The Cave review: Third time’s not so charming after all

Double Fine’s side-scrolling adventure game The Cave delivers some good ideas within a framework that is built on diminishing returns.

Don’t you love it when a video game actually delivers on 99-percent of the great ideas it was founded on? You can feel that peeking through frequently as Double Fine’s Ron Gilbert-penned adventure, The Cave unfolds, but all of that potential is ultimately swallowed up by the titular underground network’s inky blackness as you explore it a second and then a third time.

The Cave features a 2D platforming-like aesthetic, but it is fundamentally an adventure game. Death and failure are non-concerns; the emphasis is placed instead on figuring out which items to use in which places as you solve a series of oddball puzzles. An early challenge involves using a hot dog obtained from a hot dog vending machine (naturally) to lure a cave monster into place beneath a crane, giving another character time to activate the machine and lift the beast – and, more importantly, its teeth – safely out of reach. First you’ll need to find the vending machine, then a fuse to power it, then a bucket to catch water preventing you from collecting said fuse, then… you get the picture. Adventure game.

The twist is that you’ve got a cast of seven characters to choose from as you build your party of three spelunkers. Each character has his or her own story that you’ll discover when you reach and play through that person’s uniquely tailored section of the cave. These character-specific areas are inaccessible unless you have that person in your party, so you’ll only ever visit three unique locations on a given playthrough, and each playthrough takes roughly 2-3 hours. To see all seven, you’ll have to repeat at least one character’s content. You’ll also have to play through the full game three times, which means re-visiting entire multi-stage puzzles that don’t change at all from playthrough to playthrough.

You can see where there was once probably a killer idea here. Perhaps Double Fine originally had more characters envisioned for this adventure. Perhaps the challenges put before you from game to game were meant to change based on who you brought in during your previous playthrough. Each character is defined in part by a so-called Object of Desire, and there’s some carryover in second and third playthroughs that see your chosen party gaining admittance to the Cave by tracking down the previous party’s lost Objects of Desire.

It feels half-baked though. Like there’s the shadow of a good idea here that has now been painted over by the demands of a development schedule. It’s not fair at all to pan a game for what it doesn’t include, but The Cave feels like it was meant to be much larger than it is. There’s nothing at all in the game to justify forcing players to revisit previous puzzles again and again, both in terms of the gameplay and the story. Different character abilities offer slightly different approaches to solving each one, but it’s not enough to stave off the boredom of having to traipse through multiple unchanging puzzles just to get to the new stuff.

All that said, it’s hard not to love The Cave at least a little. Gilbert’s superior writing talents are on full display, whether its the booming voice of the cave that narrates your adventure, or hilarious ambient dialogue. You’ll run all through an underground rocket launch facility during the Scientist’s story as a recorded voice repeatedly asks you to “insert navigational guidance system” to make the rocket go. Come to a certain point and you’ll learn that the navigational guidance system you’re meant to insert is a screaming, spacesuit-clad chimp.

Also, there are New Grog vending machines. Just so you know.

The puzzles are all very well-designed too. None are as obtuse as those of yesteryear’s adventure games, though red herring puzzle items are scattered everywhere. You’ll simply have to apply a little common sense to solve everything, always being mindful of the clues that the game feeds you at regular intervals. It’s easy to get stumped only to later realize — with a headsmacking “How did I miss that?!” — what the game wants you to do. The character-specific puzzles are the strongest, both because of the unique locations that you’ll visit and the novelty of playing with each character’s unique skill.

Conclusion

The Cave is an experience built on diminishing returns. Your first runthrough is the best: everything is new, the characters feel fresh, the puzzles present a fair yet acceptable level of challenge. You stumble a bit on your second time, waiting for something in those familiar bits to feel different. It never happens, and you finish playthrough #2 dreading your third attempt. You then abandon your third run part of the way through, completely turned off after having jumped through the same set of hoops a second time. If you took three fresh characters along on your first two attempts, you’re stuck with a pair of replays on your final run. 

It’s too bad. The Cave has a lot of promise, and it’s absolutely worth playing through a first time. The controls are on the clunky side, but you’ll likely not notice or care as you see all of the Cave’s sights as a fresh, first-time experience. Gilbert’s creations are as hilariously deranged as they’ve ever been, and the titular underground network seems to be just as much a rendering of his brain’s interior as it is an allegory on Hell, purgatory, and paying for your worldly sins in the afterlife. There’s a lot of quality here, just don’t expect to be rewarded for pushing to see everything.

Score 6.5 out of 10

(This game was reviewed on the Xbox 360 using a code provided by the publisher)


Source : digitaltrends[dot]com

Nokia Lumia 620 release date could be next week

Nokia Lumia 620 release date could be next week

Windows Phone 8 on the cheap

The wallet-friendly Nokia Lumia 620 release date may well be set for January 31 if suppliers are to be believed.

The Lumia 620 was announced at the start of December rocking a 3.8-inch display, 1GHz dual-core processor, 512MB of RAM, 5MP camera, VGA front camera, NFC technology and the Windows Phone 8 OS.

Online retailer Expansys has informed TechRadar: "We've had news from our official Nokia supplier that the Lumia 620 is expected on Thursday 31 Jan."

Not quite the final countdown

The spokesperson for the website was quick to note that the date had not been finalised and during the launch event it sounded like Europe would have to wait until at least February for the handset to land on shelves.

Apparently the black version of the Lumia 620 will be the first to hit our shores, with the white hue arriving later in February.

