By: Ryan Seiler
Posted: September 9, 2012
Indie games have become an integral part of the gaming industry. It’s where up-and-coming developers show the world what they’re made of, and an increasingly more profitable career choice to boot. But it didn’t start out that way. It started with basement programmers building the games they wanted to play, floppy disks being sold to friends, and very small audiences. Nowadays we have a little something called the internet, where someone in Moscow can play a game made by a developer based out of a hut in the Amazon. It’s the future man! Yet back in 2004, indies were still struggling to gain a foothold in the industry, no consoles supported small downloadable games, and releasing one as a stand-alone disc copy would only get you as far as the bargain bin. Luckily PC’s were there for small developers, allowing anyone with internet access to not only be informed about small titles but download and play them as well.
One, Daisuke
"Pixel" Amaya, fan of classic platformers like Metroid, Castlevania, and
Blaster Master, in a move that would
make indie movie and music snobs cream their pants, designed, composed, and
programmed Cave Story, by himself and distributed it for free online. In a time where ‘free’
and ‘download’ meant small flash game, Cave
Story, as vast in scope and design as The
Legend of Zelda and Super Metroid,
was ahead of its time, creating a massive cult fan-base, heralding a time when
a little guy like Sudio Pixel could compete with the big boys like EA and
Activision. There’s no question about it, Cave
Story is a stellar example of not just what an indie game can accomplish,
but what video games as a whole can accomplish.
Studio
Pixel’s modest platformer has been given two makeovers since its release. The
first, developed by Nicalis, remade the 16-bit style of the original and
upgraded to a more recent – yet dated -- 32-bit appearance for the Wii eShop, leaving
literally everything else about the game unchanged. In 2011 Nicalis with the
help of NIS America decided that Cave
Story needed a true modern overhaul. Thus Cave Story 3D for the Nintendo 3DS was developed, giving the
classic 2004 version a new 3D coat of paint. Buy hey; if that paint has cracks,
the whole house looks ugly.
Story/Design
Long after
the surface world was engulfed in war, a floating island home to the Mimigas, a
race of rabbit-like humanoids, was at peace. That is, until the evil doctor
showed up and had his own plans for the adorable fluffy denizens. By using the
island’s red flowers he plans to turn the peaceful Mimigas into hulking killers
to unleash on the surface, where humans still reside. Meanwhile an amnesiac
android awakes from a ten year slumber just in time to hear out the plight of
Mimiga Village, whose townsfolk have been preyed upon by the Doctor, until just
a handful are left. The android must not only save the Mimigas, and prevent the
Doctor from destroying the surface, he must also find out who he is along with his
place in the world. It’s a fairly traditional premise, especially once you
recognize the game’s anime inspired undertones.
What make’s Cave Story’s method of storytelling
stand out among other 2D platformer’s is the variety and depth of its
characters. Yes the main character is a mute amnesiac, and yes you’ve seen that
a million times but that’s where the game shines; its combination of classic
cliché story tropes thrown together and added to with such detail make the
overall plot truly unique and enjoyable. After meeting the first few characters
in Mimiga Village, you’re already in love. Each sprite has only a few lines of
dialogue and very little animation, yet so much personality is packed in that
it put’s most modern game’s, with all their expensive voice actors, to shame.
If you’ve
ever played a Japanese game before, you’ve noticed the differences in
storytelling across hemispheres.
Characters get thrown in left and right, plot twists are a common occurrence
and the game’s universe seems to grow exponentially from the time your
character leaves the opening room. It can be a little hard to follow at times,
but I’m hard pressed to knock points off for it. The oddball characters and
frantic story fit perfectly well with the fast paced action of the gameplay and
even give it a certain charm that few games can claim to have. The hardest
mission in the game just has to be putting the damn thing down.
On multiple
occasions throughout the story you will be presented with decisions that will
affect the characters, gameplay, and even the game’s ending. While I do find
the depth this gives certain gameplay choices, it can be fairly cryptic in its
delivery. During my first playthrough, one of the main characters, Curly, died.
It seemed to be a scripted event so I continued on my way – very sad I might
add, (see characterization above). Little did I know, I could have saved her! Had I
just picked up a certain item and tried speaking with her, the outcome of the
end-game would have been completely different. So I kept playing through to get
the mediocre ending. To the game’s credit, that bad call on my part resulted in
a second playthrough later to get the best ending and its accompanying levels;
partly out of frustration I might add.
Story/Design 9/10
Story/Design 9/10
Gameplay
Like the
classics that inspired it, Cave Story is a non-linear run-and-gun platformer.
The island and its caves you play through are linked by Mimiga Village which
serves as a hub world. Each level is bridged through a teleporter which can be
traversed at will. As with most shooter platformers, a wide variety of guns are
at your disposal; from the traditional pistol-like Polar Star to the
shield-esque Bubbler. Each weapon serves a particular role and has a unique use
that will come in handy during certain situations, while never being absolutely
necessary; try playing through the whole game with only the Polar Star, it’s... impossible
possible. Additionally, every weapon has three levels. Each of which increase its
power, damage, and distance fired. Each enemy killed will drop either health or
a golden triangular power-up which level-up weapons, so grab them while you
can. I found this mechanic to be highly engaging. Having to battle enemies to
gain health as well as power-up weapons makes what would have been a slog
through a repopulated room instantly worthwhile.
