Cave Story and the Perils of Becoming Human

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Hi! I just published a video essay on one of my favorite games of all time, Cave Story (duh). I try to dive into the themes of the game and how the gameplay and the choices the player can make interact with them. The game really has a lot of depth to it and even though the video's 30 minutes long I didn't talk about everything I wanted to.

I'm really curious to hear what other fans of the game think of my work. It took a lot of time and effort and thought to create. Let me know what you think :)

👍︎︎ 8 👤︎︎ u/Skyehoppers_SR 📅︎︎ Nov 21 2020 🗫︎ replies

I honestly never thought about the game like that, I’m not one to look super deep into character development, and seeing how you described these characters really has made me realize how much more genius Cave Story’s design is.

👍︎︎ 6 👤︎︎ u/Andoriana 📅︎︎ Nov 21 2020 🗫︎ replies

I was devastated on my first playthrough when at the end it shows all the parts of the island shaking and it goes to the core area and she's just still there. I always thought she'd come smashing thru a wall or something at the last second...

👍︎︎ 3 👤︎︎ u/Steampunkfox999 📅︎︎ Nov 22 2020 🗫︎ replies
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In December 2004 Daisuke “Pixel” Amaya simply  posted a game to the Internet. It was his game,   Cave Story, a labor of love he had spent the  past five years working on all by himself.   This was the era when Steam only hosted  Valve games, before Nintendo consoles   had online shops let alone indie directs, when  the most current Microsoft operating system was   Windows XP. That is to say that independent  video game production was, though not unheard of,   certainly under the radar. Cave Story changed  that for good. Perhaps due to its relatively   low price of zero US dollars, it quickly gained  an audience, building enough of a cult following   to produce a fan translation into English,  further increasing its accessibility. From there   it received critical acclaim and gathered even  more fans, eventually leading to a new version   published by an American company with updated  graphics, soundtrack, and an actual price tag.  But while the history of the game is interesting,  I am more interested in Cave Story itself.   What made it such a seminal work in the now  huge field of indie video games? Well, it’s   beautiful. The pixel art is charming and effective  despite its simplicity. The music is incredible.   The gameplay is smooth and challenging without  being unfair. Well, usually not unfair. *death noise* What tends to keep people engaged, though, is the  story. A story which is powerful and poignant,   which introduces a cast of adorable, memorable  characters only 12 pixels tall, which warms your   heart and then breaks it. That is what made  this 2004 freeware game stand out the most.   In this video we’ll dive into Cave Story and  what makes it such a good game, the subtle yet   strong statements it makes about themes such  as empathy and the nature of war, and most   of all how it being a video game both deepens and  confuses those messages. Welcome to Reconstructed.  *Cave Story Theme Music plays* The game starts out with a quick cutscene of  a green-haired man named Kazuma attempting to   contact someone named Sue after escaping  from some unexplained terrible event.   This immediately sets the stage that  something has gone very wrong prior   to the events of the game before  diving right into the gameplay.   Our player character, Quote (although we don’t  actually learn his name until much later),   has to explore a small, claustrophobic cave  which teaches him the basic mechanics of jumping,   shooting, and collecting little Doritos from  dead enemies to power up his weapon. The   weapon in question being stolen from a sleeping  old man within the first couple minutes. Soon   he stumbles upon the Mimiga village, populated  with adorable anthropomorphized bunny creatures.   Quickly though it becomes apparent that things  are not going well in the quaint little town.   They are under siege from some mysterious figure  called The Doctor who has been kidnapping and even   killing them. There is internal conflict too, as  Quote witnesses an argument between the leader,   King, and a young girl, Toroko, over whether  or not to protect someone named Sue despite   her outsider status. Before this can be resolved,  Toroko is abducted by two servants of the Doctor,   the witch Misery and the uh toaster thing  whose name is Balrog? Who mistook her for Sue.  Okay, before we get any further I do have to provide  a spoiler warning. I will be covering the full   story of the game, with a special interest in the  game’s multiple endings and what they represent.   