Cave Story WiiWare

by OnslaughtRM9

Although the Wii has been leading the console wars since its release, one of its largest failings has been its lack of both strong online gaming and a killer exclusive downloadable title. While online gaming may not be improving, Nicalis and Studio Pixel’s Cave Story on the Wii may finally be the killer downloadable app that brings attention to Wiiware. With classic pixilated graphics and MIDI-like music, a relatively simple but engaging story, and memorable characters, Cave Story should be experienced by anyone who has ever held an NES controller. Though the game is a recent release, it somehow gives a joyous feeling of nostalgia, as if Cave Story came from our collective childhoods.

Graphics. Everyone looks for something different in terms of graphics. Younger gamers tend to look for the increasingly realistic, gritty characters, like those in Gears of War. Others are impressed by highly detailed sprites, like the characters in Odin’s Sphere or Muramasa: The Demon Blade. And then there are those who grew up with an NES and main characters only 10 pixels high. For many of them, the simple but emotive sprite art of Cave Story has something that most current games have been lacking; a heart.

Every character, enemy, and boss is a simple mass of pixels, usually limited to just a few colors. From the suitcase-like monster Balrog, to the cute, innocent Mimigas, to the female robot soldier known as Curly Brace, character designs are unique and creative. The entire game has a sense of whimsy that has been lacking in many modern titles. The minimalist look of the game does exactly what it is meant to do, remind gamers of a simpler time, when Mario had a raccoon tail and blowing into cartridges was the norm. Do not be fooled by its 8-bit appearance however. Cave Story has many effects that would have been impossible on the NES, such as the explosions from the main character’s missiles or the details in the foreground and background. Cave Story has a simple style that may not appeal to all younger gamers, but for those who can appreciate it, it is a breath of fresh air and amazingly well done.

Control. The controls are where Cave Story really shines. Everything about the control scheme is tight and precise. It can be played with either the Wiimote held sideways or with a Classic Controller, and either is usable, depending on personal preference. Jumping is fun. This is so important, I’m going to say it again. Jumping is FUN. The physics of it are just done right. Holding the button lets you jump higher, you float when you jump (but not so much as to be annoying), and you can easily change direction in midair. Considering that Cave Story is a tricky platforming adventure more than anything else, having a comfortable, controllable jump is essential. The last time jumping felt so comfortable was in a Super Mario Bros. game and I daresay that Cave Story does it better.

The shooting controls and exploration controls are equally impressive. Just like the jumping was taken right out of Mario, the shooting seems to be taken straight from 3 classic NES series, Blaster Master, Metroid, and Mega Man. And this is not a bad thing. Battles feel completely intuitive after only a few screens, even for someone who never played any of the previous games. Fortunately, Cave Story doesn’t just rely on conventions from NES games. Using the shoulder buttons of the Classic Controller (or the A and B buttons on the Wiimote), you can switch between weapons on the fly. This is really fortunate, because unlike many games where one weapon is superior, all of the weapons here are useful, and you will be switching between them a lot. Cave Story also includes plenty of RPG moments and exploration. Thankfully, they keep things simple. There’s no complex menus, no annoying way to use items. Simply pressing down lets you interact with your surroundings and items are used if they’re appropriate. It’s fantastic not to accidentally read a sign in the background when trying to shoot an enemy above you. No matter how you feel about the graphics in Cave Story, believe me when I say that the controls are a thing of beauty and really must be experienced to understand just how excellent they really are.

Sound. At this point, I may be starting to sound repetitive, but the music in Cave Story is, once again, a reflection of the best that the NES had to offer, but tweaked a bit. If you were ever a fan of original MIDIs of The Legend of Zelda, Bubble Bobble, or Castlevania, then you’ll find something here for you. The music is catchy, unique to each area, and memorable. Whether it’s the unfairly memorable title theme, the relaxing song of Mimiga Village, the upbeat music of the Egg Corridor, the epic boss fight theme, the pressure filled music from the Sacred Grounds, or any of the other dozen memorable tunes, the game is just as much fun to listen to as it is to play. Due to popular demand, the soundtrack has been released by the creator, and its tunes have even been remade in Mario Paint by eager fans. And I would be remiss if I didn’t mention the effects. Just as you’d expect at this point, they’re appropriate for the game, and fit very well wherever they’re placed.

Gameplay. Though Cave Story borrows many elements from successful game franchises of the past, it puts it all together in a way that is uniquely its own. While the controls and style are “borrowed” a bit from the days of the NES, many of the small annoyances from that time remain in the past. Save points and health and ammo recharge stations are common, which is a blessing, because one thing they did keep from the NES days is the difficulty. Dying is to be expected, especially until you get well versed in enemy movements and your own abilities. Another frustration that is thankfully gone is bottomless pits and one hit kill spikes. It is true that early in the game certain hazards will kill you in one hit, but as you gain health upgrades, you see that they are simply damaging obstacles and can be survived with enough health (with very few exceptions).

Finally, the weapon upgrade system is completely unique, not to mention brilliant. As you progress through the game, you find a variety of weapons that can all be upgraded. Enemies will always drop something when defeated, sometimes health or ammo, but much more common are small yellow triangles. These increase the weapons upgrade bar for the current gun, up to a maximum of three levels. However, each time you take damage, the upgrade bar for the currently equipped weapon decreases. This means that your weapons will decrease in power the more you get hit, forcing some strategy. Is it better to use all your missiles quickly before you get hit and lose your upgrade? Or should I save the sword for later and not risk losing my level 3 blade? This system forces you to constantly be on guard to keep your weapons at maximum level and actually forces the player to become more skilled by giving a real penalty to taking damage.

Despite all these differences, the game begins as traditional as can be. You, the cliché amnesiac hero, explore a strange floating island by teleporting to a variety of interesting new environments. Each of these new pathways is (mostly) linear, but each contains plenty of worthwhile hidden weapons and items that makes exploration both fun and rewarding. As the game progresses, you gain more powerful weapons and abilities, gain health and weapon upgrades, and even find some hidden items that exist solely to for the sake of discovery. All the while, the platforming and enemy difficulty grows along with your new abilities.

Bosses are common and quite large, usually taking up at least 8 times more screen space than the hero. Each has their own patterns and weaknesses to decipher, but defeating each requires pure skill. There are no complicated codes, no puzzles, just simple run-and-gun action. The story unfolds gradually. Though the plot starts off a tad cliché and never gets overly complex, there is quite a bit of backstory to it. Fortunately, the game never gives a large amount of exposition at once (with one forgivable exception). The hero is never told what happens; he gradually learns what happens, making the journey all the more satisfying. The history of the characters and world are just deep enough to be interesting without being overwhelmed by unnecessary detail.

Overall. At this point, this may seem more like a love letter to Cave Story than a review, but there’s a good reason for it. The game is excellent, plain and simple. It’s a fantastic, engrossing game that’s tough to put down. It’s not a terribly long game, a first timer can probably finish the entire thing in seven or eight hours, but there are several alternative paths, an optional dungeon, and many secrets to discover that warrant at least two more playthroughs to experience it all.

There is a rather large negative to Cave Story on the Wii however. Cave Story was released several years ago as a free downloadable title on the PC. Now, the Wii release has several new features, including updated graphics, more accurate translation, several new game modes, and the ability to use a controller rather than a keyboard, but the inherent gameplay is unchanged. Most reviewers tend to focus on this fact when reviewing this game, however, I would prefer not to. Cave Story should be played by everyone. Though it is undoubtedly superior on the Wii, and the sole creator of the game should be compensated for his excellent work, do yourself a favor and play this game any way you can. You won’t be sorry.

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