



That's doubly problematic since so much of the game involves backtracking and roaming around working out what to do next. As even a partial platform game, it lacks the sort of precision and challenge that would make each screen a worthy gauntlet, so the constant need to drag crates, clamber up ledges and plod up and down ladders feels more like a distraction than a fully integrated gameplay feature. Jumping and scrambling around is marred by stodgy control, and although there's no way to die - characters respawn nearby whenever they fall too far or succumb to a deadly obstacle - navigating the world is never the pleasure it should be. Sadly, this is one of several areas where The Cave struggles to distinguish itself. They'll automatically regroup as you leave each area, but within the confines of each challenge it's up to you to guide them to where they need to be. The d-pad allows you to switch quickly between your characters, as neccessity conspires to separate them and scatter them around each location. Encounters with a crazed gold rush miner, an obsessed big game hunter and a delusional hermit - all can crop up with their own needs to fulfil and miniature worlds to navigate. There are also other areas, independent of any character choice. Each character gets their own little vignette, a self-contained area that fills in some of their back story as the cave somehow incorporates a Gothic house, a castle, a nuclear silo, a carnival and more into its gloomy tunnels. Perhaps the most impressive feature of The Cave is how seamlessly it juggles this multiple-choice set up. Descending into the depths of a sentient, self-aware cave system, you'll need to make use of each character's unique skill as well as some of your own brain power to plumb the depths and emerge from the other side. A scientist, a time traveller, a pair of eerie twins, a hillbilly - it's an eclectic bunch. You now have three playable characters, chosen from a rogue's gallery of seven. This is as much co-operative platform game as single-player puzzler, and the structure and pace have been updated accordingly. Most noticeably, there's no pointing or clicking. Instead, he's taken the basics of the point-and-click genre and come up with a twist on the formula that makes it a better fit for today's gamer. Vending machines serve grog instead of cola, but Gilbert is wise enough not to lean too heavily on past glories. There are genetic traces of Maniac Mansion and Monkey Island in this spelunking adventure, which sees Gilbert reunited (sort of) with his former protégé Tim Schafer at Schafer's studio Double Fine.
#Cave story ps4 series#
Ron Gilbert may be best known for his series of brilliant point-and-click adventures for LucasArts in the late '80s and early '90s, but the presence of item-led puzzles in The Cave doesn't automatically mean a return to his roots.