If that’s something you’re allergic to and you  haven’t already played the game this probably   isn’t the video for you. However! I don’t think  this video will ruin the game for anyone in any   sense. Games are not the kind of experience which,  in my opinion, are lessened by knowing the story   beats beforehand, unlike movies or TV. Their  power comes from the playing of them, not just   the knowing of them. Anyway, you’ve been warned. Quote then proceeds to the Egg Corridor, where he   finally finds Sue, unfortunately in the process of  being captured by a massive, enraged Mimiga-like   creature. Her fiery personality is immediately  apparent, being willing and ready to fight the   much larger monster. After Quote dispatches it,  Sue reveals she was planning to escape by way of   flying dragon, and that this is not simply a cave  system but actually a massive floating island.   Upon return to the village, Sue finally contacts  Kazuma, the guy from the first cutscene,   but is imprisoned by King who holds her  responsible for Toroko’s kidnapping.   On Sue’s request, Quote goes to Kazuma’s  location where with the help of a couple   local bunnies and a tea-loving robot he rescues  both him and an old man named Professor Booster   from the shelter they were trapped in. The  humans, including Sue despite her appearance,   reveal that the red flowers that had been  discreetly referenced several times already are   capable of turning Mimiga into horrible killing  machines, which is presumably what happened to   the one in Egg Corridor, and what will happen  to poor Toroko if action is not taken quickly.   Professor Booster recognizes that Quote, our  player character, is not in fact human like   the rest of them but rather an armed recon robot  that had been on the island for a decade already.   So he sends Quote to the Sand Zone, the location  of the red flowers, in order to destroy them,   not only to prevent the death of Toroko but also  countless others in the war that would likely   follow should the Doctor gain control of them. Soon after arrival the player meets Curly,   a female robot similar to Quote who has  taken to caring for a group of young Mimiga.   She assumes Quote is there to harm the little  ones, but after a quick fight realizes her   misunderstanding and explains that years ago the  Mimiga suffered greatly at the hands of an army   of killer robots. She makes it clear that her  goal is to atone for the atrocity which both   she and Quote may have participated in, although  neither can actually remember. Quote then continues   to explore the Sand Zone, defeating a boss or  two on the way, eventually finding a frail old   woman named Jenka who possesses the key to  the warehouse which stores the dangerous red flowers.   She doesn’t trust Quote enough to give him the  key, instead sending him to find her lost puppies.   By the time he returns with the last one, Balrog  has stolen the key by force. This is where the   events of the game begin to go horribly awry.  Beyond this point the tragedy dials up to 11,   going from a relatively simple and light story to  one that is increasingly dark and complex. Beyond   this point the player is not simply jumping  around, shooting enemies, and solving simple   puzzles, but also has access to important moral  choices which affect the outcome of the game   and the fates of the characters they have become  attached to. Beyond this point Cave Story begins   to really find its meaning. So let’s find out  what happens when Quote gets to the warehouse.  Inside the building are the Doctor and his  subordinates. This is our first time seeing   the Doctor himself and he is as intimidating  and sinister as one would expect. He decides   to test out the potency of the red flowers,  and without any remorse instructs Balrog to   feed one to the captive Toroko. Out of nowhere,  King arrives and heroically slashes down Balrog.   But Toroko is disoriented, head hurting, and eyes  glowing red. King was too late. The Doctor then   strikes down the warrior bunny in one shot and  tells him that without the red flowers the Mimiga   were far too weak to ever stand a chance. It is  then that Quote finally arrives, far too late to   change what had just transpired, instead having  to fight against the rabid version of Toroko.   The sweet, compassionate little girl who was  your very first friend in the game has become   a thoughtless, enraged monster. And there is no  antidote. Quote has no choice but to end her life.   Normally after defeating a boss a short  fanfare plays, rewarding your achievement.   After defeating rabid Toroko  there is only silence. *music stops* The fate of the Mimiga is the most heart  wrenching tragedy of Cave Story. While some of   them do survive the events of the game, the ones  with specific personalities, the ones the player   really gets to know, all die. And what's more  they are only involved in this conflict because   they happen to live on the island rather than  any choice they actually made, unlike all the   human characters. This innocence is represented by  the design decision to have them resemble bunnies.   Rabbits are universally recognized as timid,  harmless animals. They have no capacity for   warfare or hatred in real life, obviously, and  so the player assumes neither do the Mimiga.   