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Game Information | Preview |  Review | Screenshots | Forum

»Shantae
  "Good things come to those who wait. Take Shantae, for example..."

Graphics: 10

Gameplay: 10

Sound: 9

Replay
Value: 10
Before we get into the actual review, here’s a strange little rumor: Shantae has been in development since the heyday of (and was originally intended to be released for) the Super NES, and considering the large gap in time between the copyright dates displayed on the intro scene, I’m beginning to think this may have been the case. The point is, if there’s any truth to this dubious factoid, then Shantae is a prime example for the old saying, “Good things come to those who wait.” Honestly, this is in all likelihood, the best game released exclusively for the GBC. Most of them either borrowed or shared blockbuster fame with its green-and-grey-scaled predecessor. It’s one of the few titles for the system that lives up to the Game Boy’s legacy of delivering great games.

In Shantae, players take on the role of the game’s eponymous protagonist, a genie - scratch that, half-genie - who is the guardian of a village known as Scuttle Town. One day, her hometown is invaded by a group of pirates, led by the femme fatale Risky Boots. Sure, there was chaos all throughout Scuttle Town, but the goal of their invasion was more than mere plundering; they’ve stolen a powerful new invention, the Steam Engine, from one of Shantae’s friends, the inventor Mimic. After being told of the engine’s abilities, Shantae sets off on a quest to retrieve the steam engine and stop Risky’s evil plans.

The excellent gameplay takes many elements from earlier platformers and puts them together seamlessly. There’s an overworld that connects four separate towns, as well as many dungeons, kind of like Castlevania II: Simon’s Quest on the NES. Adding to the CV2 similarities, the environment shifts from day to night at various points, and your enemies are stronger at night, though the transition is far smoother than in CV2 and day seems to last much longer than night. In the towns, the game takes on more of a first-person view, allowing you to simply move to the left and right, and either go into a location or simply interact with one of the many townspeople. There are many locations in each town, but the ones that are common to all are the Save Room (where you can save your game), the Bath House (where you can heal yourself back to full health), the Item Shop (where you can trade gems for various items) and the Town Gate (which leads you back onto the overworld).

As for the actual gameplay mechanics, it’s pretty much a clean split between typical hack-and-slash and puzzle-solving. Shantae’s main weapon in the game is her pony tail, which she uses like a whip (hmmm, I guess that’s another Castlevania similarity.) Players can also buy accessories that give her other attacks, such as a spin-kick and an elbow dash, among others. There are also sub-weapons with finite ammunition that can be purchased from various shops, such as spiked balls that orbit her to ward off any enemy attackers. As for the puzzling elements, they mainly show up in dungeons, forcing players to match up patterns and place an eyeball into an eye-socket, for example. They’re not exactly the most difficult puzzles, but they definitely add some flavor to this already solid platformer.

Finally, there is Shantae’s dancing ability. Throughout the game, players learn dances from various characters, which can be performed by hitting certain button strokes while in Dance Mode (activated by hitting the Select button). These dances invoke various effects, such as the ability to transform into different creatures, heal Shantae and warp back to Scuttle Town, for example. While without this trait, this game would be among the best games in the GBC, its inclusion simply puts it at the top. This isn't just a gimmick. It fully evolves the game's playability and, thus replayability. Since I absolutely love making references to other games, could you imagine how droll and repetitive MegaMan would be without the Robot Master power-ups?

The most impressive aspect of the game is easily how it looks. In my opinion, this is the most beautiful game possible on this tired system. Why, you ask? Well, mainly because in most of the games I’ve seen on the GBC, the graphics were downright hideous: malformed and ill-colored, giving off a half-assed vibe that leaves much to be desired. Shantae, on the other hand, actually shows off what the Game Boy Color was capable of. For starters, the actual palette in the game is nice, going well beyond even that of the NGPC at its peak. Second, there’s some actual character shading. For example, when the time shifts from day to night, not only does the scenery change, but the colorations on Shantae and the enemies also shift, which is a beautiful touch. Not only that, but they also change when she’s illuminated by fiery backgrounds or uneven lighting, which shows that WayForward really paid attention to detail. Also, the animations in the game are smooth. Shantae’s various stances (be they her default standing pose, her “ready to pounce” crouch stance, her hair whip attack, and her dance moves) are all fluid. Hell, the graphics are even improved if you play the game on a GBA, in an unorthodox showing of “forward-compatibility” between the two systems. Needless to say, the graphics left me completely impressed, but also with a lingering feeling of disappointment. Not with Shantae, mind you, but with the rest of the GBC’s library.

As you may know from reading my reviews pertaining to the GBC, I have an extreme hatred for the it’s horrible sound card - sure, it’s better than the WonderSwan’s, but even that system could belt out a decent soundtrack once in a while. Seemingly crushing my unfaltering bias, Shantae actually comes up with something I can appreciate. The game's tunes lend a nice Arabian ambiance, similar to those found in the 16-bit Disney's Aladdin. It sounds pretty catchy, despite the strange instrumentation found on the GBC. There is one song that really sticks out though, and that would be the one that plays when night falls on the overworld, truly a badass tune with some guitar-like overtones. Sure, it clashes with the rest of the game’s soundtrack, but it fits perfectly with the change in scenery, evoking the increased danger on the overworld during the night. As for the sound effects, eh! They’re standard for the system.

The replay’s pretty good too. Aside from the game’s long quest, there are also many collectable items, which you may not collect during your first play through. There are also many side-quests to keep you busy, even after the main storyline is done. Not to mention the fact that the game’s fun factor seems to make it seem more at home in the golden age of 2D platformers, as opposed to the 2000’s. There’s only one thing that disappoints me about Shantae, and that would be the fact that the planned GBA sequel never saw the light of day. Oh well, at least we’ll see more from WayForward in the future: they’re developing for Contra 4 on the DS.

Article by:
Wolfdogg
Posted on: Aug. 28th, 2007

     Review Recap
 Gameplay
Platforming action so deep and awesome, I’m surprised that Capcom only published it.

 Graphics
Nice coloring, awesome lighting effects, fluid character animation and well-rendered town scenes and profile shots make this (arguably) the best looking GBC game ever.

 Sound
Great soundtrack and decent sound effects, in spite of the GBC’s abhorrent sound card.

 Replay Value
Great fun factor, a long quest, numerous collectables, this game’s got it all.

     Comments



Platform: Game Boy Color
Genre: Platform
Developer: WayForward
Publisher: Capcom
Release Date: 06/02/2002
Save Type: 1 Slot
Players: