You are standing in a cave...

by Caroline Berg

2016

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Number of Reviews: 3
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1 of 1 people found the following review helpful:
Meat-and-potatoes adventuring with enthusiasm., November 14, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2016, Inform, fantasy

(This is an edited version of a review I originally wrote for my blog during IFComp 2016.)

You are standing in a cave... is a parser-driven adventure of perennial adventuring. Stuck in the title cave with only a random collection of stuff in your pockets, you, the viewpoint adventurer, must unstick yourself and escape. The environment is full of props and clues designed to speak tantalisingly to each other in the language of puzzles via your adventuring brain. The climbable, the ignitable, the combinable; they're all here.

This is plainly not a game for people who dislike puzzles. It's straight-shooting meat and potatoes adventuring, roughly implemented, and with a title that could easily be read as a joke about banality. While cave's first room looks dull and prototypically cavey, things become more involving if you give it a room or two.

The game's tone is encouraging with a dash of wide-eyed. The adventurer seeks answers to age-old questions like, 'How do I defeat this giant venus flytrap?' or 'What really happened when I turned that dial?' The game is excited about the player's progress. Its positive tone acts as a helpful counterweight to the rough typological edges and programming oversights. Probably its weakest areas are in verb coverage and the offering of alternative phrasings for obvious actions, partly mitigated by it also going in for lots of USE phrasings. (e.g. USE A WITH B)

The game's generic USE leanings fit in with another observation I made: That Cave often feels like a graphical point-and-click adventure rendered as prose. I don't mean that in a redundant way, given that point-and-click adventures owe their existence to prose IF. I mean that it takes aesthetics that were added to adventures when they were transitioning into graphical form and brings them back into the all-prose realm. I refer to aesthetics like the extended depictions of transformations that occur in the environment when puzzles are solved. Objects revolve, rise, shine, glimmer or rotate at relative descriptive length. It's visual, and the physical movements are important.

I was able to clear the game without using the walkthrough, though I needed a little human help gleaned from another review. So, although Cave lists no testers and has lots of bugs, you can clear it. I had enough fun doing so.

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