All of this fosters a strong sense of empathy  in the player. Being involved in the story   only by circumstance, and the associations  created by their designs really emphasizes   the idea that these creatures are innocent.  They are true victims of the Doctor’s actions.  However, unlike some fictional groups meant  to represent innocence, the Mimiga are not   monolithic. They express significant variety in  personality, mentality, and approach to their   dire situation. Let’s take a closer look at three  Mimiga characters which show those distinctions   and what their eventual fates communicate in the  context of the themes the story is developing.  The first is someone I haven’t mentioned  up til now and a character who passed away   before the game even started: Arthur.  Arthur was Toroko’s older brother,   and is revered as a fallen hero by those still  alive in Mimiga Village. He was supposedly killed   by the Doctor, something which is communicated  with a lot of grief by both King and Toroko.   He is identified as a warrior, the strongest out  of all of them. However, what the other Mimiga   are likely unaware of is the true nature of his  death. In the basement of Arthur’s abandoned house   there are the remnants of some half-eaten red  flowers, implying that even he partook of them.   We already know that eating the flowers is a  death sentence, so while the Doctor may have   still landed the final blow, Arthur was already  doomed. He caved and consumed the evil power,   and had no victory to show for it in the end. King is the other Mimiga who chooses to fight   and protect the village at all costs, but unlike  Arthur rejected the idea of the red flowers.   Instead, he fights with a blade, and probably has a lot of  experience with it given his steely attitude and his scar. King's mentality is to prioritize the village’s survivors at  all costs, even if it means sacrificing Sue.   After all, she wasn’t really one of them.  But for all his assumed fighting prowess and   his strict survivalist approach, he too earns  nothing for it. He is killed in a single blow.  Toroko, finally, chose to maintain her compassion  above all else. She refuses to turn against Sue,   even though she knows it is the most logical  choice for the village. Her friends are more   important to her than anything else, even  in an apocalyptic scenario. Predictably,   she too meets the same end as King and Arthur.  Her kindness and lack of willingness to fight is   simply taken advantage of, and she only succeeds  in delaying Sue’s own capture by a short time.  Now, there are other character deaths  in Cave Story, which we’ll get to later.   The difference though, is that if the player  is savvy enough the others can be saved, while   there is no option available to spare the Mimiga  characters I just discussed. And this simply isn’t   fair. All the others were on the island of their  own volition, people who put themselves into a   position they knew could be dangerous. The Mimiga  had no such choice. What Cave Story shows us here   is that the people that are most victimized by war  are often those who were forced to participate,   while those truly responsible for beginning  and extending the conflict have a much better   chance of survival. It doesn’t take reading many  history books to know that this reflects reality.   Furthermore the fact that there is some  player agency in the outcome of the game,   but not with regard to the Mimiga’s survival  communicates that by the conflict starting at   all civilian casualties were unavoidable. Or maybe  more accurately by the mere existence of the red   flowers Mimiga would inevitably suffer. Parallels  can be drawn with the red flowers and real-life   nuclear weapons. Just by having them exist  somewhere destruction will happen sooner or later,   and the ones who suffer the most are those who  are entirely innocent. That is maybe a stretch,   and I think is more speculative than  supported by textual evidence. After all,   feeding rabbits uranium doesn’t turn them  into mindless killing machines. I think.  One last element in Cave Story’s surprisingly  chilling depiction of the brutality of war is the   fact that the natural denizens of the island are  not just killed by the Doctor but also exploited   for their labor. Late in the game Quote reaches  the Plantation, a large area where the Doctor has   cultivated more red flowers. Farming the plants  are not the many various minions the Doctor has   under his control, but rather more Mimiga, many of  them brainwashed into thinking he is helping them.   As you walk by you want to scream at them to run,  hide, you’re in terrible danger. But you can’t.   These bunnies have no idea  they’re aiding their own killer.  And while the Mimiga are the salient example of  this exploitation, they are not the only one.   Omega, the boss of the Sand Zone, is a  mechanically modified sand crocodile.   Monster X, boss of the Labyrinth, is simply  a giant cat trapped in an armored tank-like   contraption. Ironhead, boss of the Waterway, is a  massive fish with a mechanical helmet and visor.   The lesser enemies of these areas don’t  appear to possess any of these modifications.   