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The film

  • Cliché Storm: The film was slammed for being basically The Thing (1982) IN A CAVE! and not doing very much differently from such kind of films.
  • Critical Backlash: With an 11% rating on Rotten Tomatoes, some find that the film isn't that bad and at least provides some entertainment.
  • Ensemble Dark Horse: Chipper Tomboy with a Girly Streak Charlie, Top The Lancer, and Daniel Dae Kim's Alex are the characters who seem to get the most approval from people, whether they liked or disliked the movie.
  • Fanon Discontinuity: The last thirty-five minutes or so of the film can inspire this, as they’re less well-liked than the earlier parts due to the absence of the first two fatalities, Strode and Charlie, and how a lot of the remaining story is caught up in paranoia about spreading the parasite rather than just the quest out of the cave.
  • Signature Scene: Charlie fighting a flying creature with a knife and improvised flame-thrower while having to run horizontally across the cliff's face, as well as taking a pretty long leap.
  • Special Effects Failure: The monsters are nothing to write home about; scenes that show them whole tend to highlight how unimpressive the practical effects are.
  • They Wasted a Perfectly Good Character: Briggs, who is killed with too little fanfare and Charlie, who is killed during arguably the most impressive fight of the movie, which left the fans wanting more from her.
  • They Wasted a Perfectly Good Plot: Some viewers felt the film would have worked better as a simple cave survival story and that the monsters made it too cliched. Conversely, others think the film's plot should have focused more on the parasites and the threat of infection.
  • Too Cool to Live:
    • Strode the Awesome Aussie gets killed off after only about twenty minutes of screen time.
    • Charlie who gets the most impressive fight scene of the film but doesn't survive it.
  • Visual Effects of Awesome: Despite the bad reviews, the visuals and sets were praised.

The video game:

  • Alternative Character Interpretation: Naturally, each player character can be a better or worse person depending on how you interpret the events of the game. The Twins, though, stand out. Given how they're heavily implied to have burned their own ponies to death, and the various deadly pranks they tried to kill their parents with beforehand, it's hard to see them truly reforming the way they're shown to do in the good ending. It's entirely possible to read the good ending as them telling the truth simply to avoid eating their own poisoned soup, and pretending it was out of remorse for their parents.
  • Ensemble Dark Horse: The Twins, for being Creepy Cute and the concept behind them being rather creative for this sort of game, and the Hillbilly, for being the only remotely sympathetic character of the seven.
  • Fridge Brilliance: At first, the treasures you have to bring back at the beginning seem fairly random: a jeweled skull from a pirate cache, an acting award, and a cursed guitar. Then, much later, you find the corpses of the previous party of three to enter: a pirate, a clown, and a robot. Those were the things they desired most. However, that may also lead to...
  • Fridge Horror: During the time Travel section, if you take someone to one of the earlier timelines, then walk around in a timeline later than that, you'll see a skeleton in the same spot you left them. Even moreso, this is required to solve one of the puzzles involving a boulder by holding it in place. The obvious implication is that your companion never left the spot they were standing and died there, even to the point of holding a rock in place. However, it does create a bit of fridge logic because despite the fact that up to a million years have passed and a history museum was built over the spot where they died, no one disturbed the corpse and their remains are left lying among the exhibits. Of course, this has plenty to do with the weird and timey-wimey nature of the cave.
  • Fridge Logic: Since the treasures are later replaced by your own characters who made the bad choices, did previous party actually made it to the end despite all evidence to the contrary?
    • Part of what makes the Twins so creepy is that when you are not controlling them, they are always staring directly at the fourth wall. And all they want is their freedom to go outside and play. Which means that you're in their way...
  • Heartwarming Moments: Most of the good endings for the different players.
    • The Scientist: After refusing to let her invention be weaponized by the warmongers, the scientist walks through a thriving, sunny park, relishing in the wonderful world she just saved.
    • The Hill-Billy: After accepting that the pretty dancer at the fair wants nothing to do with him, the Hill-Billy sadly leaves. But a Hill-Billy girl shows interest in him, and they eventually start a family of their own.
    • The Knight: If the fake knight confesses to the king and princess he's not a real knight, one would think he would be sent to the dungeon for fraud. But instead, the king gathers an army to face the dragon proper, and the princess gives our faux knight a kiss on the cheek.
    • The Explorer: The good ending shows the explorer having a change of heart and stopping her colleagues from triggering the trap that would kill them. So instead of hogging the glory for herself, they all share the credit as close-knit friends should.
    • The Time Traveller: Her initial plan was to kill the ancestor of a co-worker who "stole" her employee of the month award. But upon seeing his ancestor kindly befriend his pet monkey, she decides to forgo to her plan and return to the future. In her own timeline, she congratulates the co-worker, having new-found respect for him as the descendant of a good man.
    • The Twins: Although it was in order to save themselves from eating the poisoned soup, the brother and sister not only stop their parents from eating the poisoned soup, but reconcile with them on the spot.
    • The Monk: While initially jealous of another student's graduation, the Monk accepts he's not ready yet to graduate. He uses this as an opportunity to study and practice some more before he achieves peace of mind. Finally, he earns the right to graduate as a full-fledged monk.
  • Moment of Awesome: If the Scientist chooses the good ending, she changes her mind and rips up the blueprints for her latest invention so the warmongers can't weaponize it, showing that in this version, she has a strong sense of integrity.
  • Scrappy Mechanic: In order to get all the multiple endings for each character, the game must be played through several times. This isn't so bad as mixing up which characters are chosen each time adds variety to the playthrough. But the opening sequence and the 3 additional sequences (Prospector, Zookeeper and Hermit) must be completed every single time and these sequences play out exactly the same each time, making repeated runs become repetitive and tedious when these sequences come up again.
  • Spiritual Successor:
    • The game shares and updates many gameplay concepts from Gilbert's Maniac Mansion.
    • The Time Traveler's section feels very reminiscent of Day of the Tentacle, the sequel to Maniac Mansion.
  • That One Achievement: Who Wants To Live Forever involves getting through a run without dying. Unfortunately, this is incredibly difficult to do, as there's plenty of things that can kill you in the game, such as falling to your death, mishandled dynamite, and being squished by floating platforms. Mistiming a single jump can force you to restart the entire game, even if you were near the end. You can't Save Scum either, as that runs the risk of deleting your save file, and it disqualifies you from getting it anyways. It doesn't help that the game has a tendency to glitch out at times, causing a completely random death to happen.

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