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#Shovel knight specter of torment full
Thankfully the levels take full advantage of the new abilities. Specter of Torment constantly finds ways to breath new life into level specific obstetrical that make each level feel both fresh and familiar This was only one part of a much larger challenge, but the moment never ceased to entertain me. One of my favorite platforming challenges used this to great effect, as I had to use Specter’s other new ability, a wall run, to catch up to a single moving object before jumping off and falling in order to dash higher up on the wall. I’d have to let Specter Knight fall a ways before attacking in order to time a dash right. Because of this, extended platforming sections felt more like playing a rhythm game than a traditional platformer. Often the angle you start from will lead to your death if you’re too hasty. In order to stop this from making the game too easy, these slashes can only move you diagonally up or down, depending on the angle you attack from. While in the air, after jumping or falling, a diagonal line will appear on enemies and objects in range, and by hitting the attack button Specter knight will cover the distance, either bouncing off (allowing for a follow-up attack) or carving his way through it, which grants a momentum boost that can be used to reach new areas. You can stand in place and slash his scythe, but a better option is to use his dashing slash. Specter of Torment sees the gameplay get a total overhaul, starting with how Specter Knight plays. Yacht Club also used this opportunity to show that they still have plenty of creativity in the gameplay department as well. It’s exactly the kind of thing video games should be better at doing after over 30 years of existence. By doing something similar here, but in such a radically different context, the team at Yacht Club prove that that earlier moment wasn’t just them stumbling upon brilliance, but is a core aspect of their identity as storytellers. This one boss fight tells you pretty much everything you need to know about the two, and not a single word is ever spoken. In the final boss for Shovel Knight-proper, you, as Shovel Knight, fight alongside your long-lost Shield Knight.
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This is a great way of incorporating storytelling into the actual gameplay itself – something the team has been doing since the original game was released. The two men are clearly old friends, and the game uses the same core mechanics as the rest of the game to demonstrate how close they are. In these sections, a pre-ghoulifyed Specter Knight and a friend break into the Tower of Fate looking for a powerful relic. While the text of the game has some powerful moments that gives Specter Knight more depth than you would expect, the flashbacks really showcase the dev team’s abilities. Particularly as interactive storytellers. Upon completing Specter of Torment it became clear to me that no one has ever given Yacht Club their proper due as storytellers. As Specter Knight, you recruit the other members of the Order of No Quarter, with flashbacks showing the audience just how he became the ghastly figure we know in-game. In Specter of Torment you play as the Lich Yard’s ghostly guardian Specter Knight in a prequel to the main game. It’s still one of my favorite platformers ever made. At times, I found myself thinking this was easily the third best of the series, other times I was loving the game so much I thought it outshined it’s brethren in nearly every possible way. The combat took me a little while to get used to and a few of the shake ups really didn’t jive well with me. Unlike that first expansion, Specter of Torment is a complete overhaul of the Shovel Knight formula, and I don’t know if I think that it works the entire time. It has taken me a long time to figure out exactly how I felt about Specter of Torment.