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About basilisk

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  1. Definitely a good idea. I wouldn't mind at all. The documentary is excellent and if it can improve public awareness of how games are made, even just a tiny bit, it's worth doing. We have enjoyed our timed exclusivity; now it's time to share with the rest of the world.
  2. Precisely my thoughts, dear sir or madam. Black Lake was by far my favourite prototype of the bunch, and I sincerely hope it won't fall by the wayside. It really deserves to be developed further.
  3. Do anything you feel you need to do to make the best game you can. Anyone who is familiar with Tim's oeuvre must have expected something like this to happen. Kickstarter is not a preorder, it's patronage. And I'm proud to be a patron of Double Fine, even if it has its quirks. All artists do.
  4. That's exactly the point. The question is, why isn't anyone making great new ones any more (though there have been some exceptionally good efforts recently)? Is it because they can't or won't, or is it because the conditions have changed? I'd argue it's mostly the latter. The genre has always been standing on shaky legs, but they got even shakier as time went by. How would we react to The Secret of Monkey Island were it released today for the first time? Because honestly, the game had lovely writing, but the puzzles could be pretty annoying. And insult swordfighting, hilarious and iconic as it is, involves some pretty tedious grinding, for example. Expectations are different now, and games age faster than any other art/media form. "Player gets stuck" is a condition modern gaming design tries to avoid, and for good reason – but it's precisely this premise that throws a great many adventure tropes right out of the window before you even begin. And honestly, as a gamer I don't think it's a bad principle at all. (And Monkey would end up pretty well. Just try to imagine the critical backslash any Space Quest game would earn today, for example.)
  5. You and me both. I'm sure there was some rationale behind it, but it's been bugging me ever since I first fired up the game. But well, I can't remember a well-written Double Fine game since Psychonauts (haven't played Brütal Legend, though). Imaginative, yes. Well-written, not really. I'm hoping for Reds to change that. Yeah, but RG was right in saying the platforming is sort of irrelevant. Because it's definitely not challenging (or wouldn't be, if it weren't for occasionally wonky controls); it's just the backdrop. I know it makes up for at least 75% of the game, but that's just time-wise. Not really content-wise. Navigating the Cave is a purely mechanical affair.
  6. Well, but they aren't very good. I mean, I loved them more than anything else back then, but they're just artefacts of the past. All modern adventure games I've seen either stick to the old tropes and turn out really awkward, or streamline the whole thing and become pseudo-movies where the gaming part mostly gets in the way (cf. The Walking Dead). The format was born out of technological limitations and a certain player mindset; now that both are gone, the whole thing just struggles. I mean, there's a reason no one is writing Homeric epic poems any more – their time is over. It's telling that the best point-and-click adventure released in recent years is Portal 2 which is as far away removed from the established concept of an "adventure game" as you can get. I do admire Ron Gilbert for trying to shake things up, and really, I think he's entitled to call The Cave an adventure game, because if it isn't that, well, what is it? And even though the whole thing is a bit of a failure, it's better to have tried and missed than not to have tried at all.
  7. Diduz has some excellent suggestions; the closest you can get to The Cave gameplay-wise, in my opinion, is the Dizzy series which started on the ZX Spectrum. You can emulate that system very easily on a modern PC, but the games themselves cannot be legally obtained anywhere (which is honestly pretty ridiculous). It's single character only, but the platforming/puzzle solving combination feels very similar. Those things are really, really dated, though. Spud's Quest is a recently Kickstarted Dizzy/Metroidvania homage, so something should come out of that. There were also several Dizzy-alikes over the years; the Seymour series was one of those. But again, it's ancient, and even though it's not as punishing as the infamous second Dizzy game, it requires tons of patience.
  8. Let's just hope the DLC comes with a toggle allowing you to skip shared areas of the Cave. Because I am not going to go through the "three minecarts" or "push the boat across the whole damn map" sections ever again.20–30 characters really is way too much. Even with seven you can see they had to cut a few corners to get the game released.
  9. Deliberate, yeah. Though I don't think there are very many parallels between The Cave and Plato; Gilbert's concept of the Cave is really more of a purgatory/conscience kind of thing. If you are interested, however, there's quite a lot of (most likely deliberate) Platonic echoes in another recent indie, Little Inferno – here's an article on that.
  10. It's just… there. If you hack it with the Scientist, it turns on and behaves exactly the same as the arcade machine in the Scientist's section, i.e. it shows two different images but otherwise does nothing at all.
  11. Yes, that might be a pretty big factor. But frankly, in real life you wouldn't even dream of pulling the boulder – it simply makes no sense, unless it's one of those boulders with handles bolted to them. And those are kind of rare. It's not that the puzzle is badly designed, but it's a good example of that eternal adventure game frustration when you know exactly what it is you are supposed to do, but can't make the game understand your intention because of something that's really quite arbitrary. "You can't get ye flask" and all that.
  12. Yes, catharsis is what I had in mind. It just felt like too fancy a word to use You are right, it is the by now pretty old problem of choice and consequence in gaming. Í just think that with this, the game ended up where BioShock did – the "morality" aspect of it is so hopelessly shallow it would probably be better if it wasn't there at all (which is why BioShock Infinite will have none of that). It is possible to design an entire game around the fact that the player is forced to make bad decisions and make it work – see Spec Ops: The Line. I'm a story focused kind of guy, and I expected there to be more story in The Cave, that's probably all there is to it.
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