GIRakaCHEEZER said:
I don't get what you're talking about here. Of course the game is going to hide it from you, that's what makes the good ending a secret. You're not supposed to be able to find it unless you look meticulously through the whole game. There are hints of it throughout (like ma pignon, who seems to do nothing, and the red mark in the labrynth that booster falls down in, and the tow rope in the core is easy enough to find if you just take a moment to look around).
That's still a stylistic choice. The most noticable robotic features of them are their pale white skin and their earphone things (they don't seem to have ears). They resemble the other robots you see on the island too with the 2 radio antennas from their head. I guess I don't really care if it broke your suspension of disbelief, since it doesn't seem like an important issue at all.
Well when you complain about a game with solid game mechanics because of the difficulty then yes, I will tell you to play an easier game because that is obviously what you want.
It's called a difficulty curve. The game gets harder at the end to make you work for the ending. Also why are you still going on about mouse support? This game clearly doesn't need a mouse.
It actually depends on the keyboard/computer, the 3 keys thing is a more common issue with laptops. Even with only 3 keys it's still easy since you should only ever need 3 at once really.
We're interested in critiquing your critique, and not pretending like it's flawless. Cave Story has some flaws, yes, but you're just getting worked up over little details.
If you don't like the game then don't play it is all I have left to say.
"I mean, there's a reason the expression "needle in a haystack" is used for a hopeless task no one in their right minds would undertake unless they had hours to while away in mindless drudgery. An excellent adventure game has no haystacks. A good adventure game probably gives you a magnet. A bad one makes you look at straw for seven hours. This game is nothing but haystacks, and sometimes the needles are made of straw."
—Wields-Rulebooks-Heavily on Limbo of the Lost
"Or let's talk about computer adventures; they often display information failure. "Oh, to get through the Gate of Thanatos, you need a hatpin to pick the lock. You can find the hatpin on the floor of the Library. It's about three pixels by two pixels, and you can see it, if your vision is good, between the twelfth and thirteenth floorboards, about three inches from the top of the screen. What, you missed it?" Yeah, I missed it. In an adventure, it shouldn't be ridiculously difficult to find what you need, nor should victory be impossible just because you made a wrong decision three hours and thirty-eight decision points ago. Nor should the solutions to puzzles be arbitrary or absurd."
Greg Costikyan in his article on game design "I Have No Words and I Must Design"
While not impossible to 'Win' you're locked out of the 'Correct' ending based on a choice that occurred hours ago that had little to no indication that making the choice would have that affect. It's blatantly made to be so obscure that you cannot find it on your first play through without using a guide and potentially not at all if you don't read the wiki/forums/guides. It's not like there's any actual hints, most are so obscure that they don't make much sense till you look back after finishing the game which means it failed at it's job.
Pale skin could easily be explained by being in a coma for a decade in a dark cave. You get no light exposure so your skin would lose it's pigmentation. You're also a soldier, so it would make sense for you to have
some kind of radio communication so that's what I thought the headphones were any not actually grafted into the head. They don't look even remotely close to other robots. They're white, most are gunmetal grey or black. The robots act like robots, quote and curly act like people with no robotic characteristics at all besides a few very subtle appearances which could potentially be other things if the wording was changed even slightly in game. Also, if you don't care about immersion then please don't go into developing video games, immersion is one of the biggest aspects of it and ignoring it is like shooting yourself in the foot.
It's not a curve when it does
this,
this is a curve. The game doesn't need mouse support because you don't personally think it's necessary. Disregarding that not everyone plays like you and might have different preferences. I know, shocking but stay with me here.
Jump, Move left/right, Swap Weapon, Aim, Fire. I'm sorry if my math isn't so good but I'm quite sure that's 5 when the allotted number of inputs is 3.
Little details are things like clipping into a block partly sticking out of a slope that prevents you from getting over it without jumping. That's little details. Things like failing to hint/foreshadow the secret endings, mutually exclusive powerups, etc. are BIG things.
I DO like the game, don't you read what I say? I however noticed several issues with the game as I played through them.
sexplosive said:
mouse support? how would that even work?
i want diagrams.
