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| Cave
Story:
The cute terminator |
February 22nd 2008
Creator:
Studio Pixel
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Nearly a year ago, I discovered the
strange world of independent gaming. Lost and slightly confused,
I stumbled from one website to another in search of original and
interesting titles to palliate my craving for gameplay that the
mainstream industry could not satisfy. One title kept coming
back in blogs, discussion forums and chat rooms: Cave story.
Doukutsu Monogatari to be precise. I downloaded it, tried it for
a few minutes then tossed it aside with the thought of picking
it up later once I finished a few projects gobbling up my free
time. Last week, I finally took the game out of the “to play”
pile and investigated what all the fuss was about. Here is what
I thought of the flagship title of the independent and amateur
development movement. Before I start, I would
like to note that I will refer to the player as "he" for
simplicity sake only; the context applies for both male and
female players

The doctor is in.
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Who needs a million colors when a handful can
create a world?
First off, I would to start by stating that I enjoyed the
game and that I found the graphics to be extremely well done.
One of Cave story’s strong point lies in its simple
representation. The graphics are smooth, pure and effective. All
characters and elements are displayed as a mass of color baring
few blocks of shadows while using only a few colors, four in
most cases. Even while using so little colors, the clarity of
the image is not diminished. The purification of shapes and
details give a cute and innocent feel to the game’s elements.
Even the nastiest looking creature can look somewhat huggable.
The player’s avatar is always easy to recognize throughout the
entire world, which is a hard feat to accomplish due to all the
different environments found in the game. This soft feeling we
get from looking at the artworks helps to tone down the various
weak points of the title, making the game look like a beautiful
child dream where nothing is never really threatening but that
can still be dangerous. This isn't to say that all the graphics in
Cave |
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Simple character deisgn make
the game look smooth and friendly.
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Story are perfect. This lack of detail can sometimes lead to some confusion in the field
of the tiles. At various occasions, the tiles used to indicate
background details end up misleading the player. This usually occurs when these tiles are placed out of their original
context. For instance, background tiles used to indicate
structure of houses in the mimiga village can cause some
confusion when they are placed away from the houses. |
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In general,
the problem does not lie in the color of the tile, since they
are darker than front tiles, but rather in their details and
color count. Since the tiles in the background have almost as
many colors then tiles in front and have the same amount of
details, the feeling of depth is reduced and may lead to some
questioning about if the tile is walk-able or not, especially
when the player cannot easily compare them. Generally, when
elements are close by, they should bare more details than the
elements away from the viewer’s eye, following the logic that
when you see something up-close, you get to see more details
than from afar. In addition, the simplicity of the graphics can
also lead to some confusion in terms of character design. All
characters, including friends and foes, have been designed in a
simple and cute style that fits |
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the game like a glove. The
problem is that enemies and friends all look alike. For
instance, the mushroom enemies found in the graveyard of the mimigas village do not look threatening and bare a striking
resemblance to the friendly mimigas. Most enemies in the game,
apart from the bosses and mini-bosses, all look like characters
that could help the player during his journey. At the same time,
characters that are here to help, like King or Jack, have
nastier looking designs than most enemies, like the grave keeper
or the dragons in the egg corridor. This character design
direction causes the player to become paranoid and make him
shoot every character he sees, just to be sure that they are not
enemies. This, of course, breaks the logical continuity of the
game. Most characters get shot at but still welcome the player
with opened arms. The design logic of the main avatar could have
been transported on the rest of the game: the main avatar is
unique and no other characters look like him. The mimigas could
have been unique, like being the only pure white creatures
throughout the world. This way, when the player would have
spotted a white creature, he would have know right away that a
friendly relationship was about to occur and not some savage
shoot-out. Still, despite it’s low resolution, the game has
fantastic graphical representation and is, I believe, a
reference for other development teams who wish to use a
low-color design while making the game extremely clear. |

The dark blocks causes
confusion in terms of depth...

