Shantae: 1/2 Genie Hero is one of those instances of a game that was funded by a Kickstarter campaign, but unlike a good few from the time this game was being crowdfunded, this one more or less delivers on what it promises. However, it's not without it's issues. If you had to play a single Shantae game, I'd say you're probably better off with Shantae and the Pirate's Curse, as it's a more refined package over all. What's here is certainly solid, especially when you consider this is a Kickstarter success story, but I'm still going to judge it years removed from it's release for what it is. At time of writing, I've played through most of the modes, with only 2 modes not finished due to some jank that makes them unfun to me. The game's base mode is a solid, if extremely easy adventure, where you travel through 6 Levels (each broken up into 2-3 sections a piece, depending on the level), each ending in a boss fight. Usually, the boss is a returning character from Shantae's past, or a wholly new character in the case of Level 3... sorta. You get all of Shantae's staple moves, with 8 standard Transformation Dances and a few novelty dances that exist to make getting money easier, or just to be goofy/achievement fodder. All of it is pretty solid, but the notable absence of the series staple dungeons and pseudo-Metroidvania map design, in favor of a more traditional Mega Man-esc platformer leaves a lot to be desired from me, as a fan who cut their teeth on the previous titles. It's certainly well made, but there are some elements here that are a bit tedious. You often have to revisit levels you finished already to engage in a trade sequence of some kind to open up the next level, or get the true ending. You have to go back to 100% the game, which I've done, but it's still tedious. The benefits of replaying the levels a bit to collect things is that you can absolutely break the game in half if you go out of your way to get everything. The biggest bit of tedium in the game is money farming for 100% completion, especially so if you're trying to get one of the "Fastest Time" End Screens. Hero Mode is basically a soft-NG+ type affair, and makes the speedrunning easier, but is otherwise the base game. Base game's gameplay gets a 8/10. The only mode I didn't sink a lot of time into is Hardcore Mode, because it really only exists for a single achievement. It's just the base game again, with minimal level design changes, and more punishing damage numbers. It promises an "old-school" challenge, but it's really just hard in the "dumb NES difficulty" kind of way. Pirate Queen's Quest is the best secondary mode in the game, and it's not even close. You play as Risky Boots, and you go through each of the levels again to collect Genie Crystals and pieces of the final boss of the base game (during a brief period in the base game where Shantae is indisposed for a few hours in universe), and most of her abilities are based on the Pirate abilities from Pirate's Curse. Unless you're a masochistic achievement hunter, use the upgrade points you collect (i.e. the Dark Magic). Otherwise, you're going to struggle towards the later half of this mode, and especially at the end. There's a reason it's one of the less gotten achievements. There isn't much to say outside of "this is what would happen if you put Pirate's Curse's abilities into 1/2 Genie Hero" and that it's super solid, especially if you upgrade stuff. This mode gets a solid 8/10 as well. Friends To The End mode is honestly where the package starts to fall apart, however. This is one of 5 "Arcade" modes, but it's the longest of the batch, but it's also the second least fun mode in the game. In this mode, you play as Bolo, Sky, and Rotty Tops traversing Shantae's memories for plot reasons. You move from level to level with no map, you have 3 hearts shared between all characters, and you swap between characters in a way that feels like Sonic Heroes, but clunkier. You also have a Cave Story-esc level up mechanic, where money is experience, and but if you take a hit, you lose some experience. The level up mechanic is consistent across all arcade modes, as is the 3 Heart cap. The other consistent thing the arcade modes have, save for one, is collectable "Dream Squids" returning(?) from the first Shantae. There are 3 in each sub-level, and they aren't that difficult to collect. However, the game implies these do something if you collect a lot of them, and I can say with confidence they do *absolutely nothing!* They're only here for the 100%. Of the three, I only really enjoyed playing as Rotty, and that's because I feel her abilities, while slow, offer the most interesting shakeup for a game mode, as she feels perfect for a puzzle platformer via her "throwing her own head" mechanic. Bolo is fine enough, but his grapple claw thing feels a bit too finicky for my liking. Sky, on the other hand, feels half baked, and is my least favorite character to play as. Her attacks are fine (it's just Maria from Rondo of Blood/Symphony of the Night), but with a platform spawning mechanic that is slow, clunky, and relies waaaaay too much on perfect timing to get the platform at a good height you can jump on. The platforms also don't stick around long, so using them in conjunction with Rotty's head throw when the game wants you to feels super unpolished in my opinion. This is the mode where I gave up on trying to get the "Fastest Time" End Screens for all modes, because I stopped having fun by the middle of Level 3. Seriously, I can't stress enough how ass Level 3-2 is on most of these modes with extremely limited movesets. It clearly didn't get tested enough. This mode gets a 5/10, because I actually finished it, and there's some good ideas here on paper. The execution of those ideas is just extremely mid at best, and awful at worst. It'd be unplayable in my view without Rotty's full heal ability. Ninja Mode is the second Arcade Mode, and it's actually a decent enough, if kind of bland mode. Shantae is dressed as a Ninja, and loses her dancing abilities, and gains a sword, ninja stars, a faster movement speed, the ability to cling to walls, and a short range teleport that is actually pretty fun, if a touch jank. It's like, a solid 7/10. Beach Mode is the third Arcade Mode, and singlehandedly the worst mode in the game, to the point where I didn't finish it. It has your usual Arcade Mode trimmings for this game, and basically is just Shantae without her transformations and spells, but you gain a beach ball attack and a bubble float that would be kinda broken if it didn't burst on impact with literally anything. However, if that was all it did, this mode would be pretty vanilla. Instead, someone at WayForward likely had someone piss in their Corn Flakes that day, because this mode has the most BS mechanic I've seen come from them: a Sunscreen Timer. Beach Mode has a unique mechanic where, if you don't constantly re-up a Sunscreen meter, which you do by collecting bottles of sunscreen (that respawn over time), or take a plunge in some water, you will being to suffer from an extreme sunburn and lose health a quarter of a heart every few seconds until you do either of the two aforementioned things to reset the meter. This single mechanic makes the entire mode feels like someone deciding to be a jerk to the players, as the frantic nature of the mode due to the Sunscreen mechanic makes mistakes infinitely more punishing. 2/10, screw this mode. Officer Mode is the 4th, and best arcade mode, because it's just Mighty Switch Force: Shantae Edition. It's basic MSF, but it's still solid block switching fun. You can't duck or dance, but you get a gun and block switching. 8/10. Jammies Mode is Beach Mode without Sunscreen more or less. It's infinitely better. 7/10 because Beach Mode is asscandy by comparison. Overall, the game is a solid 7/10, weighed down by two modes that are such absolute bootycheeks that they hurt the game's score a lot. Solid.
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