Shantae's always stuck out to me as an interesting  series with a lot of charm.
  If you're unfamiliar, the series stars the  eponymous Half-Genie with magical lethal hair
  and belly-dancing powers that transform her  into different animals, and follows her adventures
  of protecting Sequin Land from her nemesis,  the pirate Risky Boots.
  A couple years back, I picked up the original  Gameboy Color game and its follow-up that
  came out eight years later on 3DS.
  They're kind of a mixture of Metroidvania  with Zelda, with the main gameplay gimmick
  being the animal transformations that allow  you to access new areas, solve puzzles, and
  so on.
  Admittedly, neither of these games are exactly  top-tier in what they're trying to do, with
  the first game hampered by the GBC's limitations,  and the second being too short.
  But for all these games lacked, for me, and  many others, what makes them special is the
  charm in the art design, the characters, the  incredible music, and the writing.
  The world the Shantae series takes place has  such a unique style, with everything from
  Genies, to pirates, to friendly zombies.
  When it was announced that Wayforward was  kickstarting a brand new game, with a huge
  graphics overhaul and series' first debut  in HD, I was ecstatic.
  With more experience under their belt to finally  make a more robust game, Half Genie Hero had
  the potential to be the first Shantae game  that really knocked it out of the park on
  all fronts.
  …And then Pirate's Curse happened.
  I wouldn't be surprised if I wasn't the  only one who for a while, forgot that Half
  Genie Hero wouldn't be the only new Shantae  game coming out; there would also be the third
  game in the series, following up immediately  where Risky's Revenge left off, releasing
  on the 3DS eshop.
  Hype for this game felt more muted, at least  personally, after being shown how amazing
  Shantae could look in HD, but I was nevertheless  excited to play it.
  What I didn't expect however, is that Pirate's  curse ended up being the best Shantae game
  thus far by a long shot.
  It had even more charm in its characters and  world than before, the soundtrack was easily
  the best yet, and the better hardware allowed  for a pretty nice upgrade in art from Risky's
  Revenge.
  I mean of course it isn't as good as the  clean, stylized look of Half Genie Hero, but
  they really pulled out a lot of great animation  and spritework for this one.
  What really made Pirate's Curse so good  though are the changes to gameplay.
  First off, it's worth mentioning that the  world in this game is the biggest the series
  had seen by this point.
  Pirate's Curse fully embraces the Metroidvania  side of its roots, and exploring is an absolute
  blast.
  Dungeons in this game are expanded upon and  they all feel pretty tight, with both Metroid-esque
  exploration, and Zelda-esque combat and puzzles.
  The biggest and most important change however  comes in the items and power-ups you get.
  Spoilers for Risky's revenge, but at the  end of the game, Shantae loses her genie powers
  and becomes human.
  Since Pirate's Curse directly continues  from said game, it's the first game in the
  series that doesn't allow Shantae to use  her signature transformation dances.
  Of course this worried me going in.
  One of the series special mechanics, just  suddenly gone?
  Would that take away too much from what makes  Shantae unique?
  Well, the trade-off was actually worth it.
  Rather than animal transformations that give  you new ways to explore, you get the Pirate
  weapons.
  At the click of a single button, these items  give you different abilities that offer applications
  for puzzles, combat, and platforming.
  In hindsight, the transformations were cool  and unique, but really inefficient.
  Even with Risky's revenge simplifying it  to one button, you still had to stop dead
  in your tracks and wait for the right cue,  then transform, then go back through the whole
  process for every roadblock.
  The Pirate weapons, with no additional waiting  or animations, keep the momentum going.
  You can also easily combine these items to  create really fun and useful ways to speed
  up travel across the overworld.
  I'm not a speedrunner by any stretch of  the imagination, but this game is absolutely
  built for it.
  The Pirate weapons help you access new shortcuts,  grab upgrades with ease, and as already mentioned,
  keep up the pace.
  There's even a mode unlocked after beating  the game that starts you with all of them,
  so you can take advantage of all those shortcuts  and blaze through the adventure faster than
  ever.
  Pirate's Curse established a really nice  fluidity to the gameplay that honestly wasn't
  there before, at least not like this.
  Don't get me wrong, I still like the other  games, but this hit that Metroidvania sweet
  spot just right for me, and being a huge Metroid  fan, it really made an impression.
  Pirate's Curse isn't perfect by any means,  but it's really fantastic game I feel I
  can recommend without any major hitches.
  So after that, it was a little hard not to  be more cautious of Half Genie Hero.
  I wasn't concerned about its presentation,  or even its charm, but what we knew about
  the gameplay worried me a little.
  Being a backer, I played the early-access  demo of it, and while I definitely enjoyed
  it, the level design felt more linear, especially  with the world being split into levels, and
  the gameplay a little slower.
  The major contributor to the latter is the  elephant in the room, the returning transformations.
  On one hand, I'm glad to see them back because  they look better than ever and they're a
  classic mechanic of the first two games.
  On the other hand, I'm immediately reminded  that I have to stop and take a moment to perform
  the transformation just to get past one part.
  That's not even taking into account some  of the controls for these transformations
  not being quite as smooth as a double jump  or a hat-parachute.
  Pirate's Curse kinda put Half Genie Hero  in a weird place.
  After setting a benchmark for how solid of  a Metroidvania Shantae could be, Half Genie
  Hero returns to the more platforming focused  roots of the series.
