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For me personally, Plague knight's campaign is hands down the best of the lot. His moveset is my favorite, as you can blast through any level at breakneck speeds like a madman once you get used to his mobility options. The fact that the bombs are customizable is pretty great too.
Agreed on the lack of a dedicated button for boosting, though.
You disagree with OP so you claim he's bad at the game and say he is whining? i don't think he's the one whining here...
Are you throwing bombs on the ground? You should pretty much always be throwing bombs while in the air- it's like shovel knight's pogo jump, it keeps you out of range of most attacks and is the safest and best option whenever possible. Also, if you're a filthy casual that wants to take easy street to getting gud (like me), always use the float jump. The other jumps are more powerful and are faster but the float jump is by far the easiest and safest to use. When you combine it with the vat in the air that you get later, you basically become immune to pits and spikes, and knockback shouldn't be an issue since you should always be throwing bombs while jumping so that you're out of range of enemies.
Plague knight isn't really about 'upgrades' since all of his bombs are extremely conditional. You should be switching the kind of bomb you're throwing nearly constantly. Is an enemy above you? Float casing or lob casing. Is the enemy moving erratically? Proximity fuse. Is the enemy tough? Cluster bomb, or the flame bomb. Are there a bunch of enemies all at once? Component bombs. Seemingly useless upgrades like drop casing and impact fuse can be extremely useful in certain situations, once you've experimented a bit. So, once you have all the bomb upgrades, there's always the perfect bomb for every possible situation, you just need to be creative.
You're right, and that's part of the fun. When you have float jump and the vat trinket, the game becomes completely broken and it's like you're god. You can easily just skip entire sections that poor dumb shovel idiot had to pogo through.
Plague chucks bombs. And his health is way different. He's got a triple jumps too. Oh and those bombs have three layers of customization to them. His resource regenerates, unlike everyone else. Its just this grab bag of concepts that screams “inventive alchemist” but doesn't fit into the simple play style of the other games. In Plague you constantly have to switch back and forth between bombs as well as items to take advantage of the environment and enemy positions. It's just a lot of tabbing in and out of the menu screen and the flow of the game is interrupted to do this. There are solutions, like allocating different bomb combinations to the up and down buttons (and more), but that's not what this thread is about.
The opening stage doesn't help either, as some jumps are tough when getting to know how the bomb jump feature works and how that interacts with Plague's double jump, bombs, and items.
While I think Plague's campaign is cool and a delight to play it is clunky and chunky- and that's a major turn off for some players. I hope Yacht Club comes back to the "weapon customization" idea to expand and smooth it out in a future game.
Thebombs jumps are fun to master and it was by far the easiest one to beat in an hour and a half.
A lot of the showdown roster would make for good campaigns. Dark Knight could make for a good rehash of Shovel Knight's playstyle in the distant future.
Honestly, just having a "Plague of Shadows Remastered" that gives it the same amount of development time as the other campaigns would be enough. Just giving him the Specter of Torment versions of the bosses would be a start; Specter Knight can get an inverted version of his KoC rematch where he starts as his original SoH version and then uses the actually-more-difficult player emulation as a second phase. (Seriously, did anyone else notice that that fight is basically a redux of the PoS Shovel Knight battle, with him using items he shouldn't even have yet and using them very effectively?)
At the same time I loved some aspects like hovering while firing and the awesome variety of weapons you can switch. The game has a lot of cool ideas.
And, yes, it was the "earliest" so it definitely isn't as polished as the other two. I'm okay with that given that Cards and Spectre were so great.
Plague of Shadows was the opposite. Plague Knight handles terrible, it feels sluggish and you are never sure how high or how low you can jump, which is a big thing when every single stage is design with accuracy and timing in mind. The charge jump is fine but is the same button as the attack, which means that in some cases you need to be extra careful or you'll end up blowing up something important (like the floor or a boulder you needed for later). It also means you have to plan your jumps two screens ahead because, unless you already had the special jump charged up, you are more likely than not going to fall in a pit and die. On top of that the plot is kinda silly, which would be fine if the gameplay was fun or engaging, but after dying 5 times in the same spot you just give up.
At first i was frustrated with how different plague knight plays from shovel knight but once I got acquainted to his move set, he is quite enjoyable character to play with.