To me this represents that the power and animosity  of these boss creatures was entirely manmade.   Without their modifications they would simply  be animals. All of these elements put together   produces the idea that all of the strife on the  island is a direct result of human influence.   If no one had ever come to the island seeking  power, then all the natural inhabitants would   be floating peacefully and safely in the sky. Well that was a bit of a depressing section, huh? Don’t worry the game gets at least  a bit more optimistic from here on out.  When putting a video game through this sort  of analysis it’s important not just to look   at what simply occurs over the course of the  game, but also the actions the player must take   in order to progress through it. These actions  can end up either compounding or contradicting the   messages communicated by the narrative, providing  another dimension to the experience that would   have been missing had it been a book or film. When you look at the specific things Quote,   and therefore the human player, must do a  trend begins to develop: a robot character   learning human empathy. At least, as long as we  start after he steals the gun from the old man.   In order to progress once he enters Mimiga  Village he has to retrieve a lost locket   and give it to Toroko. In order to save Kazuma he  first has to find a key for the lazy Mimiga Santa,   then provide the cute Chako with uh cuddles I  assume, and then lastly pull a crushed security   robot from the ground even though it was initially  aggressive. That last one is the most important,   as without the robot’s, whose name is Malco,  specific expertise Quote has no way to build   the bomb necessary to break Kazuma out of the  shelter. The player is rewarded for taking a   chance and trying to help something, even though  Malco could easily have been a dangerous enemy.   Instead it turns out to be exactly the key that  was necessary for progress, and not only that   it acted much more human than expected, wishing it  was able to offer Quote some tea out of gratitude.  After Quote defeats rabid Toroko and  is...ah shit now I’m sad again...after   he defeats Toroko and is sent to the Labyrinth  by Misery his first major task is to retrieve   medicine for Curly who had been sent to the  same place but was injured in the process.   By the way, what are these frog guys doing here?  They as far as I know are not explained even a   little bit. Is there really a lot of business  down here? In the Labyrinth? Anyway, we are now   most of the way through the game and the player  has been consistently rewarded for playing in an   empathetic way, searching out methods to help  the non-player characters as best they can.   Aside from the moments I just discussed, the  gameplay mostly consists of jumping and shooting   and collecting drops, which doesn’t impact the  interpretation of the narrative much at all to me.  Now that Cave Story has conditioned the  player to constantly look for ways to help,   it’s ready to start testing them, providing  them choices which actually matter.   But not before dropping another major tragedy  on the player’s head. After fighting tooth and   nail to the end of the Labyrinth, the  latter half with Curly by your side,   both robots defeat the Core of the island,  presumably putting an end to the Doctor’s plans.   But alas Misery arrives and teleports its damaged  form away just in time and the room begins to fill   with water. Quote quickly runs out of air, falling  unconscious. But in an ultimate act of compassion,   Curly gives you her air tank, saving Quote but  drowning in the process. Now there is a way   to save her life, but the requirements for it  are tricky and for most players this is where   Curly’s story ends. For most players no matter  how hard they search for a way to save her,   for a way to apply the empathy the game had  previously asked of you, there is nothing.  So when Quote is confronted with a choice soon  after of whether to abandon the island or keep   fighting fruitlessly against the Doctor,  it really is a difficult decision. When   he returns to the Egg Corridor he finds Kazuma  ready to flee on the back of a flying dragon.   He offers Quote the chance to come with him,  assuring him that the Doctor is completely   unstoppable. Of course, we, the human players,  know that Quote can in fact defeat the Doctor.   There has to be a final boss and the battle has to  be winnable. That’s how video games work. We know   this. So for most players the decision to reject  Kazuma’s offer is easy and free of hesitation. But   if you really immerse yourself in the narrative,  regardless of previous experience with games,   it becomes more difficult. The game spent  hours building up your sense of helping others,   then spent more crushing all your friends beneath  its thumb. All of that effort, that empathy,   has so far been for nothing. It couldn’t save King  or Toroko and probably couldn’t save Curly either.   Quote is, after all, a robot. Shouldn’t he choose  based on a logical assessment of the situation?   