Shantae and the Pirate’s Curse picks up where Risky’s Revenge left off, with Shantae still effectively human. The town is getting bulldozed by its Mayor, Ammo Baron (yes, he’s still Mayor) and you decide to stop him. Unfortunately, this is effectively rebellion, so you get a court summons. While under house arrest, you uncover a lead into the revival of the Pirate King and decide to stop it. Who cares about court summons, amirite?
I’ll say outright that Pirate’s Curse is better than Risky’s Revenge. It maintains the quirky design and pleasing aesthetic of the first game. It decided to go full 2D this time though, so that’s an improvement in my books. The movement feels so much more fluid and the movement options unlocked throughout the game feel better. You get a glide, a dash, and an extra triple jump… which you lose… in the final boss fight… because design decisions.
What I find most amusing is that this game sorta solves the problems of Risky’s Revenge while also adopting some problems that the old problem solved. The backtracking is less insufferable. Might be level design making it a bit more enjoyable to go through them. Luckily the backtracking is mitigated in Pirate mode (unlocked after beating the game once). Honestly, what might have fixed it for me in backtracking might be the addition of a new item called “Pirate’s Flare” which is effectively an escape rope. Tired of a map’s BS? Get out of the labyrinth and flare back to base. Speaking of items, they’ve rebalanced the items to be less broken and now none of them are required to unlock certain areas. Health drops regularly (if you’re killing enemies) and you can use these drops whenever you like instead of immediately.
There are few things more frustrating than entering a screen only to get knocked back because instant dash enemy. Yet here we are. Insufferable stealth section and the climb to the final boss is a series of spike traps that exist purely to try my patience. No enemies. Just spikes. And lord save you if you game ogre there because the save point is not between spike hells but rather at the beginning and at the end. Bring all of the potions.
Let’s talk about the final boss fight. Now in Risky’s Revenge, I didn’t really dock points for the game taking away all of your transformations because they weren’t really used for combat. The time required to dance for them took away from the pacing anyway. However, in this game, most of your upgrades are movement upgrades. Which means you don’t pause to use them and you’ve been using them the entire game. And they were instrumental in spike pit hell because each puzzle room was set up to utilize a specific upgrade. So by the time you’ve gotten to the boss, you’re pretty used to using them like, all the time. You get to use them for phase 1 of the boss. Then the boss takes them away. Then you have to deal with phase 2 with limited movement. Then phase 3 which is phase 2 with some extra patterns. And phase 4 which can be cancer because it’s not the same kind of combat you had been doing all game.
Look, the final boss is a test. A test on all of the skills we’ve obtained up until now. You don’t teach us all of the math required to do the exam and then give us a stinkin’ psychology exam instead of a math exam. That’s completely unfair to the player
But when the game works, it works. Pirate Mode (again, unlocked after playing through the game one) is a great replay option if you’re into that sorta thing. The game is legitimately enjoyable and the characters are as delightful as ever. I’m going to give this game a pass, but not by much. Be prepared. Thanks for reading.