[TYPING SOUNDS] [MUSIC PLAYING] DAVID D’ANGELO: If you were going to,
like, put a name to all of them, like the Shovel Knight’s
like this hero’s journey, and Plague of Shadows
is the romance, and Specter of Torment
is the drama, and King of Cards is
definitely the comedy. I’m David D’Angelo
from Yacht Club games, and this is the lineage
of Shovel Knight. [MUSIC PLAYING] The original Shovel Knight
came out in 2013, and lots of people might
own that. So what that turned into with
all these editions. So there’s Plague of Shadows,
Specter of Torment, King of Cards, and Shovel
Knight Showdown, which were all added as free updates, and
they’re all big games in their own right. Since they’re
so huge and massive, we decided to change
it to be called Shovel Knight Treasure
Trove. And I’m here to explain to you what each
of those games are. [MUSIC PLAYING] Shovel of Hope
is a 2D platformer in the vein of
NES classics like Mario and Mega Man.
Shovel Knight is a shovel because when we were
thinking about the mechanics of the game,
we wanted a character who could
scoop something up and then expose their
underbelly, flip ’em over, and then go
to downthrust them. So those were the one, two
mechanics we were thinking of. The only weapon we
could think of, or something along the
lines of a weapon we could think of
was a shovel. Like a old classic
game like Mega Man, we have the Order
of No Quarter, which is the mans
equivalent of in our game, which is
the knights. So there’s Plague Knight, and Mole
Knight, and Specter Knight and King Knight, and
Treasure Knight, and uh–
Who’d I forget? [LAUGHS]
Propeller Knight, and Polar Knight. And
they all have, you know, these
interesting personalities and back stories. The
Plague Knight is like the shy chemist
or alchemist trying to put
together bombs and explore the extents
of scientific kind of things, versus like
the Polar Knight, who’s like, all about
power and content in the most
frozen of places. A big thing we were
trying to do with the game was like,
make them all be appealing to different kinds of
people. So hopefully you play the game, and you find
your favorite knight. [WOOSHES] We tried to have
a similar structure to a Mega Man style
game, where you’re going to all
these stages. And at the end of
it, maybe you come out with like one
kind of power-up. We had influences from
a Zelda 2 style game, where you’re–
Like, light RPG mechanics that showed
up a lot after Dragon Quest. So
you go into a village, and there’s
people to talk to, and there’s equipment
to buy, and you can upgrade your
health and magic. It’s all, like,
wrapped around this world map, which is
along the lines of Mario 3, where you
can pick what stage to go to, or there’ll
be surprises similar to Mario 3,
whether it be a Hammer Brothers encounter,
in our game you might have some kind of
boss fight or story scene happen throughout
the adventure. I really like just
the boss fights. That felt like we
were doing something different that we
hadn’t seen before in other games. Like the
King Knight boss fight is just really simple.
There’s only four attacks, but he
does them in clever ways that
show off his personality. Like he summons
horns from the side of the screen,
and they blow confetti all over. And you know
immediately this is like a pompous character, right?
He’s a King Knight, like that doesn’t even
make sense, right? So I’m really proud
of the ways we brought in these
sort of more modern influences
and infused them to these old ideas. [MUSIC PLAYING] Plague of Shadows
is similar to Shovel of Hope, where
you’re playing through all the stages, but you’re
playing with a totally different core mobility set.
The way you– The way he just is
really wild and all over the place
in terms of– He’s bursting around throwing
bombs everywhere. He’s jumping around.
He’s doing these, like, crazy maneuvers, and
on top of that, he is this alchemist,
so he’s putting the pieces of this
bomb together to figure out what’s
the best thing for for any given situation.
There’s components. Cases and fuses
are the bomb pieces that you’re
putting together. So there’s three separate
things that you’re– So for example,
your base bomb, you throw it, and it
bounces on the ground and explodes. It explodes.
But you could change how it explodes
to be this huge explosion, or you
can change the path that the bomb
will take so it– Maybe it hones
a bit on the enemy, or it sticks
like a sentry, and it goes towards them.
We were actually surprised by how
much people would be switching between the two,
or like, you know, I gotta use this for
this set-up, and this for this set-up,
and that for that set-up. So recently
in the latest edition, we added a quick
select thing, and made that like a
lot easier to handle on your hands
without opening menus and stuff. You’re going
through the old stages, but you’re–
It’s taking place concurrent to Shovel Knight’s story.
So you’re seeing, like, sort of what the
side of the Order of No Quarter’s,
like an example of what it would have
been like to, during Shovel Knight’s, like,
story, where he’s saving the day, right?
You see what it was like for one of the
villains to be behind the scenes. [MUSIC PLAYING] You play a Specter Knight
in Specter Torment, and the main thing we
were trying to do it make you look cool.