  I couldn't help but be worried that Wayforward  might've stuck themselves by trying to reboot
  the classic gameplay after Pirate's Curse  blazed new trails.
  Well, after finally figuring out where to  find my backer code, I jumped into Half Genie
  Hero.
  Of course I was still excited for the game,  but I knew I'd have to temper my expectations
  a little and see where the game would go,  and if it worked out.
  Now, having played and 100%ed Half-Genie Hero,  I can say that it both affirmed and eased
  my worries.
  Wayforward did a lot of work to make older  aspects of the series shine brighter when
  brought back here.
  It's true, to transform you still have to  pause and wait, but at the same time, it's
  way faster and more convenient than before.
  Not to mention there's a much larger variety  of transformations this time, old and new,
  with some extra optional dances to boot.
  Utilizing the transformations isn't as smooth  as the pirate tools, but they have a lot of
  utility in movement, none showing this more  than both of the flying transformations.
  It's kinda ridiculous how good these are,  you can skip over entire levels using them
  correctly.
  This added utility really works out because  this game, like its predecessors, has backtracking.
  Most of the time it's optional, but I never  found it to be too bad anyway.
  If you're exploring for item completion,  you can always come back later once you have
  the more mobile transformations.
  However, this does tie back to my worries  about linearity.
  While this game does have exploration and  encourages replay, the level design is much
  more akin the linearity of classic platformers.
  It's a weird mesh of the concepts of metroidvania  with the level design of platformers like
  Megaman.
  It definitely doesn't always work, especially  when it calls back to level design I think
  was better off being forgotten.
  That brings up something else I noticed while  playing this game, the difficulty.
  Shantae's never been known as a really hard  series, usually leaning on the easier side
  of things, but I found this game to be surprisingly  harder than I expected.
  After thinking on it a little bit, I realized  that this is a result of the level design
  focusing more on retro-platformer inspiration.
  No matter how well equipped you are for combat,  it doesn't mean much when you're faced
  with a long stretch of tight platforming with  few checkpoints.
  This led to some frustrating moments, but  I still wouldn't call this game too hard
  overall.
  In fact, what I mentioned almost solely applies  to the platforming, because the difficulty
  of the combat entirely depends on the upgrades  or relics you use.
  Honestly, it wouldn't be that hard to argue  that Half Genie Hero's combat is way too
  easy; with a little effort, you'll find  all the tools you need to snap enemies and
  boss fights over your knee.
  This would normally bother me because you  need to get all of those items to 100% the
  game, so you'd be forced to be overpowered.
  However, this game takes a page straight out  of Symphony of the Night with its items: you
  can turn off or on any relic right from the  menu.
  I could turn off overpowered items like the  defense increasing armor or infinite magic
  tiara, but I also had the option to turn them  back on if I was really struggling with a
  section.
  It's really interesting that for all the  steps this game takes away from its metroidvania
  roots, it took a very specific feature from  Symphony of the Night, which even goes back
  to Super Metroid.
  It makes the difficulty, of the combat at  least, highly customizable.
  Back to the bigger picture, while Half Genie  Hero isn't the improvement upon the metroidvania
  formula of Pirate's Curse I'd hoped for,  there's something to be said about the different
  approach it took.
  The level design still lends itself to exploration  and replay, but it takes a step back from
  the connected world and dungeons of the previous  games.
  This might make it disappointing for some  Shantae fans, because it's just a different
  style of game that what the series had previously  been.
  Maybe it isn't the best analogy because  it leans more into the retro-platformer genre,
  but Half Genie Hero is maybe better compared  to something like Shovel Knight.
  You have a hub area, distinct replayable levels,  and upgrades or relics found in stages and
  in shops.
  Levels are linear, but have tricky platforming  and encourage exploration.
  That all being said, I think most Shantae  fans will still find a lot to love here.
  It's still fun to play, but more importantly,  it absolutely oozes the charm the series is
  known for.
  Maybe the shift in art style has led to some  animations being simplified, but the presentation
  of this game is absolutely gorgeous and perfectly  fits.
  Don't get me wrong, I loved the spritework  of the previous games, but the more cohesive
  art style of Half Genie Hero looks fluid and  colorful, and it gives the game a unique identity.
  The dialogue and flavor text is also good  as ever.
  I'd say it's on par with Pirate's Curse  if not better, it consistently made me smile,
  and there's some nice character moments  here and there.
  The overarching story though is unfortunately  a step back.
  It's not bad, but it's broken up in some  weird ways, probably as a result of the isolated
  level structure.
  Last but not certainly not least on my checklist  for what I look for in these games would be
  the music.
  To say the least, it doesn't disappoint.
  Every song is super catchy and vibrant, with  the soundtrack featuring remixes that are
  the best versions so far, and some really  solid new tracks too.
  My favorites would include "Dance through  the Danger", "Counterfeit Mermaids",
  the boss battle theme, "Hypno Baron's  Castle", and Rottytops's theme.
  Half Genie Hero is far from a perfect game,  and I'd still say Pirate's Curse is the
  best in the series.
  However, it's still a great time, for fans  and newcomers.
  The biggest complaint I really have is that  it's pretty short, and while I'd say it's
  still worth the 20 bucks because of the replay  value with Hero Mode, where you start with
  all the transformation dances, Pirate's  Curse is a better package for the same price.
  That being said though, the folks at Wayforward  have laid down the groundwork for a great
  new generation of Shantae games, and I can't  wait to see where they go next.
     
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