Like Terraria but with Binding of Isaac's aiming system.
emayer said:
You can't compare Cave Story to Super Meat Boy in that way. Every hazard in SMB is a one-hit kill. That's a game about pinpoint precision and fast paced platforming, contained within relatively short levels. Given the frequency a good player in Super Meat Boy is likely to die, it wouldn't make any sense to have lives and spread-out save points. Cave Story is about exploration and endurance. If the game immediately re-spawned you wherever you died, that would take away the primary challenge of the game, outside of the bosses.
To answer your question directed at me, no, I didn't get the good ending on my first playthrough. I traded the Polar Star for the Machine Gun, got the Booster 0.8, and let Curly die, three things that I would guess most first-timers do. And that was my point, that the game funnels the unknowing in a certain direction, a direction that makes the game more accessible for first-timers, but then hints at other possibilities. And then you're supposed to play the game again with those things in mind. Sure, you might not talk the Hermit Gunsmith again, making you miss out on that hint, or you might not read Booster's note, but the game rewards the player for being thorough. If the secret final level was easy to find, then it wouldn't be much of a secret.
One more thing about the Machine Gun -- the fact that trading for the Machine Gun is an option should be a pretty big clue that there could be another option down the road. That's pretty basic video game logic, I think.
Hard Mode, that is all folks.
And that's also the problem. No warning, no foreshadowing, no nothing until you read the guide or happen to backtrack for no good reason and stumble upon the gunsmith which unless you read the guide there's no reason to go back there anymore. There's a difference between being 'Through' and requiring either clairvoyance.
Also the machine gun doesn't say whether or not it's better or worse than other weapons. For all you know it could be one of the best weapons in the game but if you skip it you get the second best weapon if you don't trade it at the next time for the worst upgrade.
Flamefury said:
I'm gonna have to throw in my two cents and say a few things.
Fake difficulty: Unless you're playing Hard Mode in Cave Story+ or you're not picking up Life Capsules on purpose, the game has none. I chose to use Hard Mode the first time I played, and yes, I felt there were times where the repetition asked is simply uncalled for. However, I always remember that the game wasn't designed to be OHKO and it was my choice to do so. Even if an unsuspecting player chooses Hard Mode, once they reach the first or second areas, they'll realize they should go back to one of the lighter modes unless they're particularly stubborn like me.
Pretty much all the gripes I have with the game design at 3HP are completely gone if I had 10HP and a Missile Launcher. And I think you get 50 over the course of the game?
Of course, Hard Mode should add a save point in three or four specific locations because there is fake difficulty when you get killed in one hit and required to repeat something several dozen times over just to get back to where you were.
Mouse Support: No? When has Mario, Metroid, Mega Man, Sonic, etc. EVER needed a mouse? What would be the point of that? It's like adding something to a old-school, side-scrolling platformer that just doesn't need to be there.
And about the inability to do multiple things while firing on a keyboard and the necessity of a pad...It's not necessary. I know my keyboard does lock up if I press Z, an arrow key and X at the same time, so I did an upward shift to A and S and what do you know, problem resolved. If you're saying it's difficult to play on a keyboard...Let me tell you, I used a lot of emulators back in the day after my GBA broke. Mega Man Zero has trained me well to charge the saber, dash, jump and fire the buster all at the same time. It's not impossible (though it does take getting used to), and now I end up preferring the keyboard over a pad or controller.
Robot Thing: I don't really know what to say about this one...I played a ton of Mega Man (obvious, given how many times I mentioned him), from nearly every one of his incarnations. In all of those games, he's portrayed as a sentient, emotional hunk of machinery who can occassionally be conflicted with difficult decisions. There was no "Beep boop, prime directive is blow crap up" because he's just so much harder to relate as a character if he were like that. Quote doesn't say a word in the entire game, but he does have a heart, and that's what lets more people connect with him than it would if he were just a machine sent to fulfill some mission given.
Shouting "It's not realistic, there's no indication they are machines!" ...Really, it's supposed to be a bit of a shock when you find out in-game. It changes your perception, but I didn't find it detracted from the suspension of disbelief at all. It's not even a first that a form of entertainment media has a human-like machine (Astro Boy, Androids in DBZ, etc.).
If the repetition was uncalled for on hard mode, then hard mode wasn't made very well.
You get 50, some enemies can do about 20 damage a shot.
Also yes, but it should also apply to the easy and normal modes because taking it from the top over and over because you are having a particularly hard time with a boss isn't fun.
