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Posted by Giant Bomb Jan 21 2013 17:54 GMT
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Ron Gilbert sits down to share his latest game, toys, and opinions on candy.

Posted by Kotaku Jan 18 2013 15:00 GMT
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#boardgames Right. For my first ever board game column for Kotaku, the editor-in-chief here suggested I cover the top games coming in 2013. More »

Posted by Rock, Paper, Shotgun Jan 16 2013 08:00 GMT
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Ron Gilbert’s told us all about The Cave. Ron Gilbert’s told us about what he might do after The Cave. The Cave’s told us about The Cave. So honestly, what’s even left? Well, logical progression would suggest that The Cave should now tell us about Ron Gilbert, and perhaps it will - but, you know, symbolically and stuff. First, though, we’ll need to be able to play The Cave (instead of just say “The Cave” way too many times in one post), and that requires it to be safely under our roofs, basking in the dripping liquids of our own neglect-borne ceiling stalactites. Fortunately, it’ll be doing exactly that in just one week.

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Posted by GoNintendo Dec 17 2012 20:52 GMT
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- use GamePad screen as a character selector and camera controller
- tap on a character to jump to them
- tap on them twice to switch the camera focus to them

"So other than that, it pretty much plays like all the other versions. We did work really hard to ensure that visually everything you're seeing is identical to the Xbox 360 and PS3 versions, so there's no downscaling, there's nothing going on that is not up to par with the other next-gen systems. There's nothing super wacky going on, but it's a completely full-featured version of the game." - Double Fine's Chris Remo
link

Posted by Rock, Paper, Shotgun Dec 14 2012 13:00 GMT
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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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Posted by PlayStation Blog Dec 12 2012 18:00 GMT
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If, like me, you grew up in the late ‘80s and early ‘90s it’s likely that Ron Gilbert is responsible for many of your formative gaming experiences. While at LucasArts he was responsible for a red-hot run of bona fide adventure game classics, including Maniac Mansion, Zak McKraken and the beloved Monkey Island series.

In January, he returns to the fray with The Cave, a delightful Sega-published 2D romp that, in true Maniac Mansion tradition, sees you picking three characters from a wildly diverse line-up of seven oddballs and descending into the titular caverns for all manner of puzzle-centric adventure.

From the brief section we’ve played, it’s clear that Gilbert has lost none of his flair for fiendish puzzle design, barmy dialogue and madcap storytelling. It’s shaping up to be a charming, challenging and wonderfully eccentric title that will both delight his core fans while being accessible enough to win plenty of new ones.

We caught up with the man himself when he was in London earlier this week to find out a little more about the project.

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You’ve said that the concept for The Cave has been in your head for more than 20 years. Why has it taken so long to get it made?

Ron Gilbert: Well, I have a lot of ideas floating around my head. I’d think about The Cave every once in a while and put another piece of the puzzle in place, so to speak. It wasn’t until a couple of years ago when I was having lunch with [Double Fine founder] Tim Schafer that things really started moving.

We were talking about games and The Cave had just popped into my mind. I told him about it and he thought it was a great idea so he said ‘why don’t you come to Double Fine and make it?’ They had a free team at the time so it was just the perfect aligning of two things. It was just random luck.

You’ve spoken a lot recently about how much you enjoyed Limbo. The two games seem to have a few elements in common – was its release a catalyst for pushing The Cave back into your thoughts?

Ron Gilbert: It was a little bit. Playing Limbo was what got me thinking about The Cave again. I played Limbo and I really liked it. It’s a brilliant game. It’s not an adventure game – a lot of people dispute this – but I don’t consider it an adventure game. But it’s a brilliant game nonetheless. And it did kind of start my mind thinking a little bit, and dredged up The Cave. Especially the 2D element – I always imagined The Cave being this 2D ant farm, you know?

What other sources of inspiration have you drawn upon?

Ron Gilbert: A couple of things. The first adventure game I ever played was set in a cave – the original Colossal Cave. It was very inspiring to be able to follow that tradition.

And caves are just inherently interesting and mysterious. We lived in them 40,000 years ago, y’know. There’s just something about them – they’re really ingrained in our brains on some level.

And then the other inspiration was just what Gary [Winnick, LucasArts designer] and I had done with Maniac Mansion, with the seven characters. I’ve always wanted to revisit that formula and this was the perfect vehicle.

Are you much of a spelunker in your spare time?

Ron Gilbert: No, I’m actually somewhat claustrophobic… going into a cave for real creeps me out a little bit.

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What would the Ron who made Maniac Mansion back in 1987 think of The Cave?

Ron Gilbert: Where the hell are the verbs?

