May 13, 2014 at 1:13 AM
Not intended to flare any tempers!!!!!!!! I wanted to share what I felt about Kero Blaster:
I would absolutely buy it if I were you, but for me, it wasn't what I had hoped for,
To begin, I didn't want, or expect, Cave Story 2. But Kero Blaster really fell short for me.
I didn't like the control locking in the updward direction, that crimped my style on many an occasion. Also I was not a fan of the super minimized resolution or the chunkiness of it, that really took away from the gameplay I felt. The linear play style took away so much of the fun for me, even though you could easily argue Cave Story was linear it at least had a FEELING of exploration to it (returning to similar locations for starters). Also I played the game with one weapon because the others just didn't cut the mustard (the Uzi Laser once I got it).
I think the story had HUGE potential, but missed the mark for me. I love a game with a good story and it almost feels like Daisuke thought everyone wanted a boiled down version of Cave Story gameplay to make it purely "run and shoot." I like speculation but there was just too much room for speculation in Kero Blaster unless I missed something big. To be honest I couldn't tell you the connection, and there clearly is one, between "what we've done in the past" and some server-like monolith with eyes shooting the word "error" at me (felt cheesy, if anyone played Mischief Makers for N64 this part will have felt VERY familiar). I didn't understand any of the characters, like really get them. And... clock cage man...? I get it, this is from a very different cultural perspective (see: movies like Paprika, and the departure from how business is characterized), and maybe thats the problem, but I did not latch onto much of the story AT ALL. Kero Blaster is too good to be pesudo-intellectual like so many indie games today, so to me it just seems like the problem is a lack of story development. I should mention that for me, Cave Story gave me feels in certain places so I reckon I was expecting something sick like that in Kero Blaster.
I didn't like the control locking in the updward direction, that crimped my style on many an occasion. Also I was not a fan of the super minimized resolution or the chunkiness of it, that really took away from the gameplay I felt. The linear play style took away so much of the fun for me, even though you could easily argue Cave Story was linear it at least had a FEELING of exploration to it (returning to similar locations for starters). Also I played the game with one weapon because the others just didn't cut the mustard (the Uzi Laser once I got it).
I think the story had HUGE potential, but missed the mark for me. I love a game with a good story and it almost feels like Daisuke thought everyone wanted a boiled down version of Cave Story gameplay to make it purely "run and shoot." I like speculation but there was just too much room for speculation in Kero Blaster unless I missed something big. To be honest I couldn't tell you the connection, and there clearly is one, between "what we've done in the past" and some server-like monolith with eyes shooting the word "error" at me (felt cheesy, if anyone played Mischief Makers for N64 this part will have felt VERY familiar). I didn't understand any of the characters, like really get them. And... clock cage man...? I get it, this is from a very different cultural perspective (see: movies like Paprika, and the departure from how business is characterized), and maybe thats the problem, but I did not latch onto much of the story AT ALL. Kero Blaster is too good to be pesudo-intellectual like so many indie games today, so to me it just seems like the problem is a lack of story development. I should mention that for me, Cave Story gave me feels in certain places so I reckon I was expecting something sick like that in Kero Blaster.
I would absolutely buy it if I were you, but for me, it wasn't what I had hoped for,