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Welcome to Thimbleweed Park. Population: 80 nutcases.
A haunted hotel, an abandoned circus, a burnt-out pillow factory, a dead body pixelating under the bridge, toilets that run on vacuum tubes... you’ve never visited a place like this before.
Five...
Welcome to Thimbleweed Park. Population: 80 nutcases.
A haunted hotel, an abandoned circus, a burnt-out pillow factory, a dead body pixelating under the bridge, toilets that run on vacuum tubes... you’ve never visited a place like this before.
Five people with nothing in common have been drawn to this rundown, forgotten town. They don’t know it yet, but they are all deeply connected. And they’re being watched.
...Who is Agent Ray really working for and will she get what they want?
...What does Junior Agent Reyes know about a 20 year old factory fire that he’s not saying?
...Will the ghost, Franklin, get to speak to his daughter again?
...Will Ransome the *Beeping* Clown ever become a decent human being?
...Will aspiring game developer Delores abandon her dreams and stick by her family?
...And most importantly: how come no one cares about that dead body?
By the end of a long, strange night in Thimbleweed Park, all of this will be answered -- and you’ll question everything you thought you knew.
In a town like Thimbleweed Park, a dead body is the least of your problems.
From Ron Gilbert and Gary Winnick, creators of Monkey Island and Maniac Mansion.
A neo-noir mystery set in 1987.
5 playable characters who can work together… or get on each other’s nerves.
Not a walking simulator!
Satisfying puzzles intertwined with a twisty-turny story that will stay with you.
A vast, bizarre world to explore at your own pace.
A joke every 2 minutes... guaranteed!*
Casual and Hard modes with varied difficulty.
English voices with English, German, French, Italian, Spanish, and Russian subtitles.
Well, yes it's a great Point'n'Click Adventure.
The graphics are nice retro style. The characters are very good. Lot's of different reasons why to work finally together. And the humor is very funny.
Don't let yourself be confused about the different graphic Style at the ending. The production didn't went out of money, if you listen the story you will know, what's the reason for that (they are the same places in a different style).
This game is a true masterpiece"-a-reno" (players of Thimbleweed will understand that reference).
I can only echo and mirror the countless other raving 5 star reviews on GoG.
Impressively this game has found a way to keep up with the times. It has absolute polish and appeal at all levels and the art style and humour bring me back to my early years.
Most importantly, it recognises that we as modern gamers no longer have the patience or the time of our younger selves. If you're an seasoned gamer like me, and were to fire up old adventure games of the past, (short of walkthroughs or remembering the puzzles) we would likely get frustrated and impatient with the puzzles and user interface. Thimbleweed will have none of it! It holds your hand very nicely and is a breeze start to finish.
The in-game hint system drip feeds you clues if you're stuck, until it eventually tells you exactly what to do if you keep using. You never feel lost or that you've hit a roadblock. There is literally no need to look up solutions or spend hours trying to figure something out that you just can't seem to solve.
Thimbleweed Park feels oddly familiar even on your first run through. It's screams Lucas Arts adventure games even though technically it isn't - The flavour and comedy of Monkey Island and the character switching of Maniac Mansion and Day of the Tentacle work beautifully in this game.
The puzzles are intelligent, logical and humorous, the characters are rich and the story is well thought out.
I can't recommend this game enough, and I will be watching the makers closely for any other gems they may decide to work on in the future. I very much hope they do.
Do yourself a favour and buy this game.
This game can hardly be discussed separately from its creator, Ron Gilbert (of Maniac Mansion and Monkey Island fame). It's definitely a throwback, or "retro" game - funded on Kickstarter primarily on promises of nostalgia.
From a pure mechanical gameplay perspective, you get a barely updated experience compared to the point-and-click games of the late 80s, early 90s. The graphics, while updated with lighting effects, many-layered parallax scrolling, and other niceties, is also definitely and purposely retro. I'd say it's mostly as if Monkey Island was running on high-end arcade hardware from the day, as opposed to scrappy home computers.
Still, there's something here that cannot be overlooked. This game is the culmination of Ron Gilbert's experience in developing adventures. It's a seamless, fun, polished gameplay experience. If you are familiar with the genre and its criticism, you'll find that many of the rough edges common to it have been polished away, or, ironically, integrated and self-referenced in a fourth-wall-breaking manner.
It's a strange, unique piece of art. (And no, I don't mean "high Art", the game holds no such pretenses... just, you know, "art" with a lowercase a.) A perfected, relatively high-budget, director's cut example of an undead genre. It's as if Charlie Chaplin went back to make one final silent film, with modern Hollywood tech, a proper budget, and all his experience from his heyday and watching films evolve since. It's surreal and unique. I mean, the game world itself is surreal in a Twin Peaks way, but what's even more surreal is the fact that this game exists at all.
I'd say if you're nostalgic for the Monkey Island days, you should get it. If you're too young to be nostalgic, and are wondering what we liked about those games, this is probably the best single game to try in the genre, even if you never play one of these ever again. The price is relatively high compared to other retro games, but it's worth the pricetag.
The Good: The puzzles are well designed, they don't insult your intelligence, they won't fry your brain either. The graphics remind of Maniac Mansion but are more modern. The game can get a good laugh.
The (maybe) Bad: This game is some sort of bizarre videogame commentary by the developers, as to what makes a game so great. It's very self-referential. Ron Gilbert even puts himself in the game... as well as creates a main character he could probably relate to...It tells you of its own greatness repeatedly. I guess you could say it's part of the game's humor, reminding you of how great it is, how it does everything right in the eyes of the developers.
Just what it is: The Story is very existential in the end, what begins as a simple story evolves into something more intriguing but honestly not very surprising, Ron Gilbert is stuck on the allegory of the cave. The ending is very MI-2...I really hope he can get over his existential endings for the new Monkey Island game.
The problem with the ending is that it tells 2 stories that can't continue on their own... On one hand the characters are make believe and who gives a crap what happens to them, on the other they had lives... (Which is philosophical and intriguing on one hand but depressing and empty on the other...) Any roundedness to the characters sort of dissolves after the twist..."no free will" even. This leaves me torn about the game overall, mixed feelings.
The Annoying: Hotel, "PEW PEW "(X 100) "I wonder what the guests are up to" (X100) Quickie Pal "Can I help you find anything" (X100) It's annoying to be constantly assaulted with voice overs for no reason, non-stop. Chuck at the end also annoying "You're cheating!"...(x100). The lasers (every time I go through them, "ha can't touch this" or whatever (x100)?? Also why can't I skip the elevator sequence? (Watching every floor... even if needed for 1 puzzle, the 'esc' key maybe?) I have to go to a hotel room just to look up a number in the phone book?