Article updated Friday, February 23rd. Already read about Day One and Day Two? Skip straight ahead to the final day's presentation!
Is it Aggie time again? Wow, time sure flies when you’re buried under an avalanche of 138 new adventure games.
That’s not a typo: 138!! Nearly double what we were getting even just a few short years ago. The adventure genre may be a niche, but it sure is a flourishing one!
But choose we must, and choose we did, so let’s get on with the show! As always, though only a (relative) few are taking home the coveted gold (and silver) statuettes, it’s a tremendous achievement to even make the finals, so a hearty “bravo!” to all the developers represented here.
Surely this is understood, but remember that this is all in good fun. There are no rights and wrongs, no good opinions and bad, only our decisions and yours. If your favourites didn’t win, or weren’t even eligible (for reasons we touched on here), don’t be too disappointed, just thankful that we have so many great and worthy games to choose from! The Aggies may be a competition, but more than anything they’re a celebration of riches. Enjoy.
The awards presentation will run daily from Wednesday through Friday, so stay tuned each day to see who will take home the hardware!
Table of Contents
Day One
Page 1: You are here
Page 2: Best Story
Page 3: Best Writing – Comedy
Page 4: Best Writing – Drama
Page 5: Best Character
Page 6: Best Gameplay
Page 7: Best Concept
Day Two
Page 8: Best Setting
Page 9: Best Graphic Design
Page 10: Best Animation
Page 11: Best Music
Page 12: Best Acting
Page 13: Best Sound Effects
Day Three
Page 14: The Silver Aggies
Page 15: Best Non-Traditional Adventure
Page 16: Best Traditional Adventure
Page 17: Best Adventure of 2017
Page 18: Final Notes
Best Story: Last Day of June
Like that proverbial tree falling in an empty forest, this year’s Best Story award winner sets up a curious paradox: can a wordless adventure game tell a compelling story? Ovosonico’s Last Day of June, a tender, heart-wrenching game about love and loss, proves that the answer is a resounding yes. Even with no spoken words and only a handful of written prompts, the game’s expressive character acting, rich music, clever structure, and nuanced imagery communicates a poignant and powerful message: even if fate can’t be changed and the dead can’t be spared, love lives on in the people left behind.
Loosely spun off from the music video for Steven Wilson’s Drive Home, Last Day of June follows a wheelchair-bound widower grieving the loss of his wife through his attempts to manipulate time and change the series of events leading up to her fatal car crash. Though sometimes tedious from a gameplay perspective, the repetitive time-loop premise perfectly complements the simultaneously hopeful and hopeless act of trying to cheat death, with each successful (but also failed) attempt to alter destiny raising the narrative stakes. An instrumental soundtrack adapted from Wilson’s progressive rock music and the oddball characters’ haunting gibberish vocalizations become critical to the emotional arc as the story runs its flexible yet ultimately unbreakable course. For a game about dying, Last Day of June has a lot to say about life. It does so wordlessly, emotionally, and beautifully, making it a surprising but eminently worthy choice for this year’s Best Story Aggie.
Runners-Up:
The Infectious Madness of Doctor Dekker
Thimbleweed Park
Detention
Blackwood Crossing
Readers’ Choice: Thimbleweed Park
Runners-Up:
The Journey Down: Chapter Three
Life Is Strange: Before the Storm
A Normal Lost Phone
Danganronpa V3: Killing Harmony
Next up: Best Writing – Comedy... the envelope, please!
Best Writing – Comedy: The Darkside Detective
You can’t tell from a screenshot, a synopsis or even a trailer why Spooky Doorway’s The Darkside Detective works as well as it does. On the surface its elements seem modest enough: a retro point-and-click anthology adventure with blocky pixels and text-only subtitles. Even thematically it comes across as fairly familiar, with an under-appreciated detective and his goofy sidekick, self-referential humour, and occult elements mixed with a whimsical tone. It’s only when actually playing the game that the experience can truly be appreciated. In peppering players with always amusing, often hilarious dialogue, the end result is delightfully charming and witty, and thereby deserving of our 2017 Aggie Award for best comedic writing.
