Shantae Thread

Man, where do you find all the good fanart? I usually have to scroll trough dozens of cringeworthy ¨artworks¨ to find something decent.

Sifting through the mountains of crap. I've amassed a pretty good collection thus far, but believe me it didn't come without being flanked by tons of by cringe/porn garbage.
Being a Shantae fan and looking for good fanart, as you know, is a special kind of frustration all on it's own....

Always remember:

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Some of you may or may not already know this but there are two nice little easter eggs in Shantae and the Pirate's Curse:

In the Royal Sewers there is a secret ¨training room¨ where you can battle against several waves of enemies. It is accessible by destroying two purple blocks and using the third one as platform. This one is actually hinted at by a character that tells of strange sounds underneath the palace.
In the dungeon of Saliva Island you can find a partial replica of Dribble Fountain from the fist game. To enter it, use the scimitar and boots to slam in the lower apart of the very first left wall you see upon entering.
 
Speaking about the first game, I noticed something rather interesting: In the English and German manuals for the 3DS Virtual Console an alternative title for the game is given: Shantae and the Steam Powered Pirates.
I have never heard of that title before and it is never used by WayForward or anyone else.

---Theory Time!--- (again)

Could it be that this was going to be the official title for PAL areas? (Like how Wario Land: Shake it! is officially known as Wario Land: The Shake Dimension in Europe.) But that plans never made it that far because of the limited success of the game in North America?
 
Speaking about the first game, I noticed something rather interesting: In the English and German manuals for the 3DS Virtual Console an alternative title for the game is given: Shantae and the Steam Powered Pirates.
I have never heard of that title before and it is never used by WayForward or anyone else.

---Theory Time!--- (again)

Could it be that this was going to be the official title for PAL areas? (Like how Wario Land: Shake it! is officially known as Wario Land: The Shake Dimension in Europe.) But that plans never made it that far because of the limited success of the game in North America?

I've wondered about that myself, and this seems like a likely enough explanation.

In other news, the 1st ever official Shantae figure, this delightful CharaGumin, debuts at Anime Expo July 2nd! If you can make it out there you can catch the panel hosted by none other than Matt Bozon and Cristina Vee introducing it. The rest of us will have to wait till Aug. 18 when it hits the website for sale.

It's hard to believe that out of all the Shantae stuff I have, this is will actually be the 1st official figure I own.

As you can see, she's amazing: (of course)

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I recently completed Shantae and the Pirate's Curse after hearing positive things about the series over the past few years. I can't say I really enjoyed it, though. The platforming and attacking mechanics are quite static (i.e. lack dynamic properties like momentum, acceleration, etc.) and don't have much nuance (e.g. variation in jump height, mid-air control, skids, etc.). So the game designers don't have much complexity to build challenges around. Hence, Shantae's levels aren't designed around gameplay concepts/her particular moveset. Even the more interesting challenges in the dungeons lack depth/complexity. They're pretty strict and straightforward (unlike in Wario, where challenges have many possibilities). The platforming is just repetitive and simple. I found the same issues in Aliens: Infestation for the DS and A Boy and His Blob for Wii (two other Wayforward titles). A Boy and His Blob still had pretty good variety, probably because the puzzle genre tends to be more focused on gameplay interactions.
 
I recently completed Shantae and the Pirate's Curse after hearing positive things about the series over the past few years. I can't say I really enjoyed it, though. The platforming and attacking mechanics are quite static (i.e. lack dynamic properties like momentum, acceleration, etc.) and don't have much nuance (e.g. variation in jump height, mid-air control, skids, etc.). So the game designers don't have much complexity to build challenges around. Hence, Shantae's levels aren't designed around gameplay concepts/her particular moveset. Even the more interesting challenges in the dungeons lack depth/complexity. They're pretty strict and straightforward (unlike in Wario, where challenges have many possibilities). The platforming is just repetitive and simple. I found the same issues in Aliens: Infestation for the DS and A Boy and His Blob for Wii (two other Wayforward titles). A Boy and His Blob still had pretty good variety, probably because the puzzle genre tends to be more focused on gameplay interactions.

Well, that's your opinion, and it's one I don't agree with at all. Honestly, this reads like you barely played the game, if at all. There's plenty of nuance in the platforming. Saying the levels arn't designed around gameplay concepts is completely absurd. Calling a classic-style platformer repetitive and simple is an extremely vague charge and can be leveled at nearly any platformer, even Wario. I mean, I could go on and on. Sorry bud, it's a shame you didn't like it, but I'd recommend playing it again.

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Well, that's your opinion, and it's one I don't agree with at all. Honestly, this reads like you barely played the game, if at all. There's plenty of nuance in the platforming. Saying the levels arn't designed around gameplay concepts is completely absurd. Calling a classic-style platformer repetitive and simple is an extremely vague charge and can be leveled at nearly any platformer, even Wario. I mean, I could go on and on. Sorry bud, it's a shame you didn't like it, but I'd recommend playing it again.