...And sometimes the character design makes it hard to tell
who's friend or foe. |
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In terms of sound and music, the game offers a great
soundtrack and fitting sound effects. The general vibe of the
music takes the player back in the early days of gaming when
chip-tunes ruled the game world. Every song matched the general
ambiance of their context and the sound effects evoke the right
reactions: good rhythms in action scenes, slower paced melodies
in tragic moments and good use of silence in appropriate time
truly enlighten the experience. The only snag I found on this
topic can be heard whenever the player finds a health upgrade.
Although it is an homage to the classic NES title Metroid, the
music played when acquiring the capsule feels more like a
rip-off than an original sound effect. That is not to say that
it is entirely bad, but it is always better to keep the
inspiration subtle and not make a direct link to another game.
First, you want the player to forget that he is playing a game
so he can immerse himself in your universe. Second, you do not
want the player to leave your game and play another one by
reminding him how the inspirational work used to be, especially
when it is considered a classic in its field. Besides that
little thing, the musical and auditory representation of Cave
story is spotless.

The broken helicopter fight. |
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Stand still and look pretty
One of the parts that disappointed me in this game was the lack
of emotional involvement of the player within the game’s
universe. Although it presents an interesting and tragic
storyline, Cave story ruins the emotional side of
the story events by locking the player into a mere witness when
his help is needed. Every time something in the game happens
where emotions of the characters are involved, most of the time
when kidnapping and death occurs, the player is imprison in
frustration as the game removes the control of the avatar who
will remain immobile and speechless throughout the cut scene.
During the dialogs between the avatar and the inhabitants of the
world, the theme of the feelings and heart of the avatar is
recurrent as the characters imply that the hero is a nice
individual who actually cares about what happens on the island.
But since the player cannot act in time of dire need, this makes
the main character look like a cold and heartless monster.
Whenever he watches a horrific scene, the main character simply
stands there and waits for it all to be over but he does not
mind shooting down weak creatures in the levels. Either the hero
is a monster who enjoys watching misery or he is a coward that
will only fight those who are weaker then him unless he is
provoked directly by an opponent. In all cases, this behavior
does not follow the intended storyline at all.
Speaking of the storyline, another that I found annoying
throughout the game experience was the numerous holes in the
story. The general plot lacks details regarding the characters
and their universe. Everything seems to exist only to exist;
none of them truly feels like they have a purpose outside the
game experience. Take the recursive mini-boss Balrog. Through
his dialogs, |

The lovable evil tv toaster
Balrog |
this character feels like he has an interesting
background and personality but he is never truly presented to
the player. Balrog look like the kind of evil character that is
not truly evil, much more of a thug who has a heart of gold
hidden under a layer of coal. On many occasions, we can see that
soft side shine through, such as when Balrog ask us to fight or
not or when he decides to help us move the boulder in the
labyrinth but we are never truly explained why he acts in such
manner. Also, the player does not receive any reason why Balrog
evolves every time he must battle him. How does he learn new
moves after each fight? If he already knows those moves, why
does he hold back on the player when he is clearly a threat to
his life? All of those questions remain unanswered. Other |
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characters, such as the mimigas, the robots and
the evil doctor could have used a lot more development. There
are also elements that are left untouched by the story. For
instance, the hermit gunsmith, the old woman with her dogs, the
cthulthu folks, Malco the robot, doctor Gero and his nurse are
all characters that are left behind by the hero and they are
eventually killed by the destruction of the island even though
they came to his help. I feel like it would have been better to
be told that these characters were sacrificed for the greater
good, or have them killed before my eyes than just forgotten by
the main character.
Another hole in the story lies in the game’s universe design.
When we think of the island where the action unfolds, it is hard
to tell exactly how big and complex it is. We get a vague idea
of its size but in the end, we only explore a small fraction of
it. The game does not need to allow us to go everywhere but it
would have been a good idea to show us exactly how big this
island is before it blows up. It would have also been quite
interesting to know exactly why the island blew up because a
skull in a cocoon got fried. The island is only a part of
the game’s universe. Where does it float? Where do the humans
come from? How advance is their technology if they can build
robots but still use military helicopters that are common today?
Did anyone noticed back in their homeland that a group of
scientists had left to investigate a floating island and never
came back? Answering these questions in some way during the
experience would allow the player to understand the impact of
his actions on the rest of the world. Even if the main
character’s memory has been erased, the other inhabitants do
remember about his kind and could have given hints about the
universe. The multiple endings in this game patch up some of the
holes one can find, especialy if he hasn't found all the
possible endings, but even then, the "bad" endings should hint
the player of the situation. Some questions do not need precise
answers but the game should supply enough information to the
player so he can fill intentional holes by himself. For
instance, the game could give nebulous hints on a subject which
would lead the player to imagine himself the details, involving
the player in the process. It is unfortunately not the case in
Cave story.