Experiencing this game’s six distinct tales is a wonderful refresher on why comedy adventure games can be so much fun. Every hotspot in the environment, every line of conversation promises a fresh pun, quip or gag, and rarely do they fall flat or feel mean-spirited. Partners in paranormal crime-fighting, the two protagonists play off each other to great effect: Officer Dooley is one of the most endearingly offbeat sidekicks in years for us, but often leaves Detective Francis McQueen thoroughly exasperated, creating a wonderfully light-hearted dynamic between them. We dare anyone NOT to laugh when Dooley follows McQueen into a small closet and shuts the door behind them. There’s plenty of other ridiculous characters to meet along the way, too, who both help and hinder your investigations, providing plenty of laughs along the way. Give it a chance, and you’ll find The Darkside Detective is a game that knows exactly what it wants to be, and delivers on that ambition in joyous, charismatic, and superbly entertaining style.
Runners-Up:
Paradigm
Thimbleweed Park
Four Last Things
Thaumistry: In Charm’s Way
Readers’ Choice: Thimbleweed Park
Runners-Up:
Paradigm
The Darkside Detective
The Journey Down: Chapter Three
Four Last Things
Next up: Best Writing – Drama... the envelope, please!
Best Writing – Drama: Blackwood Crossing
PaperSeven’s Blackwood Crossing starts out as a deceptively simple tale that becomes more and more surreal as it careens toward an eye-opening finish. Scarlett, the freckled, red-headed protagonist, wakes up on a train where she is both charmed and harried by her fidgety brother Finn. The siblings soon meet other passengers wearing cardboard masks that they begin to identify as family, friends and enemies. Why Finn and Scarlett are on this journey and what their ultimate destination will be are deeply-held mysteries. Just as you begin to get a handle on the character relationships, the train suddenly becomes carpeted with grass and flowers, a ladder leading up to even more dream-like locales. These new scenes provide glimpses into the past as Scarlett desperately seeks to resolve a tragedy that shadows them all – especially the engaging, impulsive Finn.
Rather than relying on lengthy exposition, dialogues here are succinct but relatable, concisely yet impressively touching on past conflicts and escalated events. As more is revealed, plot tidbits are fused into a narrative that continually teases, grips, and then confounds throughout the game’s tightly-focused four-hour play time. The bizarre situations and fanciful scenarios encountered begin to evoke emotions that become achingly real. Players must gradually come to terms with what the main characters can accomplish and are forced to accept – including when to hold on and when to let go. For keeping us guessing and then tugging at our heartstrings as the light of realization dawns, Blackwood Crossing poignantly snags our best dramatic writing Aggie for 2017.
Runners-Up:
The Infectious Madness of Doctor Dekker
The St. Christopher’s School Lockdown
Bear With Me
Detention
Readers’ Choice: Life Is Strange: Before the Storm
Runners-Up:
Detention
>observer_
Bear With Me
Danganronpa V3: Killing Harmony
Next up: Best Character... the envelope, please!
Best Character: Paradigm (Paradigm)
According to the dictionary, a paradigm is a model, a template or a prototype. At first glance, it may seem strange that the titular hero of Jacob Janerka’s Paradigm, with his stubby body, misshapen bulbous head and lack of nose could be a model for anything. Look past his hideous appearance, however, and this unusual protagonist has a positive and thoroughly endearing personality. Like the deformity on his head, the lovable Paradigm is sure to grow on you, and you’ll soon find yourself rooting for him against his nemesis, Olaf the candy-dispensing sloth, and hoping that he fulfills his dream of finding those “phat beatsies” he cares about so much.
Where does such a bizarre creature come from? Well, it probably has something to do with DUPA Genetics, the company that created the Prodigy Children program and decided to dump its mistakes in the dystopian country of Krusz, where Paradigm now runs the nuclear power plant. His true love is really composing and playing electronic music, however. As he travels around gathering the items he needs to complete various tasks, he uses humor – often at his own expense – while interacting with some very wacky characters. His Kruszian accent is easy on the ears, and while he often shows sympathy for the plights of others, he’s not above making pithy comments when appropriate. He’s not just another pretty face, either, as that sentient and sometimes helpful benign tumor on his head can be handy for vague hints and amusing remarks. Anything but the stereotypical hero, Paradigm is a true one-of-a-kind, and we love him all the more for it. For so uniquely and engagingly defying expectations and delighting us at every turn, Paradigm stands alone as our Best Character of 2017.
