Posts Tagged ‘ron-gilbert’

Maniacs: Thimbleweed Park Kickstarter Funded In A Week

By Graham Smith on November 25th, 2014.

Broken Age was trapped between two posts: its need to satisfy the nostalgia of the people who funded it via Kickstarter, and its desire to be accessible and reach a modern audience. The former group seemed displeased with the results, which is maybe what’s pushed Thimbleweed Park beyond its own $375,000 Kickstarter goal in just a week. It’s from the creators of Maniac Mansion, Ron Gilbert and Gary Winnick, and they’re creating a point and click adventure that feels like “opening a dusty old desk drawer and finding an undiscovered LucasArts adventure game you’ve never played before.”

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Maniac Mansion 3 By Any Other Name: Thimbleweed Park

By Alec Meer on November 19th, 2014.

are you OK, sir?

Just when you thought it was safe to go back into the crowdfunding waters – the Old Men Of Videogames are back, and they want your cash so they can pick up where they left off. Again. This time it’s Ron Gilbert & Garry Winnick, creators of Lucasarts point’n’click grandparent Maniac Mansion (not to mention a little game called Monkey Island), and they’re after $375k to make a spiritual sequel named Thimbleweed Park.
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No More Monkey Business: Ron Gilbert Leaves Double Fine

By Nathan Grayson on March 12th, 2013.

Well, this is slightly unexpected. Ron Gilbert’s always kinda done his own thing, but sharing a colorful roof of pure, shining whimsy with partner in pirate-y crime Tim Schafer just sort of, you know, made sense. It is, however, like they say: all good things must come to an end. Also, The Cave was actually only kind of all right, so maybe this is for the best. But what’s next for the man they call “RonnyG” (and I guess also Grumpy Gamer)? Solve a series of increasingly obtuse puzzles to get past the break for more. Hint: the first one involves clicking. And also a rubber chicken with a pulley in the middle.

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The Cave Is Late On PC: Brief 360 Impressions

By John Walker on January 23rd, 2013.

We’d rather hoped to have brought you a review of Double Fine’s The Cave by now, but unfortunately Sega only made 360 code available before release. And then to make matters dumb, despite its release date being today, and its being out today on 360, the Steam version has seemingly been set for the incorrect date, and is locked until tomorrow morning. Having already completed it twice on the consolebox, I’m in the frustrating position of wanting to tell you wot I think, but completely unable to advise you as to the state of the PC build. So while I hope this might get someone’s attention and have the Steam build unlocked for everyone, below I’ll give you a couple of lines of impressions and tell you to cross your legs.

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Digging Deeper: Meet The Rest Of The Cave’s Cast

By Nathan Grayson on December 14th, 2012.

Yaaaaaaay, I'm on fire!

Wanna know what you usually find in caves? Bats. Awful, shrieky little things with webbed wings, beady eyes, and a thirst for that red stuff that sloshes around under your precious neckflesh. Also spiky ceiling rocks that could fall and cave in your head, and lots of unpleasantly cold water. But sometimes – every once in an eerily blue moon – you also find yourself. Or at least, that’s what Ron Gilbert’s talking cave argues in a new trailer, and who are we to disagree? Not caves, that’s for sure – so probably not particularly qualified. But this cave also seems to know people, so what do I know? Probably nothing. Hear about the Adventurer, Knight, Time Traveler, and Twins in The Cave‘s learned, slightly sultry baritone after the break.

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Ron Gilbert On Being A PC Gamer, What’s Next

By Nathan Grayson on December 4th, 2012.

The Cave is right around the corner. Well, not literally – unless you live inside a rocky outcropping in the frigid wildness or are being stalked by some kind of sentient, not-completely-immobile cave. But Ron Gilbert’s Cave is rapidly nearing its January 2013 release date, and naturally, that raises questions. Fortunately, I was standing right next to the very same Ron Gilbert when those questions came up, so I decided to ask him. Find out after the break why – in spite of its platform-y looks – The Cave’s a PC game at heart and how that ties into Gilbert’s plans for whatever he ends up making next.

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Ron Gilbert Explains The Cave’s Weird Character Count

By Nathan Grayson on September 11th, 2012.

SEVEN WHY ARE THERE SEVEN AAAAAUGH.

I have been – to put it lightly – bothered by the fact that Ron Gilbert’s The Cave only has seven playable characters. Six or nine, you see, would make each playthrough nice and clean – no character overlap. But seven? That’s messy. I’ll get juicy character development and thick, fibrous hunks of plot thread all over my shoes as I wade through The Cave’s murky depths. It’ll be gross. But why? What diabolical plan could Gilbert possibly have in store that would warrant such numerical absurdity? During PAX, I asked him about it, and he explained to me the grisly fates of two characters that didn’t make the cut – as well as why he kind of really doesn’t like DLC.

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Point & Spelunking: Latest Pics Of The Cave

By John Walker on September 4th, 2012.

