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Shovel Knight: Plague of Shadows

· · Retro · 2015

Shovel Knight: Plague of Shadows drops you into the same retro 2D world, then swaps the cerulean shovel for Plague Knight’s mask, bombs, and bad decisions. You show up expecting alchemy. You stay worried about chemistry.

This is the first big spin-off campaign in the Treasure Trove set. Same maps, same roster spine, same stage order, rebuilt around a different story and a totally different way to move. The plot sits about five minutes before Shovel of Hope. The paths overlap; you literally bump into Shovel Knight mid-quest. It is the Lion King 1½ of this franchise: same kingdom, other camera, hyenas optional.

Plague Knight serves the Enchantress in the Order of No Quarter while chasing a private project: a Potion of Unlimited Power that would let him do anything. His alchemy partner Mona works the plan with him. He is in love with her and too self-conscious to say it. So you smash through fellow Order members and anyone else in the way, gather ingredients, and try to grow a spine long enough to ask your crush out.

Gameplay throws away Shovel Knight’s melee focus for projectile combat and explosive platforming. Your main attack mirrors his boss fight from Shovel of Hope: lob customizable bombs. Powder changes the blast, casing changes the throw, fuse changes the timer. Unlock and buy parts at the Potionarium, then quick-swap mid-level on the right bumper. First time through, I missed that swap entirely. Coming back with it active felt like finding a second game under the hood. Bombs break terrain and hurt enemies. Hold throw to charge a blast that launches you. Add the secondary jump and you clear pits with a little chaos about where you will land. Standing still pops you up; moving flings you the way you were already going. Momentum sticks. You can throw backward for hang time and a reposition, or you can sail into spikes like a fireworks display. Assist items soften that, and you will still eat dirt sometimes.

The campaign keeps the simplicity, charm, and heart of the original, then deepens the cast. Shovel Knight was one lonely crusade. Plague Knight runs with an entourage you talk to and work with. Levels show what the “villains” were doing offscreen; half of them open with some version of “dude, what are you doing here?” It scratches the itch the first game left: you already wanted more of this world, so a second angle lands.

Plague Knight is reckless, selfish, and a little crazy. Bad guy on the roster sheet. Still someone you root for. You want him to ask Mona out. Early on you learn she likes to dance and he cannot. Solution: train with the best, the Troupple King, who also handles armor upgrades. Of course he does.

The potion toybox is a blast to mess with, and the pickup items feel built for this kit. In Shovel of Hope I often forgot relics in the menu. Here the Vat and Staff of Surging stay in your hands because the platforming asks for them.

What holds it back is the borrowed house. Each stage gets Plague-only pockets and some spawn tweaks, but the layouts stay close to a one-to-one of the first campaign. Most bosses keep their old patterns and get easy to loop-cheese. Later campaigns for Specter Knight and King Knight reshape the world harder around their stories. Plague Knight spends a lot of time contorting through Shovel Knight–shaped doors.

Sweet, sincere, richer story than the first game, and my favorite ending in the whole Shovel Knight set. Gameplay is also my least favorite of the lot. Eight out of ten. Play it with Shovel of Hope. The duo is the point.

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