Mario, Metroid, Megaman, Sonic are all pretty much exclusively pad games. So it's a bad comparison as we're talking keyboards and mice and not pads and controllers.
I realize it's not 'necessary' however it should give the ability to use the mouse instead so that way you can avoid it entirely if you're playing right. Nothing worse than trying to play a game beyond it's physical limitations. Also congrats you play emulators, not everyone does so not everyone has the experience dealing with it. I personally play FPS, TPS, RTS, and RPG games so I don't have as much experience with platformers on the computer. Platformers aren't often on the computer because they just don't work well with keyboards. So with that in mind why not add in an anti-frustration feature and make the player able to use the mouse to help ease this problem?
Except they're really not. Let's look at LEGION from Mass Effect:
http://www.youtube.c...h?v=h8Chpj2_X3k
I don't see why playing something like LEGION or having your partner talk in something like that would be a bad thing.
Versus
Megaman is clearly robotic. Yet, despite this he isn't actually a robot. He's considered a 'Cyborg' in the game (Really, should be called a bionic). So not only is megaman a more robot-looking cyborg, but quote is a human-looking robot. That's the big problem.
Then the moment was rather lost, it could have been handled better. It's like calling this a cow:
It simply makes the player care less about what the character's say because they're pretty obviously wrong or flawed that you start to ignore them (Or at least I did).
bobbyis said:
Not enough boxes in the world, mate.
ShinyElectricBlueTiger said:
You just know that someone's pissed when someone uses bold text
Oh so scary!
I'm pretty positive that there isn't a lack of hints. Read GIR's post, because I don't think that needs to explained again.
Might I add that this is a fantasy game that we are talking about? Not like CoD is like real life but still... Calm down about that. It's a fantasy game.
And you missed my point of not needing all of the health and rockets that you need to complete the game. Like I said before, people have completed the game with 3 hp and no rockets, and you can too.
Let's go over what happens when...
You skip over Booster: Short monologue, minor character development
Save Curly:You find out your true self. Not like you can tell that Quote and Curly are different from the robots scattered throughout the island.
Even with the difficulty spike (which it never had, actually), you do know that a good game is supposed to challenge you rather than press the buton to win bitches, right?
... Everything? Would an NES game need to have a mouse to point and click at objects to make them instantly die? Hell no. That's what most modern FPSs are about. I do agree that retro games are meant to be played on a gamepad, hence why there was gamepad support in EVERY VERSION OF CAVE STORY TO DATE. Adding a mouse to all of that would just make the game feel all slimy and take away the greatness of retro platforming. Also, I play Cave Story on a gamepad on some of the console, but on a keyboard when I just do not have a gamepad for it. I have no idea why you are not able to shoot, aim, and move at the same time. Possibly because you just do not have any good reflexes at all. Honestly, a keyboard is just like a gamepad, but only with keys to me.
Jumping and firing does require reflexes and accuracy. In some cases, you have to be pixel-perfect and have to fire at the right time to assure that the enemy is going to be hit. Congrats on disproving your point.
If a person is good at at game, of course that the person is better and more skilled at the game than others. More intelligent, not so much, but I'm leaving a special case for you, who doesn't even know what makes a good game.
Looks like someone disproved another one of his points
Troll.
Already Did.
Like reality unless otherwise noted. Robots aren't characterized as anything different from our real world understanding of them.
No I probably can't. I don't have the patience to play the same section a few dozen times just to get past. Just because it can be done doesn't mean that most people can do it. There's things called world records for a reason. They celebrate the ability to do something to such a degree that no one else can do it. If what your saying was true then there would be no such thing.
There's a difference between challenging and frustrating. Most games cannot get this down right so they tend to either make it easier to avoid it, or they make it harder and people get frustrated until they nerf it or it gets forgotten. It is in fact a spike, every boss until then was a single unit, some of them had a second health bar but none of them were 3 separate bosses in a row without health or resupply.
NES games are played with a pad, not a mouse and keyboard. Also, 3 input limit, 5 common overlapping actions. Do the math please.
Jumping and firing requires as much accuracy and reflex as FPS, it's not somehow more demanding just different.
Oh, I know what makes a good game. I work and study game design a lot. Most of you probably don't or give Cave Story special exemptions because it's "Retro so it's supposed to have <insert flaw here>."