The Cat’s Narrative: Methods of Storytelling in "Super Cat Tales 2"
In 2018, Gionathan Pesaresi, head of the indie game
development company Neutronized, made a bold statement to the mobile games
industry by releasing the first part of Super
Cat Tales 2. He was frustrated by the aggressively competitive nature of
hyper-casual games. Rather than having “epic stories and proper gameplay”
(Pesaresi, 0:53), hyper-casual games generally cash in on fundamentally simple concepts
based on social to gain popularity and ultimately, profit. This, however, is at
the expense of making a “quality game”. Gionathan mentions this in conjunction
with talking about Super Cat Tales 2,
a free-to-download mobile game with an overarching plot that ties directly into
the game. It plays like a film that players have direct control over with the
tap of two fingers on their phone screen.
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Alex happily standing on the checkered platform. |
Super Cat Tales 2 is
about a cat named Alex who, after being captured by a group of evil robots
known as the Tin Army, is determined to stop them from acquiring powerful
crystals that jeopardize the balance of the world. The game is divided into
multiple stages, or levels, that the player must complete to reveal more of the
story. Most of the plot is revealed through cutscenes that play between stages,
of which players watch characters either engage in dialogue or perform a
pivotal action that does not involve the game’s core mechanics. In between
cutscenes, players control Alex by letting him run or walk upon flat surfaces
to reach the checkered goal at the end of each level. Along the way, Alex
encounters various cats that players can switch to obtain certain abilities
that Alex does not possess. Players alternate between gameplay and cutscenes up
until they reach the end of the first part.
Narrative Structure
Story-based video games contain at least one narrative
structure, characterized by the control players have over the main plot. In
2014, Marcello Picucci outlined four types of narrative structure in video
games. Of the four, the pre-established narrative structure’s characteristics
most match that of Super Cat Tales 2.
Its level-based arrangement obliges players to complete certain levels in order
to view cutscenes (video-like or picture based cinematics playing in between or
on levels that often reveal plot points). The only control players have over
the main plot is the pace at which they reach it, but ultimately, every player
will experience the same outcome. This results in a “high degree of
linearity…with a consequent low degree of freedom” (Picucci, 2014). Apparently,
it is common for game critics to expect linear plots from video games (Jenkins,
2004, 124), and this, combined with the straight-forwardness, allows the
pre-established narrative structure in Super
Cat Tales 2 to become more accessible for a wider audience.
Alex speaks to an NPC waiting at the bus stop in Hikari City. |
Narrative structure has been a point of discussion in
regards to video games. Games with dialogue and characters that can be
interacted with provide writers with opportunities to have the player make
choices that impact the plot of the game. This is known as a dynamic narrative structure, in which
plot points undergo constant “narrative reconstruction” based on what the
player does in the game (Picucci, 2014). A player’s freedom is determined by
the game’s developers, though, since giving the player the ability to make
multiple decisions means that the developer must account for how these
decisions unfold. As Michael Wellenreiter writes, the “freedom of performance comes
at the cost of limiting the screenwriters’ ability to control coherent
character development over the course of a narrative” (Wellenreiter, 2015, 346).
Visuals
![]() |
A snapshot of the panned mural. |
The majority of this pre-established narrative structure
is told through dialogue, with a few small, but effective plot points being
revealed in the game’s graphics. One notable example of visual presentation is
the mural presented at the very start of the game right before proceeding to
the start screen. This panorama shows players events that occurred before the
timeline of the game’s plot. Despite not knowing the finer details of what each
scene in the picture represents, the player, at least, has a sense of the
characters and some key events that have an impact on the world they are about
to experience.
Another example of visual storytelling in Super Cat Tales 2 is through the use of
the level select screen itself. When players progress through the game for the
first time, they are brought back to the level select screen or map upon
completing each level. Certain elements of the map are altered as the player
unlocks new levels, such as the ship in stage 1-1 (Neko House) crashing into the spot where stage 1-2 is on the map
before allowing the player to enter that level. Characters already present on
the map like Commander Mizu, a robot in charge of guarding the Tin Army hideout,
are destroyed on the map once players defeat him in battle. If players return
to that section on the map after they make further progress in the game, they
will only see a nut and bolt in place of where Commander Mizu used to be.