Logically he should understand that no one else  can be saved and he should escape while he can.  But no, of course you have to fight on. You have  to reject the easy way out and fight for even the   sliver of a chance of saving everyone. And of  course it works out in the end. Quote scales   the outside of the island and defeats Misery, the  Doctor, and the Undead Core once and for all. The   island crumbles apart, but the surviving Mimiga  and humans live to see another day. Peace remains.  These two different endings, the  Bad Ending and the Normal Ending,   correlate with the personalities and perspectives  of two characters, Kazuma and Sue respectively.   They also represent two different attitudes one  can have toward war and oppression. Kazuma is   frankly a coward. Faced with overwhelming odds  he decides to prioritize only his own survival,   leaving his colleague and even his sister to  die. By the way Kazuma and Sue are siblings.   I don’t think I mentioned that earlier because  they really don’t act like it. In the Bad Ending,   Quote and Kazuma do survive and live peacefully  in the mountains, but the Doctor succeeds and   reigns over the surface, killing countless people  in the process. In a situation where a terrible   person comes into power, cowardice allows horrible  things to happen. Kazuma’s character is ultimately   summed up by one of the first things he says  in the game, that he is so hungry he would even   eat a cockroach to survive. He is willing  to disgrace himself for his own survival.  Sue, on the other hand, chooses to fight against  overwhelming odds. This is even how we’re   introduced to her character, attempting to fight  back against a flowered-up Mimiga many times her   size. Even though she expresses hatred of the  island itself and desperately wants to leave,   once she understands the gravity of the situation  she stays to fight. The turning point is when   King tells her Toroko was kidnapped due to their  resemblance. Once she realizes that someone was   put in danger due to her, in her mind there is no  choice but to try and defeat the Doctor, even if   victory seems impossible. This distinction between  Kazuma and his sister is also symbolized by their   appearance. Sue is a human turned into a Mimiga  by the doctor prior to the events of the game,   and perhaps it was that change which led to her  feeling morally obligated to help the bunny tribe,   while Kazuma did not. However, Sue’s ending  isn’t perfect either. The Doctor was beaten,   yes, but he was not the first person to use  the power of the island for evil, nor will he   be the last. The game constantly emphasizes  that similar crises have happened before.   As long as the Demon Crown, the ugly hat the  Doctor wears which is the source of his power,   exists violence will return. As  Kazuma says in the Normal Ending,   “peace remains.” Peace only remains. The  implication being just for the time being.  But there is a third ending: the Good Ending. If  you pay extra close attention to the game, the   player can in fact save Curly after she sacrifices  herself. The end result is that after taking down   the Undead Core, Quote and Curly can progress to  the Blood-Stained Sanctuary, a hellish underworld   home to Ballos, the creator of the Demon Crown and  true source of all the evil power on the island.   All the eyes in the rocks in the Labyrinth and on  the Balcony were clues that there was something   deeper in the island, something alive. Defeating  him results in the island no longer falling from   the sky, and the true elimination of  the power the Doctor tried to wield.   This is Curly’s ending. Like Sue, she developed  empathy for the Mimiga, but not only that lived   with them for years and years, developing a  true understanding of the island and its people.   Only she knew about the entrance to the sanctuary.  Only she knew enough to end the cycle of violence   forever. This is also the only ending where  Misery and Balrog are freed from the control   of the Demon Crown. They never had any agency  before, cursed to forever obey its current owner.   But now they are actually free. Does this fact  redeem Balrog, who expressed zero regret or   hesitation when feeding Toroko the red flower? No,  absolutely not. Fuck you Balrog, ugh. But it still   means something. This shows that when it comes to  ending violence and oppressive power structures,   the best approach is to understand the true source  of that evil, and attack that source directly.   Only then can we put the oppression behind us.  What adds even more nuance to this ending is the   nature of Ballos himself. He wasn’t originally  a bad person, and used his extraordinary magical   power for the good of everyone. However, he was  tortured and corrupted by a jealous king, and   that power turned against him. Jenka, who is his  older sister, tried to simply seal him away. Over   time though, she aged until the point we meet her  in the game, unable to maintain her structures and   letting the evil leak out. This indicates that her  approach was flawed. Allowing that much potential   for violence to continue to exist was a mistake.     