Skulls, frogs and howls.
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On +3 missile > +1
mimiga_monster Goto NextScene Skip Emotions
One of the worst weak points in Cave story is the
total lack of player immersion. Every time the player makes a
move, the game keeps reminding him that this whole world is
imaginary. Damage points pictured over the characters, gauges
constantly displayed on screen, disk icons placed over doors to
indicate save points, invincible enemies while events are not
triggered and a rigid storyline are just a handful of examples
that break every attempt of the player to loose himself in the
virtual world. It is sad to see that the design of the game took
this statistic-driven |

Blasting
poor Igor |
approach. The
game is trying really hard to make us feel emotions toward the
characters found throughout the game but this “adding machine”
direction completely messed up the emotional side. Sure, this
design philosophy opens the door to fierce competitive play but
it also replaces the feelings of sympathy to make way to
rational thoughts. The game ends up focusing the player’s
mind on such things as how many damage points can be inflicted
to an enemy with a missile launcher while making him forget
about the fact that the enemy used to be a mimiga who got robbed
of his life and free |
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will to become
monster driven by a murderous thirst for blood. This ends up
with the player caring only about how much he is going to make
the poor mimiga feel pain with his shiny new weapon instead of
being saddened by the terrible faith of the creature. It is
quite unfortunate because the storyline involves many character
sacrifices and each one of them could have enlightened the whole
experience. Instead, their deaths only mean that the player can
get a new upgrade or reach a new scene. It is not impossible for
a game to offer a strong competitive gameplay while keeping the
player immerse. For example, the early Megaman series delivered
precise gameplay and good immersion given the technical
limitations. The first titles, in particularly the second one,
made an effort to keep the player focused on the gameplay and
not on the statistic values of the player's action. Even if the
game included statistic play, such as finding out which weapon
dealt more damage to which boss, the general experience felt
natural. It's a shame that a modern title like Cave
story, who flagrantly inspires itself from games from
this era, has failed to at least capture the same emotional
content.

Run,
shoot and don't look back!
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Something's wrong with the
core...
In my opinion, the game possesses two major flaws in the core of
its design. First of all, I felt like the controls were rather
sloppy. The jumping mechanism in itself is not that bad, but the
floating effect in the jumps made controlling the position of
the landing tricky. Since many jumping challenges found in the
game are very precise, it made the controls feel sluggish.
Shooting was easy to master but the lack of character movement,
like ducking or running, made it feel slightly incomplete. This
also raises the general difficulty of the game since the player
knows what to do but the basic functions he can use do not seem
to respond exactly as he planned. The controls are not
impossible to master but they do require some time investment in
order to learn the basics and start enjoying the game. This
doesn't mean that the control scheme found in Cave story
is bad, it simply means that it could have been tighter,
especially since character control is crucial in a action game.
The second flaw lies in the most crucial part of the game: the
gameplay. Cave story offers a very shallow and
stretched experience. What the game offers is well crafted
and entertaining but it does not deliver much in the long run.
In fact, once you’ve played the game for about 20 minutes,
you’ve seen pretty much what you’ll have to do for the rest of
the game: shoot, jump, collect bouncing Doritos and run through
the same level three or four times to get all the items needed
to move on to the next cut-scene. Sure, the game offers a bit of
gameplay development with the power-ups, such as the jetpack and
new weapons, but the strategies and basic gameplay remains the
same. The missions the player has to complete are usually
elaborated fed-ex missions where the player will have to go
through the same level numerous times in order to fetch items
that are hidden throughout the play field. The last levels are a
lot more interesting gameplay-wise then the entire first half of
the game. These levels offer less fetch missions and a lot more
exploration and continuous action. The game could have avoided
this problem by simply adding a new gameplay mechanic after the
first mission, such as the jetpack, and then focus some
challenges in early levels around the new power. I feel like it
would have made the first part of game feel less like a chore
and it would have added more exploration elements without
breaking the evolution of the jet pack, which happens to upgrade
relatively quickly compared to the guns. |
Just… A
little… Longer…
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When we look
at the different goals found in Cave story, we can safely
say that this is where the game truly excels. The game
successfully includes tons of short-term and mid-term goals that
just keep the player glued to his chair. In most cases, the
goals are easy to reach, quickly achieved and once finished,
another goal is given right away. For example, in the egg
corridor section, the player is offered many different routes
and at least three mission goals. It also feature secrets and
hard to reach power-ups. While exploring this level, the player
will face new enemies and even solve one puzzle. The game does a
fine job in teasing the player during his voyage, showing the
player regions and treasures he could explore if he just could
find a way to reach it, such as putting an unreachable door in
the mimiga graveyard that can only be reached once the jetpack
or a special gun is acquired. The |

