Shovel Knight: Plague of Shadows

pk

Shovel Knight was a joyous nostalgia trip, but more than a mere trip down memory lane, it was backed up by engaging and rewarding gameplay.

And now it has an expansion.

As part of the Kickstarter that funded the game in the first place, backers got to vote on which of the secondary knights became playable characters. Plague Knight was one of the winners. In the base game, he’s a berobed, masked alchemist with a handful of lines, mostly giggles. Hehe. Plague of Shadows makes him the hero, characterizes him charmingly, gives him an adorable love story. Makes learning to dance a major plot motivation.

Operating from a secret lab below the main town you traverse as Shovel Knight, Plague Knight is out to defeat all the knights of the Order of No Quarter, nab their essences, and alchemize The Ultimate Potion. The game largely follows the same flow as the original. Just in places where Plague Knight, being a villain, shouldn’t be, he gets different sequences than Shovel Knight. Guards attack him instead of inviting him in. The game amusingly takes place concurrently to Shovel Knight’s adventure, which is played for laughs and helps explain why PK would visit his own level.

Plague Knight controls completely differently than Shovel Knight. Shovel Knight was solid — he had tightly responsive controls and his equipment all worked reliably & predictably. Plague Knight, by comparison, is slippery, unpredictable and awkward to control. He can throw bombs, of which you collect a wide assortment with different properties (customizing the arc of the throw, the type of powder in the bomb, and the type of explosion that is released). But the major crux of playing Plague Knight is his jumping scheme. He has a short, stubby jump (shorter than Shovel Knight), a second even stubbier double jump, but so long as you were holding down the bomb button, he has a third jump that blasts him across the screen.

A strange and imprecise control scheme. At first. You learn to always charge PK’s bomb jump, but if it’s charged, you have to release it at some point, which could be tricky when navigating spikes/lava/bottomless pits. I spun off into unintended directions often, slipped down holes, ran out of jumps mid spike pit. Fast forward to now, having beat the game a few times: I soar majestically through each level, barely touching the ground and skipping swathes of obstacles. While the game is partially remixed, and each level has a new Plague Knight specific section that better tests his skills, the majority of the game is still designed for Shovel Knight and his limited mobility. This is still somewhat challenging for the first run as Plague Knight (though being able to stay in the air so long does make the bosses super easy), but once you ‘get’ Plague Knight, it breaks the game wide open and you can beat levels in record time.

There’s two more playable knights coming some time in the future. Can’t get enough of this!

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