Posts Tagged ‘ron-gilbert’

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

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

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

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

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?

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

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

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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