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Thimbleweed Park—Maniac Mansion style game from Ron Gilbert & Gary Winnick
But my only issue is that i am loving some characters more than others
Just like in real life…
Dolores fourth wall breaking is getting too much
And I’m stuck again. Well, I had to play in the difficult mode. But I’ll figure it out somehow. I haven’t had a game this motivating for quite a while now, and I’ve never stopped playing adventures. I don’t even mind getting stuck, because this game is so much fun.
Sure, this permanent breaking of the fourth wall is a little annoying, but somehow I can’t hate the game for it.
It tells a lot about the design of a game when you are stuck and don’t immediately opt for a walkthrough. Being able to jump between the characters is a good way of cleansing the palette.
It tells a lot about the design of a game when you are stuck and don’t immediately opt for a walkthrough. Being able to jump between the characters is a good way of cleansing the palette.
Exactly! Not to mention the world is just so huge, interesting and beautiful to look at—I don’t mind wandering aimlessly when I’m stuck. It usually is the other way around—a world is so big, it makes me frustrated and confused about what to do. You can tell this was expertly designed.
But my only issue is that i am loving some characters more than others
Just like in real life…
Dolores fourth wall breaking is getting too much
It kinda makes sense with her though as she’s an adventure game programmer and that’s how she views the world. I think the issue is that all the characters do it even when it goes against their standard behaviour.
It tells a lot about the design of a game when you are stuck and don’t immediately opt for a walkthrough. Being able to jump between the characters is a good way of cleansing the palette.
Design and appeal
Also the fact that, wait wat Ron is thinking and you are trying to dismantle his brain
I knew it the stuff gonna be more complex than standard affair when Ron showed complex flow charts of scenarios on his blog
@sam
Yeah i agree, now that you have mentioned it, that feature should have been more exclusive to Dolores, because of her world view
I finished it, very entertaining, the last part was specially good where all the characters use their specific skills to solve the last couple of tough puzzles. The ending was a bit too MI2 for my taste, and it’s just too meta going with all the message of Ron showing up in front of the computer saying they ran out of kickstarter dollars. I did have a chuckle with that part of calling Tim Schafer asking advice on out to get more money and ending the call with “I know I’m grumpy, but still made a better adventure with 1/10th of the money!”. Funny stuff
Well, in reality I’m still at the beginning…Sorry
I just finished it, clocked about 14 hours. Overall, I’d say it’s the best modern retro adventure game made. Hell, I’d say it’s the most fun I’ve had with an adventure game in a good while. It’s not a perfect game and some design choices in it don’t really mesh up with what Gilbert said about making a game “people remember adventure game as, not as they were”, but most of the time it did manage to achieve that.
Voice acting is mostly good, I still stand behind that I don’t like the voice actor for Rayes. He doesn’t really deliver his lines well and his line reading sounds like he doesn’t fully understand what he’s saying. According to ImdB he doesn’t really seem to have any English language projects under his belt besides Thimbleweed, so that might be the reason.
I don’t really believe TP will bring that many new fans to adventure genre as whole though. It’s a pretty traditional game in this genre in the end I do believe that will cause people shun it a bit.
Oh and the ending was a bit disappointing. It does explain all the 4th wall breaking, but overall it was just a bit of an anticlimax.
I finished it late last night. Took me about 13 hours, including being stuck for a while on one puzzle because I’m an idiot. And I got all the specks of dust!
Overall, great game. I have lots of thoughts about both the puzzle design and the ending, so expect some verbal diarrhea from me this week-end.
One small thing about the ending: that Nurse Edna Easter egg nearly gave me a heart attack!
I finished it, very entertaining, the last part was specially good where all the characters use their specific skills to solve the last couple of tough puzzles. The ending was a bit too MI2 for my taste, and it’s just too meta going with all the message of Ron showing up in front of the computer saying they ran out of kickstarter dollars. I did have a chuckle with that part of calling Tim Schafer asking advice on out to get more money and ending the call with “I know I’m grumpy, but still made a better adventure with 1/10th of the money!”. Funny stuff
Well, in reality I’m still at the beginning…Sorry
LOL! I forgot today’s date.
Butter my buns and call me a biscuit! - Agent A
from you have gotten 14 hours guys? aww, still only in my third hour of gameplay
Looking at the metacritic index, look like the game was universally praised. I find it funny that despite Adