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Ron Gilbert and Gary Winnick's spiritual successor to their point-and-click classics Maniac Mansion and The Secret of Monkey Island. Built with modern technology to perfectly emulate the experience of the pixelated adventure games of yesteryear. Explore the mysterious town of Thimbleweed Park as five different characters, discover how their respective fates are intertwined, and solve a murder mystery in the process.
Any self-respecting point-and-click fan owes it to themself to check out Thimbleweed Park. Especially if you used to play the old Lucasfilm Games classics. Terrible Toybox has done a fantastic job bringing back the style of adventure games from the early 90's, but Thimbleweed Park is more than just a retro styled showcase of old school gameplay and self-referential humor; it's also an atmospheric, funny and engaging mystery in its own right.
I haven't been able to put it down since I got it this thursday, and since I bought it on the Switch I haven't really had to! Twelve hours in, and it's still as delightful as it was when I started.
@Guillaume I'm so glad you guys are enjoying yourselves! I kind of want to replay the game now that I know what will happen. At first I felt like I wouldn't want to do that for some time, but I'm almost starting to change my mind now.
I'm actually playing on Easy, I figure it will give me an excuse to replay the game if I ever feel like it. Plus I figure the story will move forward more fluidly if I'm not spending half and hour trying to put a stamp on an envelope.
@Guillaume Oh, I wish you'd played it on hard. From what I understand it cuts out puzzles and parts of puzzles that feature story content, and can make the story make less sense in places. Like I mentioned before, you won't really have to get stuck on hard since there's the in-game phone line that does a really good job of helping you out with what you need, and to the extent that you feel comfortable with.
That's how I feel about Celeste too. It's a good game worth the time and money for people who like platformers like this, but 10/10 is kind of ridiculous. I think that sort of score should be reserved for those rare experiences you are lucky to get a few times each generation and not just passed out frivolously to a pretty good indie game that is good at what it does but doesn't do anything really new or exciting. I'd 8/10 it so far and don't think that's at all harsh. Hah.
@Hinph I don't necessarily think that a game has to be innovative to be a 10/10, but it certainly helps. Either way I agree that I'd give Celeste an 8/10. Solid platformer, good amount of content. Will be interesting to watch speedruns of it in the future.
@Guillaume Well that's good then! I haven't heard more than a couple of examples, and while I think it's a shame to miss out on that particular content, I haven't tried the mode for myself so I don't know for sure how it all is.
Karen and I did end up getting the feeling that we bypassed some stuff. A few key questions, like how Dolores' father died, weren't resolved. But we're both pretty keen on playing it again eventually.
I'd recommend the game to pretty much anyone, not just point-and-click adventure game nostalgics. With the hint system, it's practically impossible to get stuck, so Karen and I just ended up going through the game like we do sitcoms on Netflix.
The writing and voice acting were great, and it's not just me saying it. Karen said it too, and she's a doctor of English Literature!
How often did you use the hints? Just wondering, because I find that while I LIKE hint systems in games, sometimes I use it as a crutch if I fall down that slippery slope. Was it necessary often, or generally figure-out-able on its own?
I don't know about playing on Expert mode, but on Casual, I used the hints just a couple of times.
t's fairly clear what's expected of you, given that each character has an actual To-Do List in their inventory. And I'm fairly used to the logic of these games, so I made some associations perhaps more quickly than someone new to this kind of game, but still, there was a number of times Karen came up with the answers for stuff I missed.
We did think it could have been introduced more smoothly. I didn't mind that it was meta, I think the bigger problem was that, in Casual mode anyway, there are only two Chuck diaries, and the second one very much telegraphs what's happening. Then you have the convo with Chuck that just confirms what you already know. It might have been better to find pages of the diary more progressively, to bring you more gradually to the realization Chuck came to. The convo with Chuck could have used a rewrite, too. Maybe give more time to the character to come to grips with the realization.
I really dug exploring the temp art, though. Did you explore the Mansion or go straight to the factory? There's something that you might have to turn on the in-jokes to see, butů holy crap.
Also, if you want to pay MORE for Thimbleweed Park, Limited Run will open preorders for a physical Switch version tomorrow at 10am ET, for two weeks. And they'll print as many copies as there are preorders.