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ESPECIALLY the final level in The Pirate's Curse! THAT was HARD!!
 
I recently completed Shantae and the Pirate's Curse after hearing positive things about the series over the past few years. I can't say I really enjoyed it, though. The platforming and attacking mechanics are quite static (i.e. lack dynamic properties like momentum, acceleration, etc.) and don't have much nuance (e.g. variation in jump height, mid-air control, skids, etc.). So the game designers don't have much complexity to build challenges around. Hence, Shantae's levels aren't designed around gameplay concepts/her particular moveset. Even the more interesting challenges in the dungeons lack depth/complexity. They're pretty strict and straightforward (unlike in Wario, where challenges have many possibilities). The platforming is just repetitive and simple. I found the same issues in Aliens: Infestation for the DS and A Boy and His Blob for Wii (two other Wayforward titles). A Boy and His Blob still had pretty good variety, probably because the puzzle genre tends to be more focused on gameplay interactions.

If that's what you think, I guess you don't like Mario or Donkey Kong Country either?
 
For anyone who didn't see it, here's the huuuuuge Risky Boots DLC update from May 5, copied here for your convenience.

Greetings and smellutations, Backers!

You asked for it, and oh yeah, you’re going to GET it. Nasty villainous DLC, that is! We’ve got some updates for you, so pardon our candor – it’s what happens when you work side by side with Risky Boots and her horrible hench-monsters the Tinkerbats for any length of time! This is a hefty update because we’ve been up to NO GOOD in our studio of skullduggery! First, it’s time to take a peek at the upcoming Risky Boots DLC, a huge add-on that is a literal game-changer. Next, we have an update on BACKER REWARDS, including the Tinkerbat Dance, Blue Shantae, and Classic Risky. So be sure to read the entire update – Risky Boots commands it!

You ARRR a Pirate!

Back in 200X, you all funded a stretch goal that enabled us to create an entirely new campaign for the bodacious buccaneer, Risky Boots! Today we’d like to give you a preview of what you’ll be getting when this exciting new campaign launches THIS SUMMER:

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A Brand New Adventure!

In this brand new storyline, you’ll play the role of Risky Boots as she travels to the four corners of Sequin Land in search of components needed to deliver destruction on poor Sequin Land. Risky Boots DLC is filled with new puzzles, new enemies, and a new End Boss…. (Any guesses who it might be?).

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The Captain’s Cabin!

Risky’s base of operations is her ship’s cabin. From the comfort of her luxurious bathtub, Risky can order around her crewmen and decide where they should travel to next. Players will be able to sail to any of the “Shantae Mode” levels in any order - but the content found within those levels will be radically different this time around! More on that in a moment. For now, enjoy this Captain’s Cabin concept art!

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New Moves and Cursed Magic!

If you played Shantae and the Pirate’s Curse, you’ll be happy to know that Risky Boots DLC brings back the “Pirate Gear” style of play. Risky will unlock new equipment as she progresses, which includes the Cannon (for multi-jumping), the Pirate Hat (for gliding) and some new gear like the Grappling Hook! If you liked Pirate’s Curse, you’ll feel right at home in this mode!

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New Enemies!

Yar, matey – thar be monsters! Yes, Risky Boots will be facing new enemies, too! We’re bringing back some fan-favorites, and we’ll touch on two of them today:

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Wetman is back, and he’s gonna defend his watery turf with claws of snipping! A sizable foe that can block attacks and attack with terrifying swiftness!

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Batgal returns! Another of our favorite Game Boy combatants is back to whip players into a tizzy! She’s ready to bring the pain, but Risky Boots is no pushover, so Batgal better keep on her toes!

Cristina Vee in the Booth!

Did you know that Cristina Vee is the voice of both Shantae AND Risky Boots? Yep, it’s true! Cristina came by Mint Potion recording studios recently to voice Risky, and she slayed us all with another killer performance! Risky has a lot of witty one-liners, and Cristina had us swabbing the deck with tears of laughter. We can’t wait for you to hear it!
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Setting Sail this Summer!

The new Risky Boots campaign will arrive this summer, and as always Backers will be getting this DLC at no cost. We’ll have more information on Risky’s Mode in our next update!

Exclusive Backer Reward: Tinkerbat Dance DLC:

We’ve finished development of the Tinkerbat Transformation Dance! With this new addition, Shantae will be able to haggle with someone (or something) during her adventure to unlock this new Transformation Dance. As a Tinkerbat, Shantae can slash using a speedy scimitar, and glide by deploying a Tinker-Copter! The Tinkerbat Dance will work with Shantae Mode, Hero Mode, and Hard Core Mode.

