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Every story beat is rewarding because it's an actual reward for doing well. There's a level of care, polish, and foresight that many developers this generation could and should take note of.Ĭave Story+ is hard because a challenge can be fun. Studio Pixel was never just copy and pasting old-school design into a platformer. Proper strategy and quick thinking is necessary at all times.ĭespite originally being released as freeware in 2004, Cave Story+ fits rather well in the modern industry. Traveler gets hit, rushing into a boss and shooting blindly will ultimately lead nowhere. Since weapons lose experience and delevel when Mr. While bosses vary in difficulty, each one has the same basic idea of mixing platforming and combat together. For every amazing platforming section, there's more than likely a great boss at the end of it to overcome.īosses really demonstrate the brilliance of Studio Pixel's design. What Cave Story+ does better than anything else is its boss fights.
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Items are hidden because they're meant to be a reward, not a means to an end.Ĭave Story+ is also more disjointed in its map than most of its contemporaries, which might be disappointing to some, but the disconnect allows stages to breathe freely without needing to worry about how to weave in and out of one another. In fact, it's incredibly easy to bypass a useful weapon or item, making obtaining one all the more satisfying. Traveler doesn't needs to find these items to progress. On the Metroidvania side of things, there are plenty of weapons and items to unlock that help lighten the platforming load - although, nothing to the point of trivializing the core design. The narrative's tension ends up matching the gameplay's tension, particularly in the second half when enemies start to ramp up, creating a cohesion between story and gameplay that is seldom found in most games, let alone Metroidvanias. The plot itself is far darker than the colourful world leads on, tackling themes of slavery, weaponry, and the responsibility of war. Other times it's a conveniently placed house with a save point in a dangerous area. Sometimes the respite isn't always a docile village, but instead a puzzle with no risk of death. It's important that this give and take of challenge and rest has been established immediately since this is the formula the whole game works on. It feels rewarding getting through a difficult set-piece and being given a respite in return.
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Traveler stumbles upon a village filled with NPCs. The thrill of completing a challenging stage is at times enough, but Studio Pixel goes one further with story. It's a lot to take in at once, but it feels rewarding to conquer. Traveler has momentum to his walk and jump, backtracking is at times necessary to make progress, and weapons can level down just as easily as they can level up.
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Instead, it commands an understanding of the mechanics. It's easy enough to die in the opening cave, but it doesn't feel unfair. Studio Pixel treats plot like a reward and that shows in the design. When he finally makes it out of the cave, he's greeted with a village that suddenly feels more exciting to explore than if the game had simply started there. Traveler wakes up in an abandoned cave, on a floating island, and without any indication of where to go. The brief interludes of story work so well thanks to how they're interspliced within the gameplay. Which is surprising, really, because Cave Story+ is more of a platformer than most Metroidvanias. That isolated mood makes it all the more impactful when stumbling upon an NPC. Much of the experience is spent platforming through colourful locations and shooting exotic enemies, but it holds on tight to a feeling of solitude. Lonely is perhaps the best way to describe Cave Story+'s tone.