![]() |
Commander Mizu is destroyed before the map goes to the next level. |
Dialogue
Dialogue remains the most common form of narrative
storytelling throughout many of the levels, as characters speak through
cutscenes and the player can interact with multiple non-playable characters
(NPCs) in specific village levels. Unlike the regular stages, villages consist
entirely of NPCs and are completely absent of enemies and hazards. The player
triggers each NPC’s dialogue by running towards them, of which a speech bubble
initiates. During these levels, the player remains a passive character, simply
listening to the words of the other characters. Many NPC’s dialogues are set to
a repeated line of text, either providing the character with information about
the village, the mechanics of the game or a tidbit of humorous flair that
contributes to neither of the previous two things. Players have brief
opportunities to interact with the NPCs in a way that has an impact on the
game. In Ramal Town, players can choose to wake an egg-like creature playing
the flute. This NPC, once awake, will offer to play a song for the player in
exchange for coins. Upon obliging, the NPC plays the song, then replies, “The
spirits of the desert are quiet now.” (Super
Cat Tales 2, 2018) This causes the desert spirit enemies in the following
levels to disappear, allowing the player to navigate areas more freely.
Alex speaks to the flutist NPC after the song has been played. |
But while these characters give the player a chance to
influence how a level is displayed, none of the NPC interactions or decisions affects
the overarching plot of the game. Even if the player chooses to not pay the
flute player, they will still encounter the same missions and cutscenes as
someone who does. The linearity of the dialogue even causes some of the
characters to have exchangeable quotes.
In stage 1-8, where the player fights
Commander Mizu, one of the cats has a brief conversation with Mizu before the
battle begins. At this point in the game, the player can play as either Alex or
McMeow, but whoever they choose to initiate the cutscene does not change the
words that particular cat says to Commander Mizu. It is a rather odd
phenomenon, given that the game establishes McMeow, in particular, with a distinct
way of talking and Alex presents himself as being less experienced in combat. If
anything, the exchange between the cat and villain comes across as though the
player were expected to enter the boss battle with McMeow in the tank. Because
of this, along with the expositional presentation of the characters, the
pre-established narrative structure does not come across as memorable as it
could have. That being said, the narrative structure may be a step above the
first Super Cat Tales, where
characters almost exclusively existed as expositional and basic. The plot
itself was also barebones to the point where a conclusive ending was absent. Super Cat Tales 2 appears to be a
complete overhaul of the previous narrative from the first game rather than a
follow-up. It is a story so expansive, it ended up being released in two
tentative parts.
Conclusion
As of now, the second part of the game has yet to be
released in an update, so judging the dialogue or the plot of the game as a
whole seems premature. It could, however, serve as a fine method of comparison
between the two sections. Will the dialogue become more character driven or
remain almost purely expositional? With Gionathan’s more recent emphasis on the
need for “quality games” on the App Store, my reflection on Super Cat Tales 2 grows more curious. After
all, Gionathan would only release what he deems to be of good quality, I hope. Regardless
of whether the dialogue turns out to be unmemorable or the gameplay is
remembered more than the story, Super Cat
Tales 2 proves to a significant milestone that has changed how Neutronized
presents themselves to their audience.
References
Jenkins, Henry. 2004. “Game Design as Narrative
Architecture.” In First Person: New Media
as Story, Performance and Game, edited by Noah Wardrip-Fruin and Pat
Harrigan, 118-130. Massachusetts: MIT Press.
Pesaresi, Gionathan. “Indie Game | Super Cat Tales 2 -
DevLog #12”. YouTube. Video File. 10
November 2018. Accessed March 20, 2019. https://www.youtube.com/watch?v=cfqKDiEHrnQ
Picucci, Marcello A. “When Video Games tell Stories: A
Model of Video Game Narrative Architectures” Caracteres, November 3, 2014. Accessed April 8, 2019. http://revistacaracteres.net/revista/vol3n2noviembre2014/model-video-game-narrative-architectures/
Wellenwriter, Michael. 2015. “Screenwriting and authorial
control in narrative video games.” Journal
of Screenwriting 6, no. 3: 343-361 https://doi-org.proxy.lib.sfu.ca/10.1386
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