Cave Story,
or Doukutsu Monogatari, is a Japanese freeware PC side-scrolling
platformer game developed by StudioPixel.
It has been translated into English by Aeon
Genesis Translations and will have an official translation script
published sometime in the near future.
Cave Story is really one
of those games that can be considered a masterpiece of game design.
There are so many wonderful and classic gaming elements, that I
cannot even begin to describe just one quality well enough to say
“It is for this one reason alone that Cave Story is a great
game.” There is just so much effort, originality and ingenuity
behind this game and it really shows more and more as you play through
it.
The developer, Pixel spent
five years making this game as fun and as great as it is by adding
solid controls, smooth gameplay, a great cast of characters and
dialogue, an interesting plot, good music and beautiful old-school
2-D artwork. And on top of all this added multiple endings, several
boss battles, tons of items to collect, all kinds of added secret
bonuses and special challenges, various and considerably different
methods of playing through the game depending on your actions, competition
ranking features and an extremely high replay value. For a freeware
game it is fairly lengthy too. Cave Story is by far the best freeware
game I have ever had the honor of playing through and certainly
one of the best games I’ve played.
The gameplay plays like a
combination of various NES/Famicom games. Some that come to mind
are Metroid, Castlevania, Megaman, Blaster Master and Monster Mash.
Pixel’s art style and character design and boss battles are
very reminiscent of Treasure games, like Gunstar Heroes, which happens
to be one of my personal favorite games of all time. So if you are
a fan of any of these titles, then you are in for a real treat.
It was a wonderful and addicting experience playing through it and
I hope anyone reading this who has not already played this game
will give it a shot. You won’t be disappointed. It reminded
me of why I enjoy playing videogames.
The following is a review
from Ajutla, of Gamer's
Quarter that I found on Live Journal. I thought he explained
and summarized everything rather well, perhaps even better than
I can, of why you should be playing this game right now.
So. Doukutsu Monogatari
is this tremendously good, freeware computer game. I can't praise
it enough. You've heard of it by now, I'm sure, but if you haven't,
go here.
Follow the link to download the game now, use WinRAR to extract
the lzh file, follow the other link to download the translation
patch, install that once you have it, and then proceed to lose yourself
for several hours. Go do this right now. If you don't think
you need it, you are not thinking correctly. You need it.
Satisfy that need now, then come back here.
There's no one thing in particular to which I can point in Doukutsu
and say, "Yes, that's what makes this game so great." In reality,
there are several aspects at work here. I can say this: the thing
plays like a dream, and I mean that in a completely literal way:
the control is solid but also floaty; smooth and clean. The physics
are unreal, but they have a kind of beautiful oddness to them. You
are not running and jumping in Doukutsu. You are gliding.
There is sheer style oozing from this; as well as from the design
of the levels, which is always spot-on; and from the music, which
flows like liquid genius; and from the story, which is bizarre yet
understated. Comparisons can be drawn between Doukutsu and
Castlevania, or Metroid, or Yoshi's Island,,
or, well, a lot. Yet Doukutsu is off in a genre by itself.
It is something the likes of which I have never seen before; have
never experienced before. More than this, it is masterfully designed.
This game--it has a timeless, perfect quality to it. Yes, it is
a random piece of freeware designed and written by a random Japanese
guy whose real name I do not know, but you would not be able to
tell that just by looking at it. Game development houses toss around
phrases like "this works within the constraints of X hardware" or
"we did what we could with that game based on what we had to work
with." They say things like that to excuse their incomplete games--their
unfinished, truncated ideas. "Well," they say, "we couldn't have
implemented this even though we really wanted to. Sorry! It'll be
in the sequel, next generation!" It's okay, when they say this.
They're right. You can tell they're right, just from playing the
game. You know that world map in Final Fantasy VI wouldn't
have looked like it had been put in an electric chair if the SNES
hardware could have given us something better; you know that Ocarina
of Time would have had a Light Temple if EAD had been given
more time; that Lament of Innocence would have been quite
a bit better if Koji Igarashi had spent a little longer ironing
things out. That's fine. People and dev teams are human. Their plans
can be cut short.
Doukutsu Monogatari, though, was not cut short, I
think--no, I know--that this is true. I hear the guy behind
it spent five years putting it together, tweaking it, getting it
right. It shows. This Doukutsu Monogatari thing is, simply
put, a perfect piece of software. Everything's been thought out.
The best games, I think, feel like this--they don't feel that they
were made "within the constraints" of anything. They feel good.
They feel right. They weren't rushed. They weren't forced
to fit the arbitrary parameters of some console's system specs.
They weren't compromised--or at least, don't feel compromised. I
know that there was a guy who wrote and came up with Doukutsu
Monogatari, but I can't wrap my head around the idea. To me,
it makes more sense that the thing emerged, fully-formed, from the
Internet itself--that the graphical style drew itself and that the
music was inspired by a brilliant-flash-of-insight muse; that at
a certain time there was no Doukutsu but then after that
time had passed it suddenly appeared.
It just works. There's not even any questioning it. The game does
not need a console port, because it works best with the resolution
of a PC. It shouldn't be on the GBA, because the screen area is
large for a reason. It shouldn't have upgraded music, because the
music's eight-bit qualities are exactly what makes it so great.
The special effects look pretty enough--anything more or anything
less wouldn't fit. Nothing needs to be added, and nothing needs
to be subtracted. We have A Perfect Videogame here, folks. Is it
the best I've ever played? No. But I can appreciate it. I can feel
it. Work went into it, even though sometimes it's hard for me to
believe. It is remarkably coherent, and is also fun as hell. I've
been through it twice already, and all that's preventing me from
starting it up for a third time is that it's nearly twelve o'clock
and I have to go to school tomorrow. Still, Doukutsu Monogatari
is good. It is damn good. It is why I play videogames in
the first place.
|