To truly appreciate Mina The Hollower, an extraordinary new throwback game, I embarked on an informal journey to what I like to call Yacht Club University. While this institution may not exist in the traditional sense, it aptly describes the weeks I dedicated to immersing myself in the previous four major titles developed by Yacht Club Games.
Having anticipated that Mina The Hollower, which has been in development for six years for both PC and consoles, would be something special, I was eager to dive in. A demo I experienced in March had left a lasting impression, showcasing an old-school premise that felt both refreshing and rich with potential. The game’s protagonist, Mina, possesses a singular move that is not only satisfying to control but also opens up a myriad of possibilities for gameplay, allowing skilled designers to explore various mechanics throughout the game.
Mina’s core ability, her hollowing, presents a unique twist reminiscent of classic platformers. Unlike Nintendo’s iconic hero who jumps to discover power-ups, Mina digs into the earth, unearthing buried treasures and maneuvering through walls to confront enemies or uncover hidden gems.
In my quest to understand Yacht Club’s evolution as a game developer, I reached out to co-founder and programmer David D’Angelo on May 6, just 21 days prior to writing this review. I inquired about which of the studio’s previous games would best prepare me for the experience of Mina.
“Hmmm, all of them?” he replied, humorously suggesting that a comprehensive understanding would require a deep dive into their catalog. He recommended starting with Shovel Knight, the studio’s inaugural title, and even provided a link to a spreadsheet containing over 400 cheat codes for those who might find the game challenging.
“Most folks say Specter of Torment is the least difficult and quickest to finish,” he noted, highlighting its refinement of the original Shovel Knight mechanics. He also mentioned King of Cards as a celebration of their work in the Treasure Trove compilation, suggesting it might resonate more with fans of shorter, Mario-style courses. He hinted that it’s likely the closest in polish to Mina.
Thus, my journey began with four games—none of which were mandatory but all of which proved enlightening. Although I had barely played the original Shovel Knight before this endeavor, I soon discovered that engaging with a studio’s major works prior to their latest release offers invaluable insights into their design philosophy and evolution.