Do you think it’s markedly different to those classic LucasArts games?
Ron Gilbert: Well, I think at its core The Cave is just a good solid adventure game. If you look at the puzzle structure of Monkey Island and the puzzle structure of The Cave they share a lot in common. But for The Cave, it was just about streamlining – looking at things like inventory and traversal and just trying to re-examine them. In a similar way that Gary and I looked at Maniac Mansion and wanted to get rid of the parser, and just streamline some of that stuff out of those games.

That’s really what The Cave is about. Maybe we’re right about some of it, maybe we’re wrong. Maybe people really do want inventory. You’re just always trying new things and feeling your way through it and making adjustments for the next game.

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Does stripping out the inventory make the game more accessible to newcomers?

Ron Gilbert: I think it does, in a way. Gaming has become much more mass-market. A lot of people play games these days – on their phone, or their tablet, or whatever. They’re not necessarily interested in these fast-reaction, hyper-violent games with lots of neck-stabbing or whatever, but they are interested in slower things and they really do like puzzles.

The best-selling game of all time is Angry Birds. And it’s a puzzle game. You use your brain to puzzle things out. But there is this visceralness to it – you watch these birds smash into stuff.

For the larger mass-market, adventure games are probably a really great thing, but maybe they don’t want a bunch of verbs on the screen or to rifle through hundreds of items in an inventory. So it’s just about streamlining stuff away and seeing whether that’s more in line with what a modern gamer is looking for.

You must have designed hundreds of puzzles over the years. How do you keep them fresh?

Ron Gilbert: Puzzles in adventure games are probably a lot like stories. If you look at adventure games you can probably boil every puzzle down to one of, say, 20 puzzles. It’s the same with movies. You could take every single movie plot ever made and boil it down to 25 basic plots. It’s what you put on top of that – the other scenarios, the characters, all of those things.

If you were to deconstruct all the puzzles in the The Cave’s carnival section you probably wouldn’t find anything too original. But the fact that we wrapped them up in this carnival and gave them to you in different orders makes them seem fresh and new. Like with movie plots, it’s how you dress it up that makes it interesting.

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Are there any adventure game clichés that you find really difficult to avoid?

Ron Gilbert: The absurdity of it all. It’s one of the reasons I’ve always enjoyed making adventure games that are comedies. At some level, there’s just the absurdity of using weird items in weird ways.

If you’re doing a game that is completely serious it’s always struck me as odd that I’m combining a pencil with some bubblegum to get a coin out of a sewer, while trying to tell a serious hard-boiled detective story. Those things just don’t match.

If you’re doing a comedy you can get away with a lot of that stuff, as people are more willing to accept it. But that absurdity of using strange items to solve puzzles can be a very hard thing to get away from.

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What makes a great video game character?

Ron Gilbert: In some ways the same things that make a really good movie protagonist. There’s something about a protagonist that the player needs to be able to relate to. There’s always some kind of challenge they’re trying to overcome – that’s always a cornerstone of any movie.

That works well in games as you as the player actively help the character overcome it. So, protagonists are a little bit about aspiring to more than you actually are. It’s about getting caught in some kind of a problem and trying to work your way out of a problem.

Out of all the characters you’ve created, which one is your favorite?

Ron Gilbert: Probably Guybrush [from Monkey Island]. He’s a bumbler, right? He’s not the smartest person in the world, he really isn’t. He just bumbles his way through. He’s the butt of jokes, but he doesn’t know it. He imagines he’s a much better pirate than he actually is. That’s fun to write for and fun to make puzzles for because you can really play off it without the character themselves turning into a buffoon. I think Guybrush is really special because of that.

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Posted by Rock, Paper, Shotgun Dec 04 2012 21:00 GMT
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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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Posted by IGN Dec 03 2012 19:13 GMT
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Say hello to the wandering souls entering the Cave.

Posted by Rock, Paper, Shotgun Dec 01 2012 10:00 GMT
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I visited a cave once. It was very dark and echo-y. Also, it made lots of drip-dropping sounds – perhaps in an effort to communicate its stalagmite-heavy cave agenda to the world at large. But it never spoke to me. Not in firm, authoritative English, anyway. And it definitely didn’t contain any carnivals, spooky murder houses, or secret science labs. I guess what I’m trying to say is that Ron Gilbert and I haven’t been to the same caves. I think I like his – aptly titled The Cave – better, though. I mean, it gives hillbillies with the apparently common hillability to breathe under water a chance to reunite with their lost loves. (Incidentally, Ron and I have also not met the same hillbillies.) Dig into the break’s rich, earthy soils to see a new trailer of the Maniac Mansion spiritual successor in action.

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Posted by Giant Bomb Nov 30 2012 20:58 GMT
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Ron Gilbert's returning to the genre he helped popularize with the help of a sarcastic cave that talks to you. Makes sense.