The Nokia Lumia 620 is priced at around £230 on Expansys and Clove, while unlocked-mobiles is currently quoting a significantly cheaper £175 for the SIM-free handset.


Source : techradar[dot]com

New 4G price plans from EE are far from entry-level

New 4G price plans from EE are far from entry-level

"A range of entry-level 4GEE plans" - hmmm

New 4G price plans have been announced by EE, currently the only network in the UK to offer the super fast mobile service.

At the heart of the new deal mania over at EE are three new tariffs, with the first 'entry-level' offering setting you back a princely £31 for unlimited calls and texts but just 500MB of data.

Now that sounds like an awful deal with a supremely poxy amount of data, but EE's hook is the cost of the handset, asking for just £29.99 upfront if you fancy the HTC One SV or Nokia Lumia 820.

It's quick to point out that's a saving of £90 compared to its current price plans, but considering you can have the Lumia 820 for free and 1GB of data from around £26 per month on a 3G tariff it's slightly less appealing.

Super Price Plan to the rescue!

If your pockets are deep and your need for consuming data on the go high than EE's second tariff may attract.

You'll need to stump up £46 per month over two years for this SIM-only offer, but alongside your unlimited calls and texts you'll get a mammoth 20GB of data.

With that amount of data you'll actually be able to copy Kevin Bacon in the network's TV ads who seems to have a movie streaming constantly on this 4G handset, but he does have deep pockets so that's okay.

If you don't have a 4G handset ready to go then you can grab one from EE, but it will bump the monthly price of the 20GB contract up to an eye-watering £61.

Live fast, die poor

The 20GB plan is only available for a limited time, so you'll need to sign on before February 28 if you want to go data crazy.

If you're a little less flush in the money department EE is also launching an 8GB SIM-only tariff, although it will still set you back £41 per month and if you're prepared to pay that you might has well go the whole hog and plump for the 20GB option.

4G will get cheaper (we hope) in time, but for now it's still a premium service with a price tag to match.


Source : techradar[dot]com

AT&T to buy remaining Alltel assets for $780 million

AT&T has announced its intention to buy the remaining assets of Alltel for $708 million, ending four years of acquisitions for the former carrier.

AT&T has announced its intention to acquire the remaining assets of wireless carrier Alltel for $780 million from Atlantic Tele-Networks. The deal, all in all, includes Alltel’s markets, equipment, retail stores, and licensing along with 585,000 customers.

Four years ago, Verizon Wireless acquired the bulk of Alltel in a massive purchase totaling more than $28 billion, however FCC anti-trust regulations forced Verizon to leave behind 105 markets of Alltel on the open market. AT&T took the opportunity to initially purchase 79 of the 105 markets available in 2009, leaving the remaining 26 to Atlantic Tele-Networks. Today AT&T has decided to eat up the remaining chunk of Alltel, buying mostly rural regions, where it hopes the acquisition of wireless sites and spectrum will improve service for both Alltel and AT&T customers. 

While the rather small Alltel acquisition only inches AT&T’s number of subscribers, it still closes the distance between it and Verizon, the number one carrier in the United States. The initial acquisition of Alltel in 2008 was the move that swept Big Red into the number-one seat, ousting AT&T, and leaving the carrier to play catch up ever since. While AT&T was the largest carrier momentarily in early 2011, it fell behind Verizon again and has remained in second place ever since.

AT&T has not yet stated when it expects to close the deal on the sale, and the acquisition still requires the blessing of both the FCC and the Department of Justice. AT&T’s last attempted acquisition, the botched buyout of T-Mobile in 2011, was shot down by the FCC and there’s no telling how the agency will rule on this case. Despite this, AT&T remains dead-set on continuing its efforts to acquire and merge with other carriers, going as far as Europe to scout for opportunities. The efforts of AT&T’s attempts to grow through acquisition will likely continue. 


Source : digitaltrends[dot]com

Amazon in-app purchasing extends to Windows, OS X and web games

Amazon has announced an extension of its in-app purchasing API, already available for the Kindle Fire and other Android devices, for games on Windows PCs, Macs and the web. The move is aimed at expanding the reach of its e-commerce platform and essentially means game developers will be able to support micro transactions for virtual goods and currencies on those platforms using Amazon as an intermediary.

The company will take a 30% cut of revenue from each purchase, which is the same amount it takes from full app sales and the same rate that Google and Apple charge for purchases on their platforms.

But the online retailer believes it can offer some advantages over its rivals. For one thing, they already have a  customer base of around 30 million people with their credit cards on file and ready to purchase. On an FAQ page for game developers, Amazon cites an independent study that “found that Amazon’s In-App Purchasing generates almost 4x the revenue per user as compared to Google Play” on Android devices.

Regular credit cards, as well as Amazon’s own “virtual currencies” such as Amazon gift cards and other Amazon credits tied to an account will be accepted to make in-game purchases on the new platforms.

The company also says in-app items will be available on Amazon.com automatically, increasing their visibility by showing up on things like best seller lists and recommendations on related products.

"We're passionate about making game developers successful, and we'll continue to build services that make monetization easier and remove undifferentiated heavy lifting from developers," Amazon Games Director Mike Frazzini said in a press statement. The company goes on to point out the extension of in-app purchasing is just one part of a larger family of end-to-end services for developers, including Amazon Web Services for hosting and storage, to Amazon Dynamo for database storage, and Game Circle software to incorporate leaderboards, achievement rankings and other lists into games.


Source : techspot[dot]com

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