Runners-Up:
Bwana (The Journey Down: Chapter Three)
Officer Dooley (The Darkside Detective)
Chloe Price (Life Is Strange: Before the Storm)
Delores Edmund (Thimbleweed Park)
Readers’ Choice: Officer Dooley (The Darkside Detective)
Runners-Up:
Ransome the Clown (Thimbleweed Park)
Paradigm (Paradigm)
Delores Edmund (Thimbleweed Park)
Detective Francis McQueen (The Darkside Detective)
Next up: Best Gameplay... the envelope, please!
Best Gameplay: Thimbleweed Park
Ron Gilbert’s long-awaited return to point-and-click adventure is a bold affirmation of the design principles he first defined in his 1989 manifesto “Why Adventure Games Suck and What We Can Do About It.” That document – and the success of the games it influenced – defined the Golden Age of adventure game design. Since then, those rough edges have been gradually sanded down and modern adventures polished into a pristine sheen with none of the hair-pulling frustration of the genre’s early days, often at the expense of the challenge that made them so rewarding in the first place.
Like Maniac Mansion did in its day, Thimbleweed Park offers a course-correction, but instead of pushing away from traditionalism, it redresses the overreach the genre has made in confronting common headaches. The real problem was never the amount of freedom provided or the complexity of puzzles, but in how adventure games deliver feedback and communicate with the player. Recalling the most beloved classics of old, Thimbleweed Park gives us a huge world to explore with multiple protagonists, smartly layered objectives, assorted characters to converse with and countless items to acquire, successfully pulling it all off through well-written clues that actually respond to player choices. It’s a master-class in traditional gameplay design that serves as one of the best arguments for restoring some of what we’ve lost along the way, and for that this staunchly old-school classic adventure wins our Best Gameplay Aggie Award over some impressively innovative challengers.
Runners-Up:
Gorogoa
Paradigm
The Sexy Brutale
XING: The Land Beyond
Readers’ Choice: Thimbleweed Park
Runners-Up:
Gorogoa
XING: The Land Beyond
The Sexy Brutale
The Journey Down: Chapter Three
Next up: Best Concept... the envelope, please!
Best Concept: Gorogoa
Sometimes an idea comes along that is so brilliant and yet so mind-blowingly simple that in retrospect one wonders why no one ever thought of it before. The indie puzzler Gorogoa is just such an example, but don’t mistake its conceptual simplicity for ease, as its unique approach to gameplay is so deeply, elegantly layered that it will pose a serious challenge. It doesn’t sound like much on paper: To help a young boy on his quest to find a mythical creature, players must piece together and connect pictures contained within four square panels. That description may seem straightforward, but deciphering just how these images fit together becomes increasingly complex. Not all ingenious concepts actually work, but here it does, as Jason Roberts spent many years honing Gorogoa into a masterwork of innovative game design.
Achieving your goals requires paying attention to even the tiniest of details in the lovely hand-drawn illustrations. At first the images may seem entirely disconnected, but look closer, experiment, and eventually a pattern will emerge. Tiles can be zoomed in – sometimes to entirely different scenes! – as well as rotated, swapped out or overlaid on top of others, occasionally only when timed just so. The mechanics are incredibly basic, but the gameplay possibilities they create are anything but. It takes a while to get used to the notion, but it's a wonderful spin on traditional point-and-click adventures that you'll continue to crave even after the largely-impenetrable story wraps up, making Gorogoa the winner of our Best Concept Aggie in the face of some fierce competition.
Runners-Up:
The Sexy Brutale
Last Day of June
Stories Untold
Lone Echo
Readers’ Choice: Gorogoa
Runners-Up:
The Sexy Brutale
Stories Untold
Thimbleweed Park
The Darkside Detective
Next up: Best Setting... the envelope, please!
Best Setting: XING: The Land Beyond
Great game worlds come in all different forms, each perfectly suited to their designers’ unique vision. Past Aggie winners for Best Setting have ranged from extraterrestrial landscapes made of clay to paper scenes from a pop-up book to vector art environs in a modishly muted palette. White Lotus Interactive’s XING: The Land Beyond claims this year’s award by going in another direction, establishing its own distinct ambience through spectacular 3D hyper-naturalism based mainly on regions from good old planet Earth. Better yet, its jaw-dropping beauty comes with brains to match, as scattered throughout these monumental locales are expertly melded puzzles that channel players through the life stories and philosophies of four vastly different individuals.
