The Shantae games seem to go back and forth as to whether its attack items are consumable or meter-limited, and this time around they are once again limited by a magic meter. The new method of selecting transformations is both quick and convenient. And why do we need two separate forms for moving about underwater? Some of them are useless apart from specific situations, especially the mouse, who can go through tiny, maze-like passages and do little else. And there are over a dozen transformations for you to unlock, although a little more uniqueness and utility would be appreciated. It's sort of a hybrid of the transformation systems in the first two games, and is one of the more elegant solutions I could think of, since it lets you page through many options at a fast enough rate, while not forcing you to memorise a button sequence like in the first game. How they work this time is you hold a button to bring up a menu, and press a direction for the form you want to take. ![]() ![]() I'll see myself out.) powers make a return after an absence in Pirate's Curse, where. Shantae's dance transformation ("Danceformation", then?. It's nice to see that the quirky sense of humour the series has built up over the years is still in full effect. But they are tied in with some pretty novel settings, like a factory where young maidens are transformed into "counterfeit mermaids" by having big-mouthed fish latch onto their waists, or even a magic-carpet race, which is in essence just a forced-scrolling platforming segment. For example, the bratty genie guardian who takes over Shantae's role as the defender of Scuttle Town is rather unceremoniously brushed off after clearing the desert world. While the main story failed to engage me, personally, each world comes with their own sub-plots, which have a bit more going for them. And, on the positive side, that means less faffing about with sidequests than there was in Pirate's Curse. This does make them seem shorter than in previous games, but there are still plenty of hidden areas strewn about for you to revisit after earning new abilities. In fact, there are no discrete dungeon areas this time around instead, all the worlds are self-contained action stages. In your quest to find these machine parts, you will unlock a succession of five worlds, accessible through a map screen as opposed to one giant overworld. It's basically another one of those "Mad Libs" sequels, as I described Risky's Revenge before. So it should come as no surprise that Shantae's Uncle Mimic has unveiled a new mechanical contraption, and sends Shantae to gather the parts for it so they won't be stolen by Risky Boots, only for the finished product to be stolen by Risky Boots in the end. The story starts with Risky Boots and her Tinkerbat pirates invading Scuttle Town. The game starts with Tinkerbats invading Scuttle Town - again. #PCGamingMasterRace So, was all that worry worth it? I'll say one good thing about how Comcept handled Mighty No.9 - at least they actually released the PS3 and XBox 360 ports! But whatever, there's still the PC version, so that's what I fell back on. But, that port got cancelled, along with the one for XBox 360. Upon backing, I opted to receive the PlayStation 3 port, since I have seen no need for the newer wave of consoles. I, myself, contributed to that campaign, spending more on it than I did with Mighty No. Another game that also went through the crowd-funding motions at the same time was the new sequel to Shantae, sub-titled 1/2-Genie Hero. ![]() 9, a game that rode high atop a mega-bucks-earning KickStarter campaign, only to crash into a pile of manure upon release. Previously on the SDP, I reviewed Mighty No. ![]() Systems: PC, PlayStation 4, PlayStation Vita, XBox One, Wii U, Switch.
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