The game likes to tease the
player |
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storyline
seldom gives the player a break so there is always something to
do. This has for effect to give a fast pace to the game which
fits the action theme perfectly. From leveling up weapons to searching the level
for power-ups, the game has the beautiful quality of making the
player incapable of putting down his controller. Even if
Cave story offers plenty of short-term goals, it does not
mean that those goals are as interesting as they could be. The
mid-term goals are extremely well crafted but the short-term
goals become annoying with time. The first one that illustrates
this point is the weapon leveling up goal. Usually, an element
that must be leveled up becomes a mid-term goal since completing
it requires time, but in Cave story, the player will
loose weapon experience every time he looses health points. This
means that the player receives a lot of negative feedback when
failing and has to constantly search for experience points since
those he gains are not secure. This strong negative feedback on
failing makes the game feel slightly unfair and more difficult
than what it really is.
In addition, the long-term goals are lacking in number.
Cave story offer only a handful of long-term goals, which
lowers the game’s replay value. Besides finishing the game, the
player is not given much more to look for. The storyline is
rather rigid, meaning that there are no alternate paths to
reaching the same ending or much ways to alter them. Even if the
game offers three different ways to finish the game, in the end,
it is not nearly enough to make the player come back to the game
after he has seen them all. It could have been interesting
to see more goals based on exploration. For instance, having the
hero save mimigas scattered around the island or save other
creatures oppressed by the doctor could have added a lot of
replay value. In fact, any other long-term goals besides
finishing the game would truly enhance the experience.

Arthur's home, the key location
of the game.
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Robots don’t
have feelings but have much to do
When I take a look back, Cave story is a game
that failed to grab me emotionally. It’s not that the game did
not try to involve me inside its virtual world, it’s just that I
always felt like it had a weird split personality. From the
general immersion of the game to the avatar’s forced psychology,
I kept having the feeling that the design direction of the game
didn’t know where it wanted me to stand. In fact, I ended
up feeling like I was some sort of cute terminator. I played the
role of a robot that came from the past, gifted with incredible
killing skills, who then stole a weapon from a human and
destroyed everything in his path, leaving a trail of dead behind
until everything was destroyed. And when something terrible was
happening to my friends, I watched in silence. The only thing
missing was a monotone voice echoing “where is Sue the mimiga?”
every time I encountered an enemy.
On the other hand, Cave story hooked me as a
technical game. Even with mechanisms that could have been
better, the game successfully engaged me as a competitor. The
tons of mid-term goals, the fast pace and it’s comfortable
length kept me playing for hours straight. In fact, I have
devoured the game twice in less than four days. In the end, the
game’s strong points eclipsed its weakness and left me a strange
satisfaction. I enjoyed it but the game failed to impress me
even though I wish it would have. It is a bit sad to hear that
the creator of the game, Pixel, doesn’t seem to want a sequel to
his creation. I can only hope that others who loved his work
will create games that will fix the weaknesses of Cave story
while keeping its charms.

That's all folks! |
Written by Daniel-David Guertin
All images and material copyrighted by their rightful owners.
Cave Story is freeware and can be found on multiple
websites.
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