The enemy
item drops aren’t the only Metroid
style gameplay mechanic to make it into Cave
Story. Throughout the game there are a slew of save areas accompanied by a
recharge station. These become invaluable as the game progresses; and like most
games, if you see a health recharge near a save station, it’s probably a good
idea to utilize them; a boss battle is likely around the next corner.
Speaking of
enemies and bosses, Cave Story’s
bestiary is something to behold; rivaling some modern MMO’s. Along your way to
same Curly or to stop the Doctor you will encounter a huge variety of creatures
and combatants. Each mob has a particular attack or movement and in-turn has a
unique strategy for defeating it – reminiscent of Castlevania. Be prepared to
face a few dozen bosses as well, each having its own method of attack and
weaknesses to exploit. Additionally the difficulty level presented by enemies
and bosses is extremely welcoming and expertly balanced with weapon
progression. Towards the end, however, you will encounter difficult battles
which may cause a few frustrating deaths. Thankfully the game’s save stations
are never too far behind, serving as a good incentive to stay alive while never
straying into frustration territory.
Gameplay 9/10
Gameplay 9/10
Presentation
Even in 2004
Cave Story wasn’t what you would call
a ‘looker’. Its simplistic approach towards aesthetic and art styles was meant
to be a nostalgic throwback. Surprisingly these simple graphics exemplified the
characters and storyline. When you have to rely on writing instead of visuals
you can get a lot of information through to the player without being too
flashy. This isn’t saying the art of Cave
Story wasn’t good. In fact, it serves as a great example of what can be
done using 2D sprites and backgrounds. Everything in-game is easily
distinguishable at a glance due to using only a few colors in every model,
serving to make gameplay less stressful and more enjoyable. Studio Pixel
created a cute little aesthetic all its own which played its part behind the
scenes adding subtly to what was happening on screen without really catching
your eye.
For whatever
reason Nicalis decided to throw subtly out the door and remake Cave Story in 3D. A move so counterintuitive
it’s baffling. What once was an art style giving the player a nostalgic ride
through the games of olde has become exactly what causes remakes like Titanic
3D and Finding Nemo 3D so disturbing; the removal of emersion. While other 3DS
games utilize its 3D capabilities by giving the games depth, Cave Story 3D tries to make certain
objects sick out of the screen like a bad ‘80s movie. The only difference being this is on a screen
80 feet smaller. The resulting effect of a small screen that sinks in and has
depth as well as jumps out at you is migraine inducing. The 3D effect is even poorly
developed, causing me to have to turn the 3D off occasionally. Objects that
should stick out evenly, since they’re right next to each other, sometimes have
different depths; which is, again, enough to cause a headache.
I will say
however, that the new color scheme is an improvement from its predecessor’s
monotonous greys and tans. Strange thing is, I never noticed the need for this
change until I held the two up for a comparison.
Cave Story
3D is complete with a “Classic” mode. I was hoping this meant a 3D redux of the
original game. What I got was a Cave
Story that switched all its in-game characters from their 3D models to
their 16-bit 2D counterparts. The environment remains 3D, so classic is hardly
the word that comes to mind. I’m not exactly sure what this was supposed to
accomplish.
Daisuke
"Pixel" Amaya is quite the game developer everything he did right
with story and gameplay is matched only by his game’s score. Luckily the track
list received the subtle remastering it needed. While the chiptune songs worked
extremely well in a pixelated game, their new synth versions serve a more
modern three dimensional world. Their atmospheric tones and sounds give the
labyrinth inside the island an ominous feel, yet one full of life; while the
more frantic paced tunes give action sequences the punch they need to pump the
player up for the battle ahead. Thankfully the main theme “Cave Story,
Plantation” remains one of the best in-game audio tracks of all time, even
after its makeover; a true testament to its composer’s abilities.
Presentation 7/10 (Graphics 5/10 Audio 9/10)
Presentation 7/10 (Graphics 5/10 Audio 9/10)
Overall
Cave Story 3D is a flawless game encased
in a deeply flawed wrapper. The perfection its components once served each
other is thrown out the window when the new graphics break the emersion. My
recommendation? Go download Cave Story online for free right now. It deserves
to be played! Better yet, go buy it on the 3DS or Wii eShop; give Pixel your money! Play the game the way
it was designed to be played. New isn’t always better. Like the Star Wars Prequels, it’s better off
forgotten. Relive the classic.
Cave Story 3D 8.7/10
Cave Story 3D 8.7/10
Game Info
Platform: 3DS
ESRB:E 10+
ESRB:E 10+
PEGI: 7
Publisher: NIS America
Developer: Studio Pixel, Nicalis
Release Date: November 8, 2011
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