovel Knight has its charm, and I can understand why it is popular. It just is not for me. I would rather enjoy modern games with retro aesthetics like pixelart instead modern games with retro gameplay.