The story behind Cave Story is more inspiring then the game itself. Daisuke Amaya was a bored, Japanese college student with too much time on his hands. Instead of playing video games, he spent five years of his life learning how to make them and made Cave Story (released in 2004 for free on PC), a game that recalls Velvet Underground’s role in music: everyone who played it started their own project.
Many years later, a couple Americans have slightly tweaked the visuals & audio for a WiiWare rerelease. The original soundtrack, character design, and story display Amaya’s enthusiasm and passion, while the game itself mirrors old favorites like Super Metroid[スーパーメトロイド] and Castlevania: Symphony of the Night[悪魔城ドラキュラX 月下の夜想曲]. Despite all this, the game doesn’t offer enough challenge or variation to hold the attention of the more-experienced player.
If you are new to video games, or just not good at them, you might find Cave Story continuously engaging, but for those looking for something more complex they’ll find the game’s charm only goes so far. The levels are crude, simplistic, the boss fights rote, and the game wastes most of your time doing mind-numbing fetch quests. Depending on who you are, Cave Story will be a satisfying new experience or a disappointment that doesn’t live up to the hype. It’s an impressive achievement and a wonderful world that Amaya has created here, but it’s hardly the revolution the Velvet Underground once were.
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y'know, having played the game years ago but never actually finishing it, i decided to give it another go on my not that recently modded 3ds (because keyboard sucks and so does my xbone controller's dpad, in fact it barely works at all), and so far i was having a blast the game really is as good as everybody says it is, the level design is fair but punishing enough when it wants you to learn something, the platforming is tight and responsive just like thw shooting, the story is just right in tone and plot, with it's own unique charm that so many indie games tried but ultimately failed to replicate
then deep into my run i learn... entirely outside of the game, because it never really warns you or gives you any hint at the fact that you can miss such a thing so important as curly's panties, what the fuck? listen, i know the game is short enough and encourages multiple playthroughs but come on, how the fuck am i supposed to know that was seriously a game breaker, i just wasn't enjoying my time like before anymore, i had to restart my save from the begining, that just screams poor design really
incredible universe and very cute story, but some unnecessarily, extremely frustrating boss fights. The final one especially is genuinely sadistic, holy fucking shit
took me more tries to beat the normal final boss than it did the true final, the latter took me only 2 tries somehow. the platforming before that though took me over an hour. it is pretty damn sadistic that you have to redo the whole level over again if you die at the boss
the game really is as good as everybody says it is, the level design is fair but punishing enough when it wants you to learn something, the platforming is tight and responsive just like thw shooting, the story is just right in tone and plot, with it's own unique charm that so many indie games tried but ultimately failed to replicate
then deep into my run i learn... entirely outside of the game, because it never really warns you or gives you any hint at the fact that you can miss such a thing so important as curly's panties, what the fuck?
listen, i know the game is short enough and encourages multiple playthroughs but come on, how the fuck am i supposed to know
that was seriously a game breaker, i just wasn't enjoying my time like before anymore, i had to restart my save from the begining, that just screams poor design really