So we have three endings, each one representing an   approach to oppression. The worst is cowardice and  inaction, represented by Kazuma. The middle ground   is empathy and courage, represented by Sue. The  best is empathy and courage combined with a deep   understanding of the systems that produce that  oppression, represented by Curly. Now let’s talk   about how the specific requirements for getting  the good ending completely mess all of that up.  So if you’ve been following my interpretation of  this game, the assumption would be that in order   to get the Good Ending one has to continue to play  in an empathetic manner. It turns out the opposite   is actually true, at least in one major instance.  There is a short checklist of actions the player   has to take to be able to access the Blood-Stained  Sanctuary, none of which I see as particularly   intuitive, and one which is very counterintuitive. As Quote makes his way through the Labyrinth,   he walks into a room and witnesses an injured  Professor Booster fall into a pit. As discussed,   the game has previously rewarded you for helping  people, but in this case the “correct” decision   is to simply jump over that pit and proceed as if  you saw nothing. If you go down to attempt to help   the old man, a character that has been entirely  friendly and helpful and generally unproblematic,   he dies. And for some reason the Good Ending is now unachievable. To add to the confusion, the jump  over the pit is actually pretty challenging. I made it on the first try because I’m a god  gamer, but it’s really easy to get caught on the   edge of this block and fail the good ending  due only to a platforming test. Of course   you can always savescum which I honestly see  nothing wrong with, but this whole situation is   weird at best. And lastly, if you don’t talk to  him in the Labyrinth he actually survives. The   dude just shows up in the village later to give  you the booster, looking good as new. It doesn’t   make any sense logically, and more importantly  it doesn’t make any sense thematically. Why in a   game that largely rewards you for helping others  are you in this one case hard-punished for it?  The other boxes to check aren’t quite as  inscrutable, but are still very easy to miss   even if the player is paying close attention. If  you skipped talking to the professor, then in the   room you fight the Core you can find a tow rope  twinkling in the lower corner. If you pick this up   Quote can rescue Curly after she appears to drown.  But there is nothing to indicate to the player   that they should even be looking for an item  right then. It’s incredibly obscure for such an   important story event. Beyond that, the player has  to dry Curly out in a small cabin in the Waterway,   another thing that was never told to the player,  feed her a mushroom to restore her memory which   is another thematic inconsistency as the mushroom  is very much alive and doesn’t want to be eaten,   and then finally talk to her multiple times to  receive a special item. Only after all these   bizarre choices does Quote have the ability to  access the Blood-Stained Sanctuary and prevent   the cycle of violence from renewing in the future. Now if I was someone else I could just say this   was a poor writing choice, that in wanting there  to a difficult secret ending the creator messed up   the message he had built with the rest of the  narrative. And that may be true. But I think   something interesting happens when you look at  what this aspect of the game communicates when   examined in concert with what the split endings  represent. It shows why humans cannot   achieve the systemic change necessary for  ending violence and oppression for good.  Quote, again, is a robot. He is not human, unlike  other characters in the game. And while he   is a silent protagonist without much of  a personality, he does have a subtle character   arc of becoming more humanlike. This growth  is illustrated by Misery referring to him as a robot   as he fights the Core, but recognizing  his humanity before the final battle.   Curly is also a robot, but she on the other hand  is brimming with personality, showing just how   far these non-human characters can come in  terms of developing human characteristics.   And their robotic nature serves an important logical purpose within the game.   The Doctor has no power over them. While  he can transform the Mimiga, the humans,   and even Misery (who may or may not be  human) into monsters at the drop of a hat,   he cannot do that to Quote. No human then could  have done what Quote accomplished. In fact,   the game frequently reminds us that “humans  are terrible creatures.” This alone may   show difficult it is for people to produce  systemic change because of how susceptible   they are to the oppressive structures  they have to fight. But it goes deeper.  