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  1. Games
  2. Adventure
  3. The Cave

The Cave preview - First look at Double Fine's OTHER adventure game

Features
By Hollander Cooper published 24 May 2012

Ron Gilbert's new game finally sees the light of day

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

Meet the cast

Meet the cast

There are seven playable characters in The Cave, each with their own motives and abilities. We had a chance to see some of them in action, and learned what they were capable of...

Page 1 of 8
Page 1 of 8
The Monk

The Monk

Though we didn't get to witness him in-game, we were told that this stoic character is heading to the cave in search of his master.

Page 2 of 8
Page 2 of 8
The Adventurer

The Adventurer

She's heading to the cave to search for her lost companions (and adventure, we're guessing, what with her being an adventurer and all).

Page 3 of 8
Page 3 of 8
The Scientist

The Scientist

This academic is apparently on the cusp of a scientific breakthrough, and the cave holds the key to unlocking it.

Page 4 of 8
Page 4 of 8
The Hillbilly

The Hillbilly

The hillbilly's special move lets him hold his breath underwater indefinitely, leading us to speculate that he's secretly a merhillbilly. Also, he's going to the cave in search of love, for whatever reason.

Page 5 of 8
Page 5 of 8
The Knight

The Knight

His special ability is Guardian Angel, which lets him take absurd amounts of damage (falling from heights, being attacked by a dragon) without dying. Which is good, because his journey to the cave to find a special sword will have him doing a lot of both.

Page 6 of 8
Page 6 of 8
The Twins

The Twins

The incredibly creepy twins are going to the cave to find their parents. We're guessing their parents ran away on account of their children being so spooky.

Page 7 of 8
Page 7 of 8
The Time Traveler

The Time Traveler

She's heading back in time to undo a wrongdoing from the past, because screw the space-time continuum. We don't know what her ability is, but in the video we saw, her running would alter and time-shift the world around her - we're guessing it has something to do with that.

Page 8 of 8
Page 8 of 8
CATEGORIES
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Hollander Cooper
Hollander Cooper
Social Links Navigation

Hollander Cooper was the Lead Features Editor of GamesRadar+ between 2011 and 2014. After that lengthy stint managing GR's editorial calendar he moved behind the curtain and into the video game industry itself, working as social media manager for EA and as a communications lead at Riot Games. Hollander is currently stationed at Apple as an organic social lead for the App Store and Apple Arcade. 

The Kickstarted Double Fine Adventure isn't the only concoction Tim Schafer's studio has brewing. Well before the internet went crazy over the company's campaign to raise money for a point-and-click adventure, Double Fine hired industry vet Ron Gilbert to make a game based on an idea that he claims pre-dates even the zany 1987 classic Maniac Mansion.

It's called The Cave, and we recently had a chance to hear the creator explain exactly what this mysterious twenty-year old concept was. An adventure game, though not of the point-and-click variety, The Cave appears to be a decidedly old school experience. Players will begin their quest by choosing three characters from a cast of seven (including a monk, an adventurer, a hillbilly, a scientist, a pair of twins, a knight, and a time traveler) and delving into a talking cave. Yes, the cave talks – our demo kicked off with the titular narrator’s sultry, mysterious voice introducing the characters and himself. Gilbert said that the titular character/geological formation will pipe in from time to time, though it doesn't sound like we'll be hearing him as much as we heard Bastion's narrator.

And that's because the Cave is definitely a character in its own right. We got a LOST vibe when Ron Gilbert described it as a place that "People learn something about themselves; about who they might become."

