The remastered graphics still look great but they particularly stand out on the Switch’s beautiful touch screen. It also helps that it’s a pretty comfortable experience on Switch no matter what configuration you’re using. It may seem a little unorthodox, but I enjoyed Cave Story a lot more because of the short bursts of play I made for myself. I’d save my game, put the system down and get on with my day, only to pick it back up again and continue for another ten minutes until the next save point. I found myself saying “I’ll stop at the next checkpoint,” making my personal Cave Story experience feel like a mesh of mini episodes spanning five to ten minutes long. Like how each checkpoint or save room felt perfectly spaced out from one another. It’s perfectly serviceable playing at home in front of the big screen but being able to take it with me on the go really made me appreciate some aspects of the game I never quite noticed before. This system kept me on my toes and added a nice but small element of strategy when facing off with a few of the bosses.Ĭave Story+ really does feel like a natural fit for the Switch. Weapons get downgraded as well the more you take damage, so it’s important to get familiar with how each operates at different levels. However, once it has reached the max level, you can point the gun downwards and fire to reach higher places, similar to a jet pack. For example, the Machine Gun Blaster gets stronger and faster with each level. Each time you level it up, it will modify its use ever so slightly. Each weapon is unique and can be leveled up by killing enemies and picking up yellow crystals. I really like the weapon system in Cave Story because it made me pay attention to them a lot more than I typically would in other games. In order for Quote to put an end to the evil doctor’s nefarious plans, he’ll have to explore a number of different caves while running, jumping, and shooting - you know, all of that platforming goodness. “Cave Story+ really does feel like a natural fit for the Switch” It sort of boggles the mind that one guy was able to create such a cohesive product, something larger studios with bigger staff strive but fail to do. It has enough narrative twists and turns to keep it interesting and its pacing between story beats and gameplay is nearly flawless. Even its story is engaging, with players taking control of Quote, a sentient robot that must save the cute rabbit-like residents of Mimiga Village from an evil mad scientist. From the exquisite level design and intuitive weapons, it’s obvious Amaya played a ton of Castlevania, Metroid, and Mega Man back in the day. The inspirations are all over Cave Story. It was the first of its kind in that it was a modern game that looked and sounded like an old game. He self-published it and it gradually became popular over the Internet as word began to spread. It was developed by Daisuke “Pixel” Amaya for over five years and was originally a hobby of his. When people think of the rise of the indie game, many would point to the success of Braid and/or Limbo as the primary influence, but it was actually Cave Story that sort of started it all.
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