Beginning the game dead, a surreal extra stop in the afterlife greets you with massive floating boulders, spores adrift in the air, and arching blue stars in the skies above. From there a portal leads to an exotic Pacific island, a lush jungle, a mountain ridged with pagodas, and a desert girdled by stone parapets. Each is linked to a historic culture, accompanied by ethnically diverse music and adorned with artworks and relics. Though these scenic backdrops are (mostly) realistic, you have the otherworldly ability to control the time of day and weather, causing delectable transformations at will. Moonlight is an eerie contrast to bright sunshine, rain and mist soften the gorgeous vistas, and snow sharpens branches and leaves into interlocking crystals. The final purpose of this panorama of graphical riches is brought into perspective by an unusual plot twist, as singular voyages of self-discovery unify nature, art, strife and mysticism into a startlingly new perspective. You can’t help but want to visit these places, and thanks to XING you don’t actually have to die to get there.
Runners-Up:
The Sexy Brutale
Bear With Me
Paradigm
>observer_
Readers’ Choice: Thimbleweed Park
Runners-Up:
XING: The Land Beyond
>observer_
The Journey Down: Chapter Three
The Sexy Brutale
Next up: Best Graphic Design... the envelope, please!
Best Graphic Design: The Journey Down: Chapter Three
SkyGoblin’s The Journey Down series has always had superlative graphic design, but never has that been more evident than in its third and final chapter. There’s a timeless quality to the vivid hand-painted art, with inspiration taken from all sorts of eras and cultures, from ancient temples to Gothic architecture to a neon-glowing metropolis. More than ever before, the settings burst with variety: one moment you find yourself amongst giraffes and parrots on gorgeous African plains and islands, the next you’re plotting with subversive freedom fighters in secret underground resistance lairs or held prisoner aboard a floating airship that looks like something out of a sci-fi film. And yet with two playable characters in different parts of the world, never once does this incredible diversity feel forced; the fact that all these locations feel part of the same cohesive universe is one of the series’ noteworthy artistic strengths.
What makes The Journey Down even more distinctive are the unique character designs that draw inspiration from ancient African masks and carvings. This rarely-explored ethnic backdrop is no mere gimmick or nod to political correctness, either. After three full episodes with Bwana, Kito, Lina and the gang, you won’t be able to imagine the game with any other character models, as they’re an integral part of the experience. But really, everywhere our protagonists go, impressive eye candy awaits. The use of light and shadow are cleverly contrasted, and where appropriate the colour really pops. Upper-class skyscrapers tower over oppressive, rain-soaked urban streets and a bustling, earth-toned market. Elsewhere in the fabled Underland, the sun beams down from impossibly blue skies onto stunning waterfalls amidst a jungle of lush vegetation and wildlife. There were plenty of other great looking games of all different styles in 2017, but none so consistently beautiful as The Journey Down finale, making it our choice for the year’s Best Graphic Design Aggie.
Runners-Up:
Last Day of June
Thimbleweed Park
Gorogoa
The Wardrobe
Readers’ Choice:XING: The Land Beyond
Runners-Up:
Thimbleweed Park
Gorogoa
The Journey Down: Chapter Three
Life Is Strange: Before the Storm
Next up: Best Animation... the envelope, please!
Best Animation: AER: Memories of Old
With AER: Memories of Old, developer Forgotten Key achieved something few games have managed in the past: making players feel as though they can actually fly. While other games have allowed their heroes to take to the skies, few have ever made soaring through the clouds feel as effortless and genuinely pleasurable as the experience on offer here. With just a few quick button presses, the young protagonist can transform into a bird and loft herself airborne, gliding between gorgeous low-poly floating islands with remarkable ease. You can practically feel the wind in your face, your stomach rising and falling with every swoop, climb, bank and landing. Perfectly complemented by user-friendly controls that help bring this breathtaking sensation to life, AER's fluid flight mechanics went a long way toward securing this game our Best Animation award.
Unlike many flight sims, navigating the open space here is surprisingly simple, making you wish the entire game took place high above the ground. Plan to spend far longer than is actually necessary traversing between islands, opting for the long way around just to stretch each trip out a little bit longer. Thankfully, the animation is just as appealing on terra firma, as you stumble upon the various wildlife populating this fantastical world. Getting one of these adorable little animals to fall in love with you is just one of the memorable highlights. And within the puzzle-laden temples, ever in motion is the heroine herself, as she runs, jumps, and climbs her way from one platforming obstacle to the next. While the controls here may not be nearly as forgiving, the action is never less than a joy to behold. And then, back to the skies!
