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	<title>cave story archivos - Nobody comes after the last</title>
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	<title>cave story archivos - Nobody comes after the last</title>
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		<title>Kero Blaster &#8211; Impressions</title>
		<link>https://blog.krusher.net/en/2018/01/kero-blaster-impressions/</link>
					<comments>https://blog.krusher.net/en/2018/01/kero-blaster-impressions/#respond</comments>
		
		<dc:creator><![CDATA[Krusher]]></dc:creator>
		<pubDate>Wed, 03 Jan 2018 08:10:55 +0000</pubDate>
				<category><![CDATA[Review]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[cave story]]></category>
		<category><![CDATA[daisuke amaya]]></category>
		<category><![CDATA[kero blaster]]></category>
		<category><![CDATA[pixel studio]]></category>
		<category><![CDATA[run'n'gun]]></category>
		<guid isPermaLink="false">https://blog.krusher.net/?p=1808</guid>

					<description><![CDATA[<p>My first reaction to an &#8220;indy 8bit pixel shooter&#8221; is skepticism. Rationale is no other than a market already stuffed with, at best cases, mediocre games, faux retro posers and, definitely, games I won&#8217;t play even getting paid. Why should I bother with this game? There is something in Kero Blaster (2014) that dispels all &#8230; <a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/" class="more-link">Continue reading<span class="screen-reader-text"> "Kero Blaster &#8211; Impressions"</span></a></p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/">Kero Blaster &#8211; Impressions</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>My first reaction to an &#8220;indy 8bit pixel shooter&#8221; is skepticism. Rationale is no other than a market already stuffed with, at best cases, mediocre games, faux retro posers and, definitely, games I won&#8217;t play even getting paid. Why should I bother with this game?</p>
<p><a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-1798 size-full" src="https://blog.krusher.net/wp-content/uploads/2018/01/keroblaster_s.jpg" alt="" width="616" height="353" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/keroblaster_s.jpg 616w, https://blog.krusher.net/wp-content/uploads/2018/01/keroblaster_s-300x172.jpg 300w" sizes="(max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 984px) 61vw, (max-width: 1362px) 45vw, 600px" /></a></p>
<p>There is something in <strong>Kero Blaster</strong> (2014) that dispels all my doubts at first glance: it&#8217;s signed as the second completa game by <strong>Daisuke &#8220;Pixel&#8221; Amaya</strong>, the mastermind after the legendary <strong>Cave Story</strong> (2004).</p>
<p><span id="more-1808"></span></p>
<p><strong>Kero Blaster</strong> premises are obvious: a run&#8217;n&#8217;gun game that mimics classics from the 20th century in playability and multimedia aspects. Its resemblance is even beyond <strong>Cave Story</strong>&#8216;s as this time there&#8217;s almost any dialogues or exploration, being all the levels all linear. This isn&#8217;t a bad thing per se, just a design option, a well used choice and justified by a good level design.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/pic6.jpg" data-rel="lightbox-gallery-ZO1r8hO2" data-rl_title="" data-rl_caption="" title=""><img decoding="async" class="aligncenter wp-image-1799 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/pic6-300x206.jpg" alt="" width="300" height="206" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/pic6-300x206.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/pic6.jpg 527w" sizes="(max-width: 300px) 85vw, 300px" /></a></p>
<p>This is a game initially released on <strong>iOS</strong>, but released not much later on more accessible platforms as <strong>Steam</strong>. Even then, controls don&#8217;t resent at all (I&#8217;ve played only the <strong>PC</strong> version with a controller) and allows to be played without problems. Moreover, it introduces a concept I loved: when the fire button is pressed, the character will continue facing its direction until released, making boss fights much easier and enjoyable.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs.jpg" data-rel="lightbox-gallery-ZO1r8hO2" data-rl_title="" data-rl_caption="" title=""><img decoding="async" class="aligncenter wp-image-1804 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs-768x512.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/Kero-Blaster-Bugs.jpg 960w" sizes="(max-width: 300px) 85vw, 300px" /></a></p>
