I’ve never played a Shantae game before, but I’ve been aware of the series ticking over on a range of Nintendo consoles. Shantae: Half-Genie Hero has an abundance of charm, but ultimately lacks the depth or the tightness of controls needed in the best platformers.
Shantae is, as the title suggests, a half-genie, who protects her town from a range of menaces, most prominently her pirate nemesis Risky Boots. This game focuses on Shantae helping her uncle build a strange machine, as well as uncover some of the secrets of her origin. Half-Genie Hero is a soft reboot and entirely understandable if you haven’t played the previous games. The writing is very self-aware and quippy in a way which treads a very fine line between irritating and endearing. It just about landed on endearing for me, but I suspect lots of people would feel differently. Expect lots of jokes about the game industry and DLC, but it’s the simple but likeable supporting characters that made Shantae’s story a bit more engaging.
Half-Genie Hero, for all its charm, somewhat stumbles out of the gate. The core platforming is pretty unsatisfying, awkwardly floaty with pretty straightforward level design. There are people out there who can tell you exactly what constitute tight controls and strong platformer design and I am not one of those people, but I know it when I see it. The lack of ingenuity in the level design is masked by the charm and style of the environments as well as the range of transformations Shantae can perform. By the end of the game, Shantae had access to eight different transformations with different abilities. Examples include a monkey which can climb walls, an elephant which can smash blocks and a crab which can scuttle around underwater. Transforming to get around is fun and I liked the surprising range of abilities available to Shantae, but I’d prefer fewer transformations and better platforming. One element I did really like were the boss battles; which were generally clever and epic and an area where the game really excelled.
The basic structure of the game annoyed me. You regularly return to a core hub town, where you can purchase upgrades and talk to the locals. Between the levels you will usually need to take part in a Zelda style trading quest, with the items you need usually hidden in previously beaten levels with areas which can now be accessed with new transformations, adding a light element of Metroidvania to the proceedings. I do love a good trading quest, but this felt more like padding than anything else. There aren’t actually that many levels in the game, so Half-Genie Hero seems to feel the need to extend the run time artificially. When returning to the levels you are rarely given a new or fun challenge, it’s more likely going to be crabbing around on the sea floor picking up collectibles, or climbing a tower and elephant stomping on flowers to pick up collectibles and blah blah blah. Games for which the genre are named, Super Metroid and some of the latter Castlevania games, take place in a singular world and the approach doesn’t work nearly so well in discreet, linear levels.
For all I’m complaining, Shantae really is a lovely looking game. The art style is bright and clean and the characters are full of life, constantly moving and jiggling around. My favourite was the zombie girl Rottytops, who seems to never stop dancing. The music is very good too and adds a sense of grandeur, with scatterings of likeable voice acting too. There’s a rather pervasive feeling of style over substance here, but I’d rather have that than neither.
Shantae: Half-Genie Hero is not a bad game, but it lacks the cleverness and tightness of level design the best platformers need. It may not be a bad choice if it goes on sale, but it’s not exactly a classic.