Runners-Up:
Life Is Strange: Before the Storm
The Dream Machine: Chapter 6
Lone Echo
Thimbleweed Park
Readers’ Choice: Life Is Strange: Before the Storm
Runners-Up:
Thimbleweed Park
The Dream Machine: Chapter 6
The Journey Down: Chapter Three
>observer_
Next up: Best Music... the envelope, please!
Best Music: The Sexy Brutale
The Sexy Brutale is a game where an unbelievably crazy number of things happen over the course of just a single day. Multiple melodramatic murders take place, a ghost dripping blood is the closest thing you have to an ally, and the whole experience is enveloped by a feeling of despair and melancholy. And yet this bizarre, time-looping stealth adventure manages to combine its menace with wild carousing at a masquerade party and the occasional bout of lighthearted silliness. Such a wide array of moods and moments puts an unusually heavy burden on the soundtrack to set the appropriate atmosphere. And boy, does this music deliver!
Right off the bat there’s an old-timey title theme that's so catchy it's hard not to delay starting the game for at least a few extra bars just to listen a little longer. Playing in the titular casino mansion's bar is a gentle, relaxing piano score that practically invites you to sit down for a drink. A ticking clock keeps the beat for eerie ambience at times, and every murder scene features gripping background accompaniment that builds in tension as the dastardly scene unfolds. From full instrumental jazz pieces to stirring operatic vocal performances, the soundtrack composed by Matt Bonham and Tim Cotterell never lets up on quality. With well over an hour of original music, the OST is one of the very few collections of video game tunes that is worth listening to even on its own (and not surprisingly, is available for purchase as a DLC extra), nudging The Sexy Brutale to the top of an excellent group of competitors for this year's Best Music Aggie Award.
Runners-Up:
Thimbleweed Park
The Journey Down: Chapter Three
Bear With Me
Rakuen
Readers’ Choice: The Journey Down: Chapter Three
Runners-Up:
Thimbleweed Park
Life Is Strange: Before the Storm
The Sexy Brutale
Danganronpa V3: Killing Harmony
Next up: Best Acting (Voice or Live Action)... the envelope, please!
Best Acting (Voice or Live Action): The Infectious Madness of Doctor Dekker
With most games, acting is only a minor part of the whole, and it has to really stand out (for good or ill) to be memorable amid all the head-scratching, McGuffin-hunting and fetch-questing that makes up the life of a modern adventurer. And often it’s only heard, the visual element left to animated sprites to convey on-screen. D’Avekki Studios’ The Infectious Madness of Doctor Dekker, by contrast, focuses solely on its characters throughout, without so much as a change of scene to distract you from the real human patients sitting on your couch, baring their souls in live-action, full-screen video. The experience stands or falls by the quality of its acting, and it's a testament to all those involved that the end result is so compellingly unsettling. Many of them have budding careers in TV and film, and it shows.
As a psychiatrist, your subjects are some very disturbed people, with stories to tell that are by turns harrowing and bizarre. It would have been so easy to ham it up, turning this into a schlocky interactive B-movie at best. Instead, everyone here gives beautifully nuanced, almost hypnotic performances, discussing the impossible with such calm rationality that before long you're starting to doubt your own sanity instead, slipping into a parallel universe where anything's possible. They're a varied bunch, too, ranging from frigidly hostile Claire to excitable academic Professor Warwick to friendly Elin and even flirty Marianna. Doctor Dekker plays with big ideas, and its power lies in persuading you to accept these patients on their own terms, not as crazy or weird; to stop seeing them as puzzles to be solved and just relate to them as human beings. These riveting therapy sessions will suck you in and keep you coming back for more, making this game a deserving recipient of this year's Aggie for Best Acting.
Runners-Up:
The Journey Down: Chapter Three
Thimbleweed Park
Life Is Strange: Before the Storm
Blackwood Crossing
Readers’ Choice: Thimbleweed Park
Runners-Up:
Life Is Strange: Before the Storm
The Journey Down: Chapter Three
Danganronpa V3: Killing Harmony
Paradigm
Next up: Best Sound Effects... the envelope, please!
