I gotta say, I'm disappointed by how many people weren't impressed with Shovel Knight. I mean, opinions are just that, opinions, but still, I can't help but feel like the majority of people here don't give Yacht Club Games enough credit. I guess they don't see the passion and drive I feel when I play Shovel Knight, or more specifically, the Plague of Shadows campaign AND the Japanese version of Shovel Knight. Shovel Knight itself had a lot of awesome details and minor things that made it feel like a lived-in world with unique characters and fun game mechanics, but it's the effort they put into two things they honestly didn't have to put as much effort as they did that really sets them above and beyond your typical game developer. Plague of Shadows is where you play as the boss character Plague Knight in his own story. Now, playing as another character in basically the same game is nothing new, but despite going through mostly the same levels, playing as Plague Knight is COMPLETELY different from playing as Shovel Knight, not just in how they attack, but in how they maneuver and even movement speeds; Plague Knight's abilities allow you to access and obtain things you otherwise wouldn't in Shovel Knight's mode, and not only does Plague Knight have a different supporting cast, but his own fleshed-out story! I swear, most game devs would just alter the sprite, give the character a different arsenal, a few altered lines of dialogue and call it a day.
By the same token, you'd think the Japanese version would just be the same game but with Japanese text; not this game! For Shovel Knight, Yacht Club Games did something they called "reverse-localization". You know how in old NES games, when games came to the US from Japan, they'd have stuff censored out, like crosses or more "suggestive imagery"? Well, for Shovel Knight's Japanese release, Yacht Club Games did all they could to make Japanese Shovel Knight look as much like a classic Famicom game as possible, from color-changes to different kinds of coins and food, to different statues, to more anime-esque character portraits... Read all about it here:http://yachtclubgames.com/2016/07/japan-localization/
And if you think I'm just gushing about this game for it's bonus content, think again, because even the core game itself has a ton of appeal. Aside from the aforemented characters and gameplay, something that really sticks out is how much this game wants to feel like a classic NES game. All too often, games that use the 8-bit aesthetic are mostly just using it as just a way of keeping development cheap, but Yacht Club Games tried to replicate the feel of a classic NES game, all while doing stuff that would be technically impossible for an NES to handle. Again, read here to find out more:http://www.gamasutra.com/blogs/DavidDAn ... Knight.php
I mean, geez, there's just so much awesome stuff to talk about when it comes to Shovel Knight and I feel a lot of it goes underappreciated... In fact, going back and playing through Shovel Knight again, while trying to beat the Plague of Shadows campaign for the first time recently, it made me realize just how awesome this game is... In fact, dare I say, it's a lot better now than when I originally played it, because of how much the game and it's world has grown on me!
So with that in mind, I DEFINITELY think Shovel Knight has earned his place in the Indie community, as well as the plethora of cameos he's gotten. In fact, I might just start telling people to go and play Shovel Knight along with Undertale as games you just have to play, they're really that good! ...In my opinion, anyway.