When it comes to actually performing the good  ending, it is extremely difficult to borderline   impossible without externally obtained knowledge  of the game. Without the blueprint provided by the   game’s wiki or wherever else, virtually no one  would achieve it. Additionally, it’s highly   likely that the player will have to reload saves  at some point to keep their good ending run going,   either from missing the jump over Professor  Booster or the tight platforming to make it into the   Waterway Cabin. Obviously there is no analog  for either of those mechanics if you apply   them to real life. There are no do-overs  and there is no perfect blueprint you can   access that will guarantee your success.  Even if you do everything the “right” way,   you still may fail to produce meaningful change  through no fault of your own. Just like how   playing Cave Story the “right” way would lead  most players to attempt to save Professor Booster.   Quote and Curly are only able to achieve  their perfect ending because they are robots,   because they are video game characters. Real human  beings simply cannot accomplish what they did.  At first glance Cave Story is an unassuming game.  Created sixteen years ago by an inexperienced   indie developer, no one would have expected it  to have much depth or complexity. But hiding   behind the simplistic art style is an incredible  auteur game that has legitimate literary merit.   It presents a fascinating argument for the  importance of empathy and courage, aided well   by the way the player has to interact with their  environment. It paints a somber picture of the   horrors of war, and the specific effects it has on  its victims. It shows several ways in which people   can respond to that oppression and what results, the best of which is to confront the very   source of the violence. But then it complicates  its own message by demonstrating why that’s nearly   impossible to achieve. And hey, I didn’t even  talk much about the gameplay itself! Analyzing   the ludic aspects of game design isn’t my forte, but I   really should say that Cave Story is just fun as  hell. The combat is really neat, the level design   is super creative and enjoyable. I especially  like the mechanic of upgrading your weapons,   but with the constant risk of losing  those upgrades if you play unsafely.  All in all, the purpose of the video was to show  you why I think Cave Story is so special and why   it’s seen as such an important and influential  game to this day. Everyone owes it to themself   to play it. Even if I spoiled you a bit with this  I almost guarantee you’ll have a good time, and that there's lots of content in the game I didn't touch on at all. The upgraded version is only 15 bucks on Steam, or you  can play the original version which is pretty much   exactly as good and is still available for free,  which is just so cool. For people that are already   familiar with the game, what did you think of  my interpretation of Cave Story? Is it accurate?   Is there something I missed which contradicts my  thesis? Are there any aspects of the game I didn’t   talk about that you see as thematically relevant?  For example I couldn’t make much sense of Misery   and Balrog's characters in the context of the messaging, and  I mostly skipped over the Plantation section of   the game including the characters of Momorin and  Itoh. The best way to analyze media is to treat   it like a conversation, and I’m really looking  forward to seeing other people’s viewpoints.  What is certain, if nothing else, is that  Cave Story is a video game that deserves   to be played and talked about and replayed  and re-talked about for a long, long time.  Hey, if you enjoyed this video and are interested  in seeing more stuff from me, please give it   a like and hit that subscribe button. I work  really hard on these and I appreciate any and all   support. Also, sharing on Reddit and Twitter is  crazy helpful as it’s really hard to get eyes on   my work at my current size. I also have a Patreon  now! If you have the means to financially support   the channel that would mean the world to me. My  first goal is to get to 50 dollars a month, as   that would simply guarantee that I’m not actively  losing money by creating these which would feel   amazing. I’m going to continue with a mix of the  more fun and lighthearted speedrunning videos I’ve   made prior to this and the more serious media  analysis videos like what you just watched.   Once again, thank you so much for watching. I’ve  been Skyehoppers and I’ll see ya in the next one.
Info
Channel: Skyehoppers
Views: 26,537
Rating: undefined out of 5
Keywords: cave story, cave story analysis, cave story music, cave story essay, cave story video essay, cave story+, cave story nintendo switch, cave story review, video essay, video game story analysis, analysis, mimiga, quote, curly brace, reconstructed, cave story reconstructed, cave story theme, cave story ballos, cave story undead core, cave story balrog, cave story misery, skyhoppers, skyhoppers cave story, cave story explained
Id: nvffAY39efU
Channel Id: undefined
Length: 30min 54sec (1854 seconds)
Published: Sat Nov 21 2020
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