Archief - The Cave

Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.

Goldrusher

Legacy Member
gld_psn_thecave.jpg

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officiële site

release: 23 januari 2013 (PlayStation Store)
genre: adventure, sidescroller, puzzle
dev: Double Fine

>>> GameTrailers | Metacritic


Een nieuwe van Ron Gilbert.

The Cave will allow you to pick several characters from a roster of archetypes looking to explore a mysterious cave for their own personal quests. These characters include traditional protagonists like a knight and a scientist, but the roster is rounded out by stranger characters like a time traveler, a hillbilly, and a fairly creepy pair of twins.

Each character has their own special abilities and their own storyline that will unfold while they explore the self-described (yes, the eponymous Cave talks to you) "mysterious and sultry" caverns.

After introducing the game's characters and general premise, Gilbert narrated a short demo of the game itself. In action the game seems to control like a Metroid- or Castlevania-style platformer that's all about exploring odd environments, but the puzzle-solving segments were pure old school adventure gaming with Double-Fine's traditional bizarre sense of humor. One puzzle involved fixing a hot-dog vending machine to but a hot dog, then using said sausage to lure out a dangerous monster blocking your path before quickly activating a claw mechanism that captures the beast.

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Goldrusher

Legacy Member
[video=youtube;-I6qES_nzPY]http://www.youtube.com/watch?&v=-I6qES_nzPY[/video]

Schwimm

Legacy Member
Zo'n "schattige" 2D-platformer gaat er hier altijd vlotjes in. Kom maar op met die handel!

kimme1975

Legacy Member
Jeps ziet er boeiend uit! In de gaten houden die handel ;-)

Goldrusher

Legacy Member
Ron Gilbert's Cave Is Deeper Than I Thought
Gilbert told me that at this point, the three characters for the playthrough would be set, and players couldn't turn back.

I was expecting to find another puzzle, but I wasn't expecting to find another speaking character—and yet, as I climbed my adventurer out of the water, that's just what I found. I heard a man crying. I came out into a large, gaudy "THE CAVE" gift-shop. Something about it felt, well, entirely appropriate for this kind of game. "I hope you're not here to visit the Cave," a ruddy man behind the counter said through tears, "because.. we're closed!" There had been a horrific accident, and they were forced to close. What was the disaster? Oh, they had "no trinkets to sell."

Guess what? I had to go get some trinkets.

I then had to bypass a gate that forced me to use the three-character setup: First, two characters had to pull a lever at the same time—after I'd pull it, I'd switch to another character, and the character I'd been using would keep pulling the lever. It was a good warm-up for what will doubtless be the game's defining mechanic.

With that, I was off to the left and face to face with the monster-bypass puzzle I'd seen in a demo back when the game was unveiled.

The setup was classic adventure game: There's a monster, and if you try to get around him, he'll kill you instantly. There's a huge crane-claw located above him, and clearly you have to lure him underneath the claw and catch him in it to proceed.

I had: A sparking fusebox that killed me when I touched it, two wells, a pit in front of a monster, a broken-down crane, and a vending machine with no power. Sound adventure-gamey enough for you?

The eventual solution was simple enough, but after I poked and prodded at it for a while, Gilbert walked me through it in the interest of time. (Or at least, that's what I'm telling myself).

"I like when people are stuck and confused, I find that more fascinating than frustrating," Gilbert said.

Here's the solution: Take a bucket from the well, put it over the water to stop the fusebox from shorting out, take the fuse down to the other fusebox next to the vending machines, plug it in, buy a hot dog, carry the fuse back up to next to the crane, plug it in, get the crane set, and then—I'm ready.

Now here's the thing—two things made this all more interesting than standard adventure game fare: One, I had more direct control of the characters—I could run and jump with them, which simply makes the game a bit more involving than pointing and clicking. Second, a lot of the puzzles required hopping between my characters in mid-action.

Once the claw was powered up, I had my adventurer toss the hot dog out into the pit. When the monster came running out to eat it, I hopped up to my monk, who was standing up at the crane's controls, and had him drop the claw. It snagged the monster, and I was free to go on my way.

I was struck by how complex this first puzzle was—I asked if the game would feature a lot of these more involved puzzles, and designer JP LeBreton confirmed that yep, it would. Some of the character-specific regions, he said, would feature several of them at the same time, and players would be able to tackle them in whatever order they want, like the hubs in classic adventure games.

Since each character has a special ability—the adventurer has a grappling hook, the time-traveler can warp through walls, etc—there are multiple solutions to each puzzle. Gilbert told me that he wants the game to be about experimentation and discovery—as you play, you'll figure out things you can do with special abilities that you didn't think were possible.
En nog wat nieuwe screens: Double Fine goes caving - Gamersyde

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Grog!

hanske82

Legacy Member
mix van Littlebigplanet, Trine en Lego.
kan interessant zijn.
kan het ook op vita gespeeld worden? lijkt mij daar ideaal voor.

Thorazer

Legacy Member
Demo staat op de EU store voor de mensen die hem eerst even willen proberen ;)

GETHEZ

Legacy Member
best wel leuke game (momenteel bij PS+)

al vind ik al die playthroughs wel wat veel om 100% te halen...

wel goed dat elke character unieke dingen kan doen in het spel...

Wijsheid

Legacy Member
Ik zit vast met de controls :lol:

Ik krijg die stomme hotdog niet in de put gegooid (Gift Shop, om het monster te lokken). Ik kan die alleen boem naast mij laten vallen, maar niet gooien. Iemand een idee? Heb alle toetsen vruchteloos geprobeerd..

Proto

Legacy Member
Kga hem ook eens downloaden, ookal heb ik nog een spel of 10 liggen :s

Gonzo

Legacy Member
Wijsheid zei:
Ik zit vast met de controls :lol:
Ik krijg die stomme hotdog niet in de put gegooid (Gift Shop, om het monster te lokken). Ik kan die alleen boem naast mij laten vallen, maar niet gooien. Iemand een idee? Heb alle toetsen vruchteloos geprobeerd..

Gewoon dicht genoeg bij de put staan, en dan vierkantje...

Teknohol1c

Legacy Member
Gisteren ook es binnen gehaald. Plezant spel.
Ma kzit ook al vast, ben met het verhaal van de knight bezig.

De sleutel om bij de draak te geraken heb ik al, vind ni hoe ik de schat te pakken krijg en vind ook niet hoe ik de dynamiet te pakken krijg...

PRQPHET

Legacy Member
Hoelang doe je over het verhaal ongeveer?

Heb net de demo eens gespeeld en vind het toch wel een plezant verhaal precies :).
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
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