Thursday, October 20, 2016

October Game Analysis: Momodora: Reverie Under The Moonlight



          Iteration. Inspiration. Polish. I choose these words to describe this game’s history as part of a series. Momodora: Reverie Under the Moonlight is the fourth entry in a series of games inspired by Cave Story. It’s a great 2D combat platformer that has you fighting enemies with a leaf. A leaf!? I know it sounds asinine, but the main character Kaho fights incredibly well with just a leaf. She’s also got a bow and arrow, but it feels so much more badass to strike your foes down with the edge of a red maple leaf. How does a seemingly fragile object deliver such impact? It may have something to do with the sprite animation or the sound effects, but whatever it is it works fantastically! For this week’s October analysis, I want to look at Momodora 4 (same game, just shorter to type).

          Playing Momodora 4 I immediately felt a sense of nostalgia. I don’t think it was the pixel graphics alone that did this. It was the wonderful feeling of playing something crafted perfectly. How did this game come to be? Through iterative design. The developer built a few games before this one and refined the mechanics with each entry. Over time the games improved until they hit this high point. Could they go any further? Or would it be a reskin of the same old thing? In this case, the series likely will not need another entry. You should not have to make a sequel or a prequel when the previous game does a good job. If you’re making another entry, make it different and unique. More importantly, improve on what worked for the game and get rid of what held it back.

          As I mentioned earlier, Momodora 4 plays like Cave Story, at least in most aspects. There’s no experience bar to power up your weapons, but the artstyle definitely looks like Cave Story and the combat mechanics are very similar. It’s as if the developer played Cave Story, then had some ideas on how to make it better. This is an example of inspiration at work. Anytime you play a game or watch a film or even read a book, you can generate ideas from those works and formulate something out of all of them. 

          This is a well-polished game. Notice the animations: not only are they fluid and smooth, but they also convey personality. Whenever the character Kaho stands still for an extended amount of time, she does an idle animation that shows her yawning. She seems bored that nothing is happening. Another example is when she jumps, tiny leaves fall beneath where she was positioned. It’s the little things that help sell a game on how enjoyable it is. Even the music is memorable. It conveys the perfect mood for every situation. When you enter Karst, it’s very silent and empty to match the loneliness of the abandoned city. However, playing music at the wrong time can ruin a mood. Always know if a soundtrack is needed for a specific scene and what mood it should convey to the player.

          A lot of work went into making this possible. It wasn’t done all at once, not everything fell into place, and it likely wasn’t fully formed when first concepted. Lots of ideas start out small and insignificant. But holding those ideas and looking back on them later can spark a new way to utilize them. Maybe you’ve got a game idea in your head, but you can’t make a game out of it yet. That idea could become a short story to start off with if it’s narratively focused. Perhaps it would make for a decent board game. Play with your ideas and see where they get you. You might stumble upon something you could never have imagined before. That’s how I see Momodora 4, something unexpected and almost impossible to conjure.

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