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This content was created exclusively for “Tinkerbat Tier” Backers ($55 and above), and will not be made available to the general public. The Tinkerbat DLC is being submitted to all gaming platforms for approval, and should be ready to roll soon! We’ll update you the moment codes start to arrive!

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ALSO: Please remember that with all DLC, you will receive the code (or codes) for the platform(s) that you previously selected. WayForward has to actually purchase these DLC codes in advance, and for this reason we are unable to freely swap codes between platforms. Thanks for understanding.

Reward Update!

We’re also putting the finishing touches on Blue Shantae and Classic Risky, and will soon begin work on the Drifter Blade attack!

The Collector’s Coin and Lenticular Poster is also under way, and we’re almost done lining up manufacturers for our Music CD, Shirt, and Art Book.

Of course, the playable Sky, Bolo, Rottytops are also in development, along with the Costume Modes! We’ve been busy!

Excitement Abounds!

We’re as excited as ever about these new Shantae: Half-Genie Hero modes and Backer Rewards! It’s going to be a fun summer, and believe it or not, there are still surprises in store! See you next update, Backers!
 
Well, that's your opinion, and it's one I don't agree with at all. Honestly, this reads like you barely played the game, if at all. There's plenty of nuance in the platforming. Saying the levels arn't designed around gameplay concepts is completely absurd. Calling a classic-style platformer repetitive and simple is an extremely vague charge and can be leveled at nearly any platformer, even Wario. I mean, I could go on and on. Sorry bud, it's a shame you didn't like it, but I'd recommend playing it again.

Well, I thought I gave a pretty clear explanation with examples (as opposed to just saying someone's argument is wrong). I also beat this game as well as the other games I mentioned.

If that's what you think, I guess you don't like Mario or Donkey Kong Country either?

SMB Mario has momentum, acceleration, variation in jump height, mid-air control, skids, etc. As such the core mechanics are more dynamic and nuanced. Donkey Kong Country is different to Super Mario Bros., but DK has momentum, nuanced air control, a second avatar with subtle but different movement properties. The levels in both games leverage the complexity of the avatar's mechanics to create rich gameplay ideas. The player can often approach the challenges in more than one way too.
 
Well, I thought I gave a pretty clear explanation with examples (as opposed to just saying someone's argument is wrong). I also beat this game as well as the other games I mentioned.



SMB Mario has momentum, acceleration, variation in jump height, mid-air control, skids, etc. As such the core mechanics are more dynamic and nuanced. Donkey Kong Country is different to Super Mario Bros., but DK has momentum, nuanced air control, a second avatar with subtle but different movement properties. The levels in both games leverage the complexity of the avatar's mechanics to create rich gameplay ideas. The player can often approach the challenges in more than one way too.

If you beat this game, you wouldn't say stupid shit like "the levels arn't designed around gameplay concepts".

But honestly this isn't even worth arguing over, as your opinion means absolutely nothing to me. I love Shantae, I will continue loving Shantae, and so will many others.
 
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I think the levels, mostly in dungeons are amazingly designed and revolve around her abilities HOWEVER, She does feel static. Unlike Mario and DK she does lack that same momentum which leads to less varied jumping outside of power ups and so what levels work in Shantae don't cross into Mario and vise versa. This does not mean Shantae is worse because of it but Shantae isn't derivitive of Mario like DK and Sonic are and for some people that was a turn. I mean if you would only have Shantae fit into one category would it be Platformer or Metroidvania. As a result Shantae has a completely different game feel and as a result taps into a different audience of the platforming fans. I do believe there is truth to what @Daniel Primed said but i do disagree with him for the most part.

Edit: To better explain Mario is about mainly focused on reflexes, momentum, judgement of distance. Shantae is mainly focused on Puzzles, exploration, getting more powered up (IE new dances and stuff).
 
Anime Expo 2017 starts today, and you know what that means...

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Perhaps more intriguing was Matt Bozon's tweet last night...

"Got some cool Shantae surprises on the way! See you at #AnimeExpo"

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As someone who loves Shantae surprises, I can't help but be a little psyched...
 
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Looks really freakin' awesome!(y) What is that symbol on Shantae's shoulder?

Thanks! I've got over 25 tattoos and this one, I think, is my favorite.

That's a heartagram. Essentially a heart/pentagram hybrid created by Ville Valo, frontman of the Finnish band HIM. Valo has stated that the heartagram is a "Modern Yin Yang", and is meant to represent the juxtaposition of 'good and evil', 'light and dark', and 'love and death'. They've been my favorite band since I was 13, so they've got a special place in my heart, quite similiarly to Shants. So I decided, hey, let's give her a tattoo too! So we did, and it looks great on her.

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