Posted by Rock, Paper, Shotgun Sep 11 2012 13:00 GMT
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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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Posted by Giant Bomb Sep 06 2012 01:05 GMT
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Ron Gilbert helps Brad discover exactly what awaits him in The Cave.

Posted by Rock, Paper, Shotgun Sep 04 2012 08:00 GMT
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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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Posted by Giant Bomb Jun 19 2012 18:49 GMT
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(Yes, I know that photo is blurry. Stay with me.)

When Double Fine Productions fan Matthew Bell posted a thread talking about how Double Fine had trademarked “The Cave” to the company’s message boards and almost no one replied, he didn’t think much of it.

All Bell had done was post a news item he found on Destructoid, and move on with his life.

Among the press invited to see Ron Gilbert's The Cave was one hell of an excited fan.

That changed when an email from Double Fine community manager Chris Remo showed up months later.

In a short, direct email, Remo asked Bell if he’d like to visit Double Fine’s office, and check out its next game. Bell has never been to San Francisco. Hell, he’d never even been on a plane before.

Huh?

Bell had not applied to work at Double Fine, and had no idea why Double Fine would be contacting him, let alone offering to pay for a visit. Remo refused to disclose the reasons why he was being offered this opportunity, or what he’d actually be doing when he arrived. This lead Bell to embrace conspiracy theories.

“I’m looking at it and I’m like ‘No, that’s not real. There’s no way,’” he told me over the phone recently.

At first, he sent an email back to Remo and asked for more information. No dice, said Remo. Then, Bell examined the email address from Remo. Having bought Double Fine merchandise in the past, he was familiar with the doublefine.com domain, and concluded that would be a pretty elaborate trick to spoof that for some random guy.

He’d actually called the company at one point regarding a merchandise order for Valentine’s Day, so he phoned them up and, again, verified this was all happening. The answer was yes.

“It was a really short conversation!” he said.

That wasn’t enough, though. Remember, Double Fine is being cagey, and Bell has no idea why he’s been picked.

“I had a really hard time dropping the conspiracy theory,” he laughed. “I just couldn’t possibly believe that this was actually real.”

The next step was establishing a Twitter account. Prior to this, Bell had never used Twitter before.

In a very “aww” moment, here’s the message Bell sent to Double Fine’s own Twitter account:

With this, Bell calmed, and accepted his fate, despite that fate being chock full of mysteries.

He had a much harder time trying to explain what was happening to his work buddies. For a while, most of them assumed he was being flown out by a game show to have the chance to win a bunch of money.

“They [would] just look at me with this blank expression on their face,” he said. ‘Why is that interesting, and why do they care if they bring you down?’ Which I didn’t have an answer to at the time, either.”

Bell went over the possibilities, and while posting about The Cave in Double Fine’s forums had crossed his mind, it was pretty far down on his personal list of reasons for why this was happening.

After a few days, Bell shrugged it off, and hopped on a plane to San Francisco, where he encountered another life first: a car was waiting to pick him up. When he arrived at Double Fine’s office, the facade was finally up.

Since he had posted about The Cave in Double Fine's forums, he was here to see the first press demonstration, too.

“Being at the Double Fine office was amazing, getting to meet everybody,” he said. “They were so gracious while I was there. They really, really went out of their way to make me feel like I was welcome.”

That included spending an impromptu 45 minutes chatting with designer Tim Schafer, a moment that Bell had only intended to include taking a photo before he left the office. It was, clichés and all, a dream come true.

The amount of cute in this photo is just too much. Don't look at it for too long, or you will overload.

Bell is not the only one who’s an unapologetically huge fan of Double Fine, either. His daughter is, too. As a thank you, Bell brought with some Brutal Legend artwork his daughter had created.

“She has my genetic ability to draw things,” he said. “If I draw a stick figure, they’re not recognizable as stick figures. [...] It’s hard to convince someone that an 8-year-old child is in love with Brutal Legend, but she loved it from the moment it came out.”

Her other favorites are Banjo Kazooie: Nuts & Bolts and (surprise!) Double Fine Happy Action Theater.

If you squint real hard, you can tell it’s from Brutal Legend, too!

After leaving Double Fine, Bell ended up making a weekend out of his trip to San Francisco, and left with a sense of satisfaction after spending a day with his personal heroes. It's one thing to read about them, another to meet them.

“I don’t know anything about making video games, other than what any layman that who actually pays attention a little bit knows,” he said, “but I’m a writer, I’m trying to write a novel, and it’s inspiring me to see someone who works so hard at just making something that they love. “

As a parting shot, here's a gallery of pictures Bell shot from his trip to Double Fine. Can you spot the Brad Muir?


Posted by GameTrailers Jun 08 2012 18:53 GMT
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See what secrets lie deep within The Cave.