Best Sound Effects: >observer_
Quick: what does “science fiction” sound like? Bleeps, bloops, and whirs most likely come to mind, right? But just as important as the gee-whiz effects of advanced technology are the sounds of everyday life that continue to feel familiar, even in the most dystopian cyberpunk future. The patter of rain on the window, the low hum of air conditioning, the creaks of an unloved old door opening and closing. Great sci-fi sound design grounds us in a world we know even as it elicits the wildest flights of fancy. Too little of one aspect limits imagination for boundless new possibilities; too little of the other disconnects us from our own shared reality.
Bloober Team’s >observer_ nails this delicate balance between old and new. The apartment complex where most of the action takes place is alive with the kinds of noises we’d expect from a dense urban slum: loud tenants shout from inside their rooms, electrical wiring buzzes as it hangs precariously from the ceiling (surely that can’t be up to code), floors that haven’t been reinforced in decades croak achingly underfoot. But amidst that mundane backdrop are the chunky, analog chittering of your scanner, the loud distortion of barely-functioning intercoms, and the distant ambient whine of passing air-cars. And then you hack into people’s minds, where the real nightmare begins with a horrifying soundscape that mixes industrial screeching, electronic glitches, and raw human despair. 2084 Poland is not a pleasant place to live, but it sure sounds great. For crafting a memorable, terrifying, and above all, aurally believable future world, >observer_ wins our 2017 Aggie for Best Sound Effects. [Cue applause.]
Runners-Up:
The Sexy Brutale
RiME
Stories Untold
Detention
Readers’ Choice: Thimbleweed Park
Runners-Up:
Detention
>observer_
Life Is Strange: Before the Storm
The Journey Down: Chapter Three
Next up: The Silver Aggies... the envelope, please!
The Silver Aggies
Best VR Adventure: Lone Echo
Best Japanese Adventure: Danganronpa V3: Killing Harmony
Best Episodic Debut: Ken Follett’s The Pillars of the Earth
Best Episodic Finale: The Dream Machine: Chapter 6
Best Rerelease, Port or Remake: Full Throttle Remastered
Best Text Revivals: Thaumistry: In Charm’s Way, Stories Untold
Best Kept Secrets: Detention, Four Last Things
Best Not-Adventurey-Enough Adventure: What Remains of Edith Finch
Next up: Best Non-Traditional Adventure... the envelope, please!
Best Non-Traditional Adventure: The Sexy Brutale
While the meaning of “non-traditional” can be debatable, there’s no question that Tequila Works’ and Cavalier Game Studios’ The Sexy Brutale perfectly fits the bill. In fact, this odd isometric thriller is so different from the norm that it managed to fly largely under the radar of too many adventure gamers. Those who took the chance, however, were immediately drawn in and captivated by its unique premise, stylish execution, and haunting staying power. Assuming the role of Lafcadio Boone, players attend a masquerade ball at the titular casino mansion. It proves to be a killer party in a very literal sense, and Boone is forced to continually relive the same twelve hour timespan – playing out over the course of twelve real-time minutes – after receiving a mysterious time-controlling mask by the sanguine lady known as the Bloody Girl. The protagonist’s task is to rescue the other costumed guests, who, one by one, are all lured to their deaths via devious means, over and over again each time the clock resets.
While it may sound repetitive, The Sexy Brutale is fast-paced and can be completed in just a few sittings. The challenge is minimal, but this is to the game’s advantage, as there’s little standing in the way of constantly discovering a new room or laying bare a new devilish murder plot to foil. Each guest presents a unique narrative puzzle that must be unraveled, first figuring out where, when, and how they meet their end, then working out a way to stop it from happening… and here’s the catch: it all has to be accomplished unseen behind the scenes, without directly interacting with anyone. By the end, all threads weave together into a satisfying overarching tale, but the journey itself is the real joy here, accompanied by some truly lovely sprite-based visuals and an amazing jazzpunk soundtrack that’s equal parts relaxing and emotionally stirring. No, it’s not like any other adventure game you’ve ever played, but don’t let that deter you! In terms of captivating anthology-style storytelling artistry, combined with an engaging gameplay hook, The Sexy Brutale is easily one of the most refreshing, must-play adventures of 2017. And for that, it’s the Aggie Award winner for Best Non-Traditional Adventure.
Runners-Up:
Gorogoa
Last Day of June
Lone Echo
Stories Untold
Readers’ Choice: The Sexy Brutale
Runners-Up:
Gorogoa
Life Is Strange: Before the Storm
Danganronpa V3: Killing Harmony
A Normal Lost Phone
Next up: Best Traditional Adventure... the envelope, please!
