Game: Caveblazers
Platform: NS
Caveblazers is a solidly prepared experience that suffers from being in an overdone genre. It’s not a poorly priced game by any means, but there are definitely more memorable experiences on the Nintendo e-Shop. However, despite a very plain and simple visual aesthetic, the game does offer an immersive progression and a bevy of collectibles that drew me in. There’s not very much that is frustrating or comes off as poorly designed in the game, which is a plus, but other than the progression and collectibles I felt underwhelmed.
The game has an overall motif based on medieval fantasy, featuring goblins and such alongside weapons like swords, bows and staffs. You’re an unnamed stranger who finds himself in a strange cave with an old man and a door in the center leading into the depths of the unknown. You’ve got almost nothing on you, and the game thrusts you into the normal mode with the simple goal of getting as far as possible. Chances are, you won’t last very long, but you’ll unlock your first “perk” and your next playthrough is hopefully a bit longer.
Among my favorite parts of this game was how great it felt to control your character. The physics are well designed, and in addition to regular movement (left/right) the jumping is responsive to how long you hold down the button. It’s a nice touch that gives it a Super Mario Bros. feels and adds some depth to movement and combat. Being able to wall jump is also a very welcomed addition to movement. One of the best feelings I had when playing was when I would pick off enemies flying around by holding the input for my bow down while jumping. The game’s movement really is one of its finer points.
One of my few gripes with the game is the visuals. Sure, the overall theme is simple and it does a good job of not feeling out of place with the gameplay, but sometimes when I’d be running through and killing enemies, there would just be too much going on on the ground itself. Between enemies, dead enemies, gems and inanimate objects littering the ground, sometimes my character would blend in and I would have trouble keeping track of where I was. It’s just a bit too much going on at once without a lot of visual distinction.
Overall, I look at this game as a great budget option if you’re looking for something to play on a long commute. It’s simple, the controls are user-friendly, and combat has a whimsical, fun feeling to it. The progression system really draws you in and engages you, making you want to burn away some time for a few runs at a time. Add in the Arena mode, where you are pitted against waves of randomized enemies until you die, and you’ve got a nice experience. However, the game itself doesn’t stand out, and it suffers from feeling like it’s just yet another rougelike game. It’s certainly not bad, however, and I would definitely say to pick it up if you’re into this genre due to its price and accessibility.
Grade: 7/10 - Not bad, just not outstanding. Worth the price. Not a trailblazer in the genre.