<p>Back to the playability, it will undoubtedly satisfy you. It might add a bit of difficulty comparing to <strong>Cave Story</strong> kind of games, as it introduces a bit of inertia, but not as much as <strong>Super Mario Bros.</strong> (<strong>Nintendo</strong>, 1985). The game offers a classic experience, which however allows modern elements as game saving and many different enemies on screen. I believe limiting video memory to 64K won&#8217;t have done much for a more credible experience anyway. <img src="https://s.w.org/images/core/emoji/16.0.1/72x72/1f603.png" alt="😃" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/kero-header.jpg" data-rel="lightbox-gallery-ZO1r8hO2" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter size-medium wp-image-1800" src="https://blog.krusher.net/wp-content/uploads/2018/01/kero-header-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/kero-header-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-header-768x512.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-header.jpg 1000w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>There&#8217;s not a lot to say about graphics, but almost everything is good. It is true that they are simple, not very colourful and in low resolution. But that&#8217;s part of their charm: <strong>Daisuke Amaya</strong> is precisely known for expressing a quite lot with just a fistful of pixels. It&#8217;s to be said that the main character is a bit so-so, but for the rest they are perfectly created, and even with a simple bunch of pixel they are create with, they even appear to have their own expressions and everything.</p>
<p>The game sound is on par with other aspects, and helps the general aspect of the game to be genuinely retro. Well, it&#8217;s no better compared to Cave Story, but even then they are fidel to <strong>Pixel</strong>&#8216;s style. So melodies are so authentic and it achieves a warming charisma for the game. Not having the exploration component in this game, is it possible to compose music with less restrictions.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080.jpg" data-rel="lightbox-gallery-ZO1r8hO2" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1801 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080-768x512.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/ss_6c5f6cc1786dbf8044f19a287b501bf70470a337.1920x1080.jpg 960w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>The game keeps a great quality throughout the game, with a good enemy, level and enemy design. The story is quite simple, just a worker of a teleport company doing some works, some of the which gets complicated. Even when the dialogues aren&#8217;t passionately deep they are perfectly translated to a lot of languages (Spanish included) for our own comfort. The worst point of the game is its length, which is about a hour and a half for a not-so-good player (me), but it&#8217;s warranted that all that time we&#8217;ll be well hooked. Also it has something I love: a shop to spend all our moneis and getting our weapons and vitality better.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1.png" data-rel="lightbox-gallery-ZO1r8hO2" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1803 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1-300x169.png" alt="" width="300" height="169" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1-300x169.png 300w, https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1-768x432.png 768w, https://blog.krusher.net/wp-content/uploads/2018/01/KeroBlasterReview_1.png 960w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>Well, we don&#8217;t really have to settle with the hour and a half the game offers, because completing the game will unlock the &#8220;overwork&#8221; game mode. This is, additional levels remixed from the first run, which aren&#8217;t as surprising as the first but still good if we want more the same. Two spin-offs were made, too: <strong>Pink Hour</strong> (2014) and <strong>Pink Heaven</strong> (2014), short but free.</p>
<p><a href="https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1.jpg" data-rel="lightbox-gallery-ZO1r8hO2" data-rl_title="" data-rl_caption="" title=""><img loading="lazy" decoding="async" class="aligncenter wp-image-1802 size-medium" src="https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-300x200.jpg" alt="" width="300" height="200" srcset="https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-300x200.jpg 300w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-768x511.jpg 768w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-1024x682.jpg 1024w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1-1200x799.jpg 1200w, https://blog.krusher.net/wp-content/uploads/2018/01/kero-blaster-04-04-17-1.jpg 1622w" sizes="auto, (max-width: 300px) 85vw, 300px" /></a></p>
<p>Whether you liked Cave Story or you just like run&#8217;n&#8217;gun games this is a great choice to spend the afternoon, as it&#8217;s usually at a competitive price. I&#8217;m personally looking forward to <strong>Pixel Studios</strong> next production.</p>
<p>La entrada <a href="https://blog.krusher.net/en/2018/01/kero-blaster-impressions/">Kero Blaster &#8211; Impressions</a> se publicó primero en <a href="https://blog.krusher.net/en">Nobody comes after the last</a>.</p>
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