Best Traditional Adventure: Thimbleweed Park
In case you’ve been stuck in a mansion of maniacs for the past 30 years, you probably already know that Thimbleweed Park (the game) is the creation of genre legends Ron Gilbert and Gary Winnick, a hilarious riff on classic adventures that takes quirkiness to an all-new level. Set in Thimbleweed Park (the village), a decidedly offbeat outpost in the American heartland that has seen better days, this is about as “traditional” as an adventure game gets. Not only does it resurrect the point-and-click SCUMM interface the two developers co-created decades ago, it presents a host of character-swapping, head-scratching puzzles to solve and wraps it in a foot-tapping, gloriously retro-styled aesthetic – although one modernized for today’s hi-definition displays.
Like its forebear, Thimbleweed Park doesn’t have just one or two playable protagonists but a whopping FIVE, each with their own distinct personality, including a pair of investigators with hidden agendas, a bespectacled geek determined to be a game developer, an out-of-his-element ghost, and Ransome the rough-edged, fluently-[beeping] clown. And that’s just the ones you play. The town itself is home to a rapidly decreasing population of oddballs, many of them amusingly disguised: Groucho Marx glasses mask many a stealthy face, a young man poses as a slice of pizza, and the plumbers are dressed like pigeons. At ThimbleCon ’87 (a “Nerd and Geek Convention”) we’re introduced to a baby Batman and wannabe Star Trek groupies, and even Ron Gilbert showing off his victory dance moves. One particularly mysterious character tries to conceal his identity through local yokel verbal tics. The humorous writing ensures an ongoing source of chuckle-inducing banter, and the voice-overs are superbly suited to this eclectic cast of misfits.
Full of deep perspective and intricate detail, the landscapes feature a sumptuous color palette, from vivid neon to gorgeous pastel sunset tones, and simple animations keep the world lively. Whimsical elements add personality: the smiley-face stain on the bathroom mirror, the Albert Einstein poster in Delores’s room, the hotel’s bizarre cowgirl-with-a-headless-swamp-creature fountain, and many more. The background score, meanwhile, ranges from southern-noir guitar to jaunty carnival tunes, often seamlessly transitioning between styles.
Interactions take place via vintage LucasArts-style verbs at the bottom of the screen. Corporeal characters can Open, Look at, Talk to, and Push, but Franklin the ghost is able to Moan, Chill, Blow on, and Zap. Many of the puzzles have multiple steps, and clever challenges include filling up the various Tron machines with highly processed inventory goodies, insulting a circus audience, making sure certain people contract food poisoning, getting into a mad inventor’s crypt, and picking up pixel dust. Okay, the latter isn’t exactly a puzzle, but it is strangely satisfying. The unapologetically old-school approach does make some concessions to the modern gamer, mind you, like the character journals and a telephone hint system. The game even generously allows you to select from two difficulty levels at the start.
Of course, there’s also a complex murder mystery going on. And though Senior Agent Ray claims that even the best adventure games “often contain overly contrived stories that make no sense,” that is not the case here. While understanding may feel teasingly out of reach for much of the game, all the narrative strands eventually come together and click in an impressive, surprising way.
Drawing heavily on adventure game classicism, Thimbleweed Park fabulously embellishes it while at the same time playfully blowing a raspberry in that direction. For its brilliance in redefining the boundaries of retro-inspired art by making every single pixel count, for keeping us in stitches while leaving us guessing, and for making us puzzle our way past every new obstacle over the course of a meaty 15-plus hours of play time, we can do nothing else but tap Thimbleweed Park as our Best Traditional Adventure of 2017. Welcome back, Ron and Gary!
Runners-Up:
Paradigm
XING: The Land Beyond
The Journey Down: Chapter Three
Detention
Readers’ Choice: Thimbleweed Park
Runners-Up:
The Journey Down: Chapter Three
XING: The Land Beyond
The Darkside Detective
Paradigm
Next up: The moment of truth… Best Adventure of 2017... the envelope, please! (Rest assured, we read only the correct envelopes here.)
Best Adventure of 2017: Thimbleweed Park
They just don’t make ‘em like they used to… sometimes when they try, they make ‘em even better.
