Whether minor or major, there is no dialogue offered when a character dies (outside of King saying “avenge me”). It’s fascinating, how Cave Story treats death.
The story begins to intensify as you make your way to/through the Sand Zone, come face-to-face with Curly Brace, and eventually confront the evil Doctor and watch two main characters die.
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How did Igor become so maddened, but strong? And what was with the random Mimiga that attacked when you discovered a missile upgrade hidden inside a house at Bushlands? The game litters allusions to the evil of red flowers before Professor Booster explains that these evil things turn cute little bunnies into weapons of death, but only perceptive players can uncover the layers of truth beforehand. Just as there are hidden treasures to acquire during the first two missions of the game, there are hidden subtexts within the story. Their drive to continue during the first two missions is minimal, beyond a sense of adventure and a few allusions to a “blonde pal” or the fact that Misery, an enemy, is familiar with him somehow. Players are introduced to a nameless, amnesiac protagonist that is seemingly thrown into an escalating conflict.
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Not only does it concern a sense of exploring the unknown (oftentimes through a series of caves), the game’s story itself is extremely layered. “Cave Story” is definitely a workable title for the overall experience this game offers. Six versions of the game, six different ways to sit at the save point and place to rest before I see the “You have died” screen anywhere from 10 seconds to 10 minutes later. Ever since I first experienced the game, I’ve found myself inevitably there. I can beat the Undead Core with few hiccups and see the game’s credits roll if I so desire.īut… I am always drawn back to the Prefab Building as Sue scampers off to the helicopter to escape the island. Like I said though, I’m certainly comfortable with everything up to that point. The pacing from about the Labyrinth up to the game’s “Normal” end took a long while for me to get used to.
This is no doubt thanks to some memorization and a slight increase in skill on my part, but really…I’m horrible at shooters. What began as a blossoming sense of exploration as I died over and over again on WiiWare…has become a relaxing stroll with few setbacks, outside of a misplaced jump, me still not being able to triumph over the first “Core” fight very easily, or struggling against the final bosses without using a Life Pot. What can I say?įor all the money I’ve thrown at the game across many platforms, I’ve grown quite comfortable with its systems and surroundings. Truth be told, I’ve poured over $60 into the multiple versions of Cave Story, and I will likely buy the game…again when it’s released next week. Those feelings, those sensations are eternally here: Before I even begin, do take a moment to relish in the last time a game made you try. Alas, this is a sentiment that echoes across each of us here, no matter what kind of games we truly enjoy playing. The tense feeling in your muscles as you concentrate on your goal, the sweet sensation of victory you must feel when that goal is finally achieved…or the agony of defeat that must overtake you as you see that “game over” screen for the hundredth time in a single hour. The increased heart rate as your pace quickens and you teeter on that razor’s edge between being “in-the-zone” and a nervous wreck…it’s all too familiar. Editor’s Note: This article contains SPOILERS regarding the plot and ending of Cave Story.