Shu is no like many 2D platformers.  For me, it’s a good blend of old school game play with beautiful artwork that brings you an old-fashioned sidescroller adventure that fees fresh. Its soft-hued visuals and charming fantasy world instantly set Shu apart from the other retro platformers as well as the abilities of Shu’s protagonist.  Our poncho-wearing hero has but one consistent skill to call upon: the unlimited capacity to glide by holding the ZR button. This extends your jump range and enables you to scoot along thermal drafts, and it also enables you to cut out on platforming action if you decide there’s also a time trial option once you complete each level to encourage such shortcutting.

Besides gliding, Shu provides you with a constantly changing stock of secondary abilities from the strange creatures you meet. What’s neat is that these abilities change from world to world rather than stacking, which makes each change of scenery feel like a completely fresh start. In the first world, for example, you get the ability to pound through weak platforms and open flowers to act as platforms. These are air-lifted away (quite literally) in world two for the ability to walk on water and wall-jump, while world three gives you a double jump and control over moving platforms.  The only issue I see here is that muscle memory might play against you, but once you are used to the ability chance in each world, it’s smooth sailing.

The lack of enemies and combat in the game is another surprisingly fresh touch. It’s just you against a bunch of jumping challenges – though instant death is just a spiky obstacle away, and the game’s limited lives system for me is reminiscent of the Nintendo Hard era of platforming games.  This adds to the challenge so there is not a dull moment during game play. Given Shu’s generally gentle difficulty level, and the fact that your lives reset at each checkpoint, this system only really frustrates when it comes to Shu’s periodic chase sequences.  From time to time, you’ll be instructed to run, and you’d better run like Forest Gump. Otherwise, you’ll be gobbled up by a storm demon.  These sections are made in a way that if you slip, you are done.  Collecting level’s bonus bird collectibles made these levels feel like the bike levels in Battletoads so to say. Luckily, these sections turn up once or twice per world so you get time to prepare for them.

Control wise, they are well made, and I did not notice any problems during my time with the game.  When I did die, it was my fault do to a miss calculated jump, or glide.  Graphically, I love the aesthetic the game has, and the music score goes very well with the action that I didn’t even notice it. What surprised me most was when I heard the music growing louder.  This is the game’s way of alerting me to a nearby secret. I love that! I had to listen closely if I wanted to take advantage of the music. I even broke out a set of headphones to give the game my full attention! But I must say that not all of the tunes are relaxing. The sequences where Shu and his friends are getting chased by the storm has some heart pounding music to go along with the chase.

Bottom Line: Shu is a welcome addition to the Nintendo Switch ever-growing library.  It doesn’t need all the bang and whistles other games in the genre have.  It has great music, tight controls, and a ability-changing from world to world.  Shu is a breath of fresh air in a genre that sometimes plays it safe and doesn’t innovate that much. I give a solid recommendation to this gem.

 

By Ramon Rivera

Just a guy that loves all videogames, jrpg master, fighting game sensei jack of all games, master of most.