Mr Ron Gilbert, inventor of clicking, has released a bunch more screenshots of his forthcoming adventure, The Cave. The existence of The Cave does seem something of an anomaly – Doublefine ran their famous Kickstarter campaign on the basis that publishers won’t fund the development of adventure games. And almost simultaneously announced they’re developing a new adventure game published by Sega. Huh. IS the sort of disguise as a platformer really that effective? You can take a look at how it’s shaping up below.

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Ron Gilbert, Pt. 2: Legacy, Learning, And… Diablo?

By Nathan Grayson on June 2nd, 2012.

Look into my eyes. The real ones or the necklace. Whichever.

Yesterday, I had a chat with the first half of Ron Gilbert about his upcoming descent into madness (and in the game), The Cave. Shortly after, the other half of Ron Gilbert teetered awkwardly into the room, so I decided to speak with it as well. In this very special non-Cave-flavored episode, we discuss goofy adventure game logic, the ups and downs of being inextricably tied to a legendary hit like Monkey Island, leaving a legacy, rebelling against that legacy, and kids games like the secretly-completely-rad Pajama Sam. Also Diablo III for some reason. The thrilling conclusion’s after the break.

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Ron Gilbert Interview, Pt 1: All Things Cave-Related

By Nathan Grayson on June 1st, 2012.

This is also an exclusive reveal of the eighth playable character: a campfire.
You should be excited about The Cave. It is, after all, Monkey Island maestro Ron Gilbert’s latest brainchild and – startling revelation that brains can have children aside – it looks to be a pleasant reminder that Double Fine’s far, far more than just a one-trick Kickstarter pony. Also, and I can’t stress this enough, the cave talks. So, after seeing it in action last week, I crept back into Double Fine’s offices for a nice, long chat with Gilbert himself, who – much like your average magical cave – also talks. There, we discussed the game’s parentage (Is Maniac Mansion the father? Shocking reveal on page 17), real life inspirations, why there’s an odd number of main characters, the Cave’s voice, and the reason Gilbert can never go on a whirlwind tour of the world’s finest caves. Oh, and more, of course.

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It’s Totally Underground: The Cave’s First Trailer

By Nathan Grayson on May 25th, 2012.

Tee-hee, that tickles. Oh you.

I recently got to see Ron Gilbert’s latest slice of adventure platformer mania, The Cave, in action. It was pretty great. I mean, characters walked and jumped and moved – as though propelled ever onward by the invisible hand of fate or the very visible hand of someone holding a controller. You should’ve been there. But since you weren’t, I desperately struggled to find a way to best relay that experience back to you. At first, my preview was a bunch of screenshot cut-outs glued to popsicle sticks, and then I fiddled with tiny felt finger puppets. Alas, however, it just wasn’t the same. But then Double Fine released this trailer. Madness, I thought. How could a mere video beat the fully 3D, impossibly high-def and immersive experience of a finger puppet? But you know what? It sort of works. Given time, these things might even catch on.

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Ron Gilbert’s New Game Revealed: The Cave

By Nathan Grayson on May 24th, 2012.

Not pictured: a cave.

Really, there are only two things you need to know about Monkey Island and Maniac Mansion mastermind Ron Gilbert‘s The Cave: 1) It takes place inside a talking cave. 2) The cave is mysterious. And a bit sultry. “Welcome,” the Cave said as the demo began. “Don’t let my sultry and mysterious voice startle you.” Meanwhile, when asked about the titular magic rock formation’s overall role in the game’s proceedings, Gilbert chimed in: “He’s kinda mysterious. Sultry, too,”

OK, maybe there’s a bit more to it than that. Here are the basics: there are seven characters, each of whom has ventured to a time-and-space-transcending cave to “learn something about themselves and who they might become.” So yeah, Mr Cave (whose last name is hopefully not “Johnson” – that could get confusing) gets top billing, but this is a game first and foremost about those seven – with backgrounds ranging from Medieval knight to time-traveler. So you pick any three, descend into the depths of their respective madnesses (and, you know, a cave), and leap between them to advance through an interconnected Metroidvania-style world. Appearances, however, can be deceiving, so here’s the bit that should have you jumping for nostalgic joy: “It is an adventure game,” said Gilbert, quickly pocketing an entire bucket in-game. “You want to pick up everything you can.”

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Puzzling: Double Fine Teases Ron Gilbert’s New Game

By Nathan Grayson on May 11th, 2012.

Spelunk is a weird word.
For the longest time, Double Fine’s been hinting at a “secret project” heralding from the gleefully demented brain of Monkey Island veteran Ron Gilbert. But what could it be? A truly next-gen oven mitt? Bread that butters other bread, which in turn butters it back? A bluetooth headset that doesn’t make you look like you deserve to be crushed by a phone factory? Turns out, it’s definitely better than all of those things put together, even though I have no earthly idea what it is yet. I mean, look at that image. Apparently, Game Informer had to assemble it from separate, smaller images. This, I am certain, could revolutionize gaming – provided, of course, Double Fine includes a 37-step tutorial explaining that the small pieces aren’t for eating. I always mess that part up.

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