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Shantae & the Pirate's Curse coming to Switch next week

Embark on a brand new adventure with Shantae, the hair-whipping belly dancing genie. When she loses her magic, Shantae must team up with her nemesis, the nefarious pirate Risky Boots in order to save Sequin Land from an evil curse. As a pirate, Shantae gains new weapons to advance her quest, slay monsters, battle epic bosses…and hopefully get her magic back in the bargain! But can she really trust her deadliest enemy?

The third Shantae game is the biggest yet! Beyond Sequin Land lie cursed islands and labyrinths each hiding a new piece of Pirate Gear - Flintlock Pistol, Pirate Hat, Scimitar, Risky's Boots, and even a Cannon. Upgrade Shantae's hair and weapons or unlock advanced Fighter's Moves. Locate maps, return lost Heart Squids, collect rare loot, and laugh out loud at the weird, wild, and wonderfully humorous cast of characters. Incredible high resolution artwork, unlockable Pirate-Mode, multiple endings, and an unforgettable soundtrack make this one game you won't want to miss!

Categories: Media, Consoles

Comments

I'm not a huge fan of this game-I have some issues with it when I compare it to other games in the genre, but man...it really is pretty solid. I've played it twice (once on 3DS and once on Wii U) and I'll buy it for my Switch...if it gets a physical release.

Why? I mean IMO Shantae games continue to improving. Since the first one has tedious backtracking and tedious transformation inputs.

The second, is too short and feels incomplete, with fewer locations and things happening.

This one, felt more well rounded, and the abilities are snappy and better built to speedrun. There are several dungeons with bosses, the story is simple but the most compelling in this series. Especially the background of Risky and the afterlife area with Rottytops and Shantae's dad.

The last one is entertaining, the most expressive and more Megaman than Metroidvania. Its like a string of self contained episodes of a Saturday Morning Cartoon.

All in all, I just wish Wayforward made better closures. Since I like their games but feel underwhelmed by their endings.

I am the opposite as pirates curse is the best of em all even better than half genie hero.

"The third Shantae game is the biggest yet!"

Lol, kind of a low-key diss toward Half-Genie Hero.

They're different games, just like Classic and Iga Castlevanias.

The series mainly needs to refine backtracking since in Half Genie Hero some areas felt empty when revisiting them, and some didn't make sense to be like they are (like how Tassel Town is kept burning).

To be fair, Metroid has also had missteps like in Zero Mission, having just Tourian affected by the self destruct sequence.

"They're different games, just like Classic and Iga Castlevanias."

I think it is more likely that they copied and pasted the game's original promotional blurb from however long ago it launched and neglected to update any of the wording.

"The series mainly needs to refine backtracking"

Personally, I think the boss fights are the part that needs work the most. Way too easy, way too much HP, way too little variation as time goes on.

"To be fair, Metroid has also had missteps like in Zero Mission, having just Tourian affected by the self destruct sequence."

How is that a misstep? That lines up with Samus's return trip in Super, where the damage caused by the original self-destruct bomb is limited entirely to the original Tourian area -- and even that area is not too devastated by the explosion, since it is still explorable and Mother Brain was apparently able to escape most of the blast by just moving one room down.

Personally, I think the boss fights are the part that needs work the most. Way too easy, way too much HP, way too little variation as time goes on.

Yeah, boss fights must be hard to design, since a lot of developers instead of making it a test of your understanding of skills and abilities, is mostly spectacle. Which is also the case in this series. I suppose it's a focus testing thing, since I can imagine a lot of people putting a game down based on not beating a boss than an environmental challenge. I did certainly put down the Prinny games because the final bosses where incredibly long, hard to damage and cheap, maybe.

How is that a misstep?

It's a misstep because you see the explosion from orbit and Tourian was deeper than the other zones. and even then I suppose I could have been flexible if the geography shifted at the very least.

It is a little weird because Wayforward managed some decent fights in their puzzle games (Boy & Blob, Lit).

Maybe because in those cases the player dies in one hit and the bosses are all rule-of-three affairs, so nothing winds up like Shantae having to trade hits and hack away at Risky or Nega-Shantae for ten minutes

"It's a misstep because you see the explosion from orbit and Tourian was deeper than the other zones. "

I would say that is more the cutscene itself being the misstep rather than the level design.

An explosion like that, there would not have been a bombed-out Tourian to run through in Super.

Maybe because in those cases the player dies in one hit and the bosses are all rule-of-three affairs, so nothing winds up like Shantae having to trade hits and hack away at Risky or Nega-Shantae for ten minutes

So pacing. Hmm... Maybe it should take a page from DKC and have the boss attacks being platforming challenges that eventually exposes the boss weakness. And then getting harder after each hit. Megaman Zero did this on another level, since the window to evade and attack was shorter.

2D action platformers (i.e., platformers where the character has a melee attack) have a tough time getting bosses right in general (though standard platformers that have nothing but jumping obviously have it way tougher). Other game genres have a larger slate of available mechanics for the player to learn and for the bosses to test out. Even something as simple as giving the player character a gun dramatically expands the gameplay possibilities. Without those dimensions, the developers have a more limited bag of tricks to make something equivalently interesting.

That said, there are a couple that I feel do things right:

They all follow pretty similar principles: Decent difficulty, decent variety of attack formations, large enough health pool to get a chance to use most of their attacks at least once, small enough health pool that when playing aggressively the fight is over in a minute or maybe two even when the player gimps themselves, boss can be damaged throughout, hit really hard.

In comparison, I... think Wayforward might actually be getting worse at action platformer boss fights as they go on.

Spoiler

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