Extra Punctuation

Extra Punctuation
On Arty 2D Platformers

Ben "Yahtzee" Croshaw | 10 Aug 2010 16:00
Extra Punctuation - RSS 2.0

You control, in the loosest possible sense of the word, a little girl with a big head skipping through a dark forest for god knows what reason, and who lacks the most basic self-preservation instinct or perception of the world around her. She continually skips forward like a sprightly lemming (the puzzle game kind, not the real-life furry kind Disney used to slaughter en masse), and your role is to drop planks, staircases and spring shoes in her path to help her circumnavigate incredibly obvious hazards that anyone who didn't have behaviour-modifying tunneling brain worms would just stop skipping towards like a retard.

Forgive me if this statement seems redundant after that paragraph but I wasn't terribly impressed by Lucidity. The whole thing was going for a sort of A. A. Milne storybook feel and the visual design wouldn't have been out of place on a Precious Moments figurine, as if the designers were consciously trying as hard as they could to make people feel guilty about bagging the game out. The order in which you drop the various pieces is entirely random, and randomness hasn't been suitable as a major game mechanic since Tetris. Falling off ledges was basically a leap of faith since the screen scrolled up and prevented you from seeing whether the ground was toxic spikes or not. Lucidity fits into the loss of innocence theme quite well, because after ten minutes I dearly wanted the main character to be pressured into sexual experimentation by her 15-year-old boyfriend.

Cave Story. A freeware title rather than an XBLA game (although an improved version was released on WiiWare), developed by a single mysterious entity known only as Pixel, I include it here because it's probably the most critically acclaimed freeware game on the internet. Which admittedly isn't that competitive a stable, but Cave Story (pictured) really is damn good. If pressed I'd say it's like a slightly more linear Metroid, but really it takes influence from the entire history of the NES, combining elements of platformers, adventure and bullet hell shooters. The many boss fights in particular are well-designed and not afraid to give a serious challenge.

It's also got quite an in-depth story that manages to be involving without intruding. You're a small boy with a big head (of course you are) lost in the now inevitable big scary world. All you initially know from the start is that there's a cave and you appear to be in it, but over time you become embroiled in the machinations of a team of scientists, a proud race of bunny people and a dark secret deep within the rock. It must be said, though, that if you intend to get the best ending, you have to jump through some seriously unreasonable hoops. First solve a bunch of hidden puzzles that absolutely nothing indicates towards, and then complete a whole extra, lengthy, ultra-difficult level featuring two boss fights. WITHOUT DYING ONCE. That's like eating an entire bucket of corn on the cob without getting bits stuck in your teeth.

What's surprising is that Cave Story was developed in its entirety by one bloke. Well, actually, that's not too surprising, considering it's presented retro-style with low-resolution, easier-to-draw graphics and tinny Midi music, that's exactly the same trick I used. I think it's worth remembering that you mustn't let yourself be blinded by nostalgia. Development of processor technology is an inherently good thing when retro graphics look like Lego did a crap on an EGA monitor, and Midi sounds like a battalion of gibbons going to war against the 80's synth-pop artists.

Yahtzee is a British-born, currently Australian-based writer and gamer with a sweet hat and a chip on his shoulder. When he isn't talking very fast into a headset mic he also designs freeware adventure games and writes the back page column for PC Gamer, who are too important to mention us. His personal site is www.fullyramblomatic.com.

Comments on