After a brief intro stage that teaches players Shovel Knight's simplistic control scheme - move, jump, and attack - we're thrust onto a map that's cut from the same cloth as Mario 3's eight worlds. I was especially partial to Tinker Knight, Treasure Knight, and Propeller Knight, but in reality, I loved all eight designs, from King Knight and Specter Knight to Plague Knight and Mole Knight. Like those aforementioned Robot Masters, the Order of No Quarter is rife with amazing designs. Helping the Enchantress is her so-called Order of No Quarter, a group of eight devious knights that would easily fit in among Mega Man's roster of Robot Masters, each with his own themed stage and arsenal of attacks. After some unfortunate events, Shovel Knight and Shield Knight are separated as an evil sorcerer known only as the Enchantress takes over the kingdom they're sworn to protect. At the start of the adventure, we're introduced to Shovel Knight's rudimentary story, one revolving around our brave protagonist and his partner, the complementary Shield Knight. It's Shovel Knight through and through, a product of hindsight and 25 years of distance between itself and the era it actually belongs in. It's powered by a love of what was, yet it isn't just another Mega Man, Mario, or Castlevania. It's merely informed by what made those old classics tick, with a willingness to take and use what worked. It doesn't retread identical paths already worn-in by what inspired it. Play Then again, what makes Shovel Knight truly stand out is that while its lineage is clear, it's still its own game with its own distinct personality, art style, soundtrack, and plot.
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