[LAUGHS] In Specter of Torment, we
were setting it up as a prequel, and
we wanted it to– And Specter Knight
sort of is the– Like, inspired by the character
death, we wanted to be more somber,
and have, like, some some of Limbo’s
emotional overtones to the game. But
in terms of the gameplay, it was all about,
like, looking cool. So he’s the kind of character
that has this big scythe. He rides
on rails. He skates around.
He dash, slashes, and cuts through his opponents and
splits them in half. How do we make it,
like, easy to be really fun and get
around the stage? [SLASH SOUND] We took things like
Prince of Persia’s wall climb and
Ninja Gaiden Black’s flying swallows, where
you just, like– You’re homing on
another character, and cutting right through them.
Actions that felt like if I could do that
in real life, I would be the coolest
person on the planet. [LAUGHING]
Since Specter of Torment, the difference in the structure is
that you can go to any stage, we had to
figure out how to make those boss fights be hard
but not too hard, right? And figuring out how
to introduce elements that would make
them unique compared to the previous ones,
where you had fought these bosses twice already.
But make them not be harder, but be
more interesting. It was really challenging.
So there’s obvious cases like King Knight, where,
you know, when this time, when he slams,
all the pillars of the ground all
shift and makes pits. So he was like an
easier boss in the original campaign, but
now in this, in Specter of Torment,
we were able to introduce the new elements
that made it difficult. But someone like
Polar Knight, it’s like, he was
already as hard as you can get
on this scale, and figuring out a way
to do that, like that was the first boss where we
try to do a multi-screen battle, and making
it interesting in that way. I particularly like
Propeller Knight battle, where you’re
flying through the sky, and jumping from
platform to platform, and chasing after this,
like, debonair character. It’s just really
enjoyable. [MUSIC PLAYING] King of Cards is
we wanted to try something more
along the lines of Mario, or a Wario game.
So he has a bash, and that’s his key move.
And when you bash and hit an enemy,
you’ll go up into a spin where you can then bounce
on limbs, similar to the original Shovel Knight
game. That was the inspiration. We wanted him
to be like this big huge, like, doofus
kind of character, where he’s like,
bashing into walls. And on top of that, we
wanted to sort of have the structure of a
Super Mario World game, where you’re going in
between these short courses as opposed to
the big, meaty courses of the previous
three games. And on top of that,
we threw in the cards of the King of Cards,
which is a card game, this card game that
was inspired by like more simple
mechanical card games like Triple Triad from
Final Fantasy VIII. Where just have a
few simple rules, and they’re really
building off of that as opposed to the
big enormous hundreds, thousands of card
Magic the Gathering or Hearthstones.
Yeah, King Knight was an interesting one
because he was actually the first knight we
ever made, and we knew he always sort of
respresented a lot of what we felt like was,
like our personality of the kinds of things we
like to make. He’s a knight character
that fancies himself a king, and we sort of
like delved into, like, what does that mean.
And to us that means like, oh, well, he’s
probably the kind of guy that is still
at home with his parents and like,
can’t get off the couch. He can’t get a real job,
because he wants to be a king, but there’s no
king openings, right? He’s got problems on
weak skills. He like knows how to bash
into things. He’s strong. He’s like, trained himself
to be good at like, things that a king
might be good at. He’s sort of likable
in like a way. Maybe you maybe want to
personally be friends with him, but you
could see why other people might be like–
Like, think he’s cool. He’s like, wearing this
beautiful set of armor, right? And it’s
like, wow, that’s really amazing. But when
you get to know him, it’s oh, there’s not much there.
It’s sort of hollow. [MUSIC PLAYING] Shovel Knight Showdown is
a four player platforming fighting game, and I
would say, unlike a Smash Bros, we tried to
lean way more in a platforming direction.
You pick one of your favorite knights. There’s
a lot of playable characters. They all
have a very core set of mechanics,
so if you play Shovel of Hope, and you know
how to play Shovel Knight, he plays exactly the same
way as he plays in Showdown. But
the difference here is that it’s
four players, and you’re all fighting
over gems. So there’s gems
floating on the screen, and you’re trying to get
to them, and it’s like the first who gets to
five will win. But there’s also different
modes where you can just fight to see who, you know,
Street Fighter style runs out of health
or what have you. Then there’s a story
mode, and it’s– And there’s a target
mini game, and there’s a practice mode
and everything you might expect of a platform
fighting game. [MUSIC PLAYING] Alright, so you can pick
up the game on 3DS, Wii, PC, Mac, and Linux.
You can get it through GOG and Humble. You can
get it on Steam. You can get it
through our website. You can get it–
What have I not mentioned yet? DANNY: Switch? – Switch. You could
get it on Xbox One. You can get it on
PS3, PS4, Amazon Fire. DANNY: Google Stadia? Not Google Stadia.
Sorry, Google Stadia. Maybe one day. [DANNY LAUGHING] Oh, you can get it
on Vita. Vita. I didn’t say that. [MUSIC PLAYING] [TYPING SOUNDS]