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  • The Secret of Monkey Island "I never stop thinking about adventure games," Monkey Island legend Ron Gilbert says, but as his roguelike nears release he doesn't want to make another point-and-click simply "for nostalgic reasons"
  • New screenshot of Keeper, showing a Lighthouse exploring a cave system Keeper is quintessential Double Fine, a strange creative concept with a truly wondrous execution: "We wanted to make something that we could probably never have gotten signed and published"

Once inside the cave, we saw what the gameplay actually looked like - and, truth be told, it was very different from what we expected. At face value, it appeared similar to a game like LittleBigPlanet – players can hop around, drag things, pick stuff up, and interact with different objects in the environment, just as they could in Media Molecule's platformer. Where it breaks off from others in that casual-platforming genre is in the ability to swap between characters to solve different puzzles, like having one hold open a door for another while the third stands on a switch. It's through this mechanic that The Cave meanders into the adventure genre (there's multiplayer, but it's strictly local and only when characters are on the screen at the same time, so it's use is extremely limited).

Swapping control of different characters is a major part of the gameplay, and vital to solving some of the puzzles. We saw two examples of The Cave utilizing adventure elements and changing between characters in order to progress the game. The first was fairly basic: the hillbilly needed to get through a door, but was blocked by a monster that would immediately jump in the way and slaughter him. He’d respawn, since the Cave actually wants them to succeed in order to “explore the dark spot in their soul [cue the LOST smoke monster noise],” but there was no easy way to get past the beast. Some exploration revealed a large, mechanical crane above a pit near the monster; after using a bucket of water on a hotdog vending machine (to boil the hotdogs, obviously) and ringing a bell nearby, the trio was able to work together to lure the monster, trap it in the spot, and defeat it with the crane.

The second puzzle was a bit more complex, and did a good job of showing off how the different characters play. While they all have the same basic abilities, each has their own story, and each has its own special ability. The knight, for example, is on a quest to find a powerful sword, which brings him (and the entire party) to a castle located within the cave. Here, he was met by a princess who possessed an amulet he wanted to obtain. In order to get her to fork it over, he decided the best course of action was to steal gold from a local dragon. The task was easier said than done when the dragon, like the monster we saw earlier, met any opponents with a quick attack and a quicker death.

To defeat him, he sent the scientist to the other side of the dragon’s lair, where a large door could be opened with a key. The knight walked up to the dragon and used his Guardian Angel ability, which makes him temporarily invulnerable, and was able to distract the beast for long enough to allow the scientist to sneak in from behind to steal the gold. On the way out, she ignored the “Please close the door” sign and began to climb up platforms, heading towards the princess’s room.

Along the way the screams of townspeople could be heard, amidst the roars of an angry, hungry dragon. “What idiot didn’t close the door!” a voice yelled, and we burst into laughter. Double Fine’s signature humor was prominent throughout the demo, and we found ourselves laughing again when the princess’s quarters had already been invaded by the red dragon, who was just finishing up his feast when the scientist arrived. After he swallowed the princess whole, he coughed up the amulet and left... so, happy ending, right?

The Cave was unlike anything we've seen thus far from Double Fine, though that seems to be the norm from the company at this point. It certainly has a Maniac Mansion vibe - but it's married with modern-day sensibilities so nicely that it's accessible to rookie adventure gamers. We can't wait to see more, and to hopefully go hands-on with it before it releases for the XBLA, PSN, and PC in early 2013.

See more PC Gaming Features
Read more
Death By Scrolling
Monkey Island designer and point-and-click legend Ron Gilbert moving to the roguelike mines feels like my personal hell, but the trailer looks fun enough that I'm trying to keep an open mind
 
 
The Secret of Monkey Island
"I never stop thinking about adventure games," Monkey Island legend Ron Gilbert says, but as his roguelike nears release he doesn't want to make another point-and-click simply "for nostalgic reasons"
 
 
New screenshot of Keeper, showing a Lighthouse exploring a cave system
Keeper is quintessential Double Fine, a strange creative concept with a truly wondrous execution: "We wanted to make something that we could probably never have gotten signed and published"
 
 
Someone walks with a handheld lantern with a dog through the snow with a mansion in the rear in The Killing Stone
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A crow rests upon a sleeping capybara pup in Capy Castaway
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Key art for Tangerine Antarctic shows two characters stood side by side in front of a snowy background and hotel.
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