More than three decades ago, a couple of unknown dudes named Ron Gilbert and Gary Winnick teamed up at Lucasfilm Games to make a multi-character, puzzle-filled, non-linear adventure, and created a whole new verb-based, point-and-click control scheme named for the game (the SCUMM acronym stands for Script Creation Utility for Maniac Mansion). Like many innovators, the result wasn’t nearly as refined as others would go on to be, but the game seriously reshaped what adventure games could be and helped usher the genre into its Golden Age of popularity.
But that was then and this this is now, and never the twain shall meet, right? Well, hold on. Thanks to the (rapidly fading) miracle of Kickstarter, in 2014 Gilbert and Winnick reunited at long last for another adventure called Thimbleweed Park. Slyly promising “the best adventure game you never played in 1987,” it was to be a pure throwback in most respects, yet updated with current features. The ultimate goal was to not only give players the same experience they had back then, but the experience they remember having.
Bold claims… and yet that’s exactly what they delivered! Thimbleweed Park truly feels like a return to the genre’s halcyon days. At a time when most adventure are getting shorter and simpler and increasingly streamlined, Gilbert and Winnick unapologetically created a substantial, highly amusing player experience with rich interaction, expansive open-world environments to explore, overlapping objectives, a multi-layered murder mystery to uncover, unique characters both to play as and converse with, and a serious lack of hand-holding in solving the many puzzles encountered. A few rough edges aside, this is point-and-click adventure gaming, baby!
Fortunately, the designers didn’t go back 30 years technologically. Sure, the game is still presented in a deliberately retro style, but these ain’t your parents’ pixels. The artwork is beautiful here in all its high-resolution glory, the many environs generously animated along the way. The various voices are wonderfully performed and the score is diverse, seamlessly transitioning to enhance the different atmospheres in this unsettling town and its ever-dwindling population of 80.
Thimbleweed Park isn’t a perfect game – what game is? – but there’s really nothing it doesn’t do well. (It may not have won many of the previous individual staff awards, but it seriously contended for most!) We’re very conscious here at Adventure Gamers of NOT over-glorifying a rose-coloured past, but this game would have stood proudly among its SCUMM-era peers – not all the way back to the hardware-challenged 1987, but rather the beloved classics from the early to mid-‘90s. Here in 2017, it’s a welcome nostalgic experience that nevertheless manages to put most of its modern contemporaries to shame. There were definitely some great competitors, but for successfully making everything old (school) new again, Thimbleweed Park earns this year’s top Aggie Award for Best Adventure.
Runners-Up:
The Sexy Brutale
Paradigm
XING: The Land Beyond
Gorogoa
Readers’ Choice: Thimbleweed Park
Runners-Up:
The Journey Down: Chapter Three
XING: The Land Beyond
The Darkside Detective
Life Is Strange: Before the Storm
At last the curtain closes on another Aggie Awards presentation. Before we go, we would like to express our gratitude to ALL the hard-working developers who made the year so much fun, and to our community for participating in our reader poll (and of course, for continuing to follow and support the genre here at Adventure Gamers).
After an unprecedented number of new releases in 2017, we’d like to take a break, but already 2018 beckons with no signs of slowing down. And so we must end the frivolity and bid you all adieu so we can get back to work!
Glad you tuned in, and we hope you enjoyed the event. Same time next year?
Final Notes
To be eligible, a game must have been launched through digital distribution, self-published online, or commercially released for the first time in either North America or the United Kingdom in the calendar year 2017.
Any series designed to be episodic in nature that was completed in 2017 is eligible, even if the series was begun earlier. Conversely, any series that was begun in 2017 but not yet completed is ineligible. Exceptions include The Adventures of Bertram Fiddle, The Dream Machine and The Journey Down, whose previous individual episodes were deemed eligible when each series debuted and have been grandfathered in under the original system.
Ports and remakes of commercial games are disqualified from contention, though updated re-releases of former freeware games are eligible.
To ensure total impartiality, no one involved in voting was permitted to nominate any game with which they were involved outside of official Adventure Gamers press coverage.
Complete list of eligible games
Contributors to the writing of this article include: Jack Allin, Nathaniel Berens, Ben Chandler, Evan Dickens, Drummond Doroski, Travis Fahs, Cynthia Gary, Joe Keeley, Peter Mattsson, Merlina McGovern, Emily Morganti, K R Parkinson, Todd Rigney, Pascal Tekaia, Elliott Thomas and Becky Waxman.
The Aggie Award was designed by Bill Tiller.