233 reviews liked by Makeke


This review contains spoilers

Wow, what an incredible game this is. I honestly can't believe I hadn't played it sooner, but damn am I glad I got around to it— in many ways it really does feel like a time machine, truly transcendent beyond its era, yet also a nostalgia capsule in equal measure. As it's practically a sibling to one of my all time favorite JRPGs, developed at roughly the same time as and sharing a lot of assets with Final Fantasy VI, I always knew I was gonna like this one, but not until playing it did I internalize just how deeply it would resonate with me. Chrono Trigger is a deeply sweet and sincere game, home to some of the most gorgeous art, music, and storytelling of not just its era (for which it was totally revolutionary of course), but the gaming medium as a whole.

For one, the time traveling narrative is brilliant not just for its uniqueness, but also for its simple execution. Instead of bogging you down with the boring intricacies of fictional physics and technology, it is no more than a fun gateway into all manner of wacky, aesthetically distinctive time periods. Going in, I thought these were just going to be the middle ages and the present day (which would have been more than cool enough might I add), but you can also visit an ancient magic civilization, a technologically advanced but desolate future, and even dinosaur times, 65,000,000 BC (though I don't think Jesus is canon in the game's universe lmao). All of this is of course accompanied by one of the greatest scores in gaming, as well as some fantastically fun art direction by the great Akira Toriyama (may he rest in peace). It all adds up to be such a cozy, endearing little adventure, and thankfully, certainly not one devoid of darker themes or stakes.

The only nitpick I have is with the game's combat: While the battle system is admittedly really fucking cool (and I GREATLY appreciate the lack of random encounters and grinding), I don't think it's quite deep enough or its animations concise enough not to wear out its welcome like halfway through the game. Even though there are only so many of them, the battles still do get monotonous after a certain point. With that being said, they FAR from ruin the game, and the fact I can still confidently give it a perfect score in spite of them should really speak to just how strong its strengths are. While personally, I think I still marginally prefer Final Fantasy VI over Chrono Trigger, I'm so happy to be able to place it directly behind it on my list of favorite games. To pass up such a masterpiece would be a colossal mistake.

Completion Criteria: Story Mode (Normal)

I've played a couple of 2D Beat'em ups. Nothing has really stood out to me outside of Scott Pilgrim Vs the World. Whilst I've enjoyed bits from others, overall I've treated them as, harsh but, brainless.

I want this to be clear because this is the first 2D beat'em up to break my expectations. Maybe this is purely just by the addition of a "trials" mode but the complexity of skill and utility felt immeasurably higher then others of the same standard. Whilst playing the idea of how to attack were more clear. And the risk Vs reward of special skills makes each move feel more engaging. The variation across the cast had me interested in playing many members of the cast and more importantly interested in replaying the games which is something I don't usually have.

Considering the amazing soundtrack, great artwork and great gameplay. It's hard to really find any faults in the game. From a design perspective, it does exactly what it intends to the only reasonable flaw I can throw at it is theres a difficulty spike in the final levels, which may be due to it being designed for a 2 player experience.

I look forward to going back and trying other characters and bumping up the difficulty

Minigames were better than the actual game.

Pour one out for the broken DS consoles this game caused.

I have a complicated relationship with Shovel Knight, a cool and beautiful game that I mostly hated playing. Learning new levels is extremely annoying and tedious because failing a problem means redoing all the precise and technical rooms in the lead-up, compared to a game like Celeste which respawns players at the problem they’ve failed. There are RNG dependent platforming segments and enemy mechanics that will kill players who have otherwise mastered a run. The healing "ichor" doesn't refill between attempts of a level. There’s no “reset to last checkpoint” button. Some of the bosses feel poorly designed, particularly Plague Knight and Enchantress (sorta); Enchantress’s first phase is one of the best designed fights I’ve ever seen, but phase two is one of the worst (hint, bounce on Shield Knight TWICE to make sure you reach the hitbox!).

I'm an achievement hunter, but I know my limits. I was never going to 100% this game, because I knew I didn't actually like it from the moment I encountered Specter Knight. Instead, I set my goal (which I achieved) as 39/45 achievements—everything except challenge runs. This included doing things like completing a level without dying, killing a boss without taking damage, completing a level without collecting money, and completing a level with 20 or less attacks. I loved playing the game in this way, perfecting a set of actions I already knew for a special goal, and this grind constituted most of the fun I had with the game. Unfortunately, it also entailed completing NG+.

NG+ puts a microscope on all of Shovel Knight's flaws. There are fewer checkpoints, so every problem is made more tedious. Damage is doubled, so RNG and finicky mechanics are more punishing. There's almost no food, which I didn't really notice until I did, and then I REALLY noticed it. The Tower of Fate: Ascent on NG+ is home to probably the single hardest boss rush I've ever faced in my entire life. Worse, it demands the use of ichor from all except the most insane players, but if one fails they must repeat the entire level for a refill. I spent 4 straight hours bashing my head against the boss rush, making incremental improvements while mastering the leadup to the point where I could run through the entire level in a couple minutes without dying, and when I finally won I almost passed out and then I almost burst into tears.

I have a begrudged respect for Shovel Knight. At this point I think I’m a serviceably good player, and that I learnt and played the game to the extent I did says something. The art and character design are captivating. The writing is good if spartan; the scene that precedes “The End” made me smile every time I saw it (3). Completing this game on NG+ is probably one of my greatest gaming achievements considering the perseverance and skill required and the effect it had on me. If you’re someone who loves technical and punishing platformers, I’m sure you love Shovel Knight. But I don’t. I don’t even really like it, for the most part.

this game is harder than my dick when i see a beautiful lady with lots of features

The Spine is one of the greatest tracks you will ever hear

This, for me, is one of the three best games to ever be released. It aged perfectly, and the atmosphere is so immersive that it doesn't give you a chance to think about what could've been done better. It gives you endless, yet complicated, freedom in movement, while still making you feel trapped by its worldbuilding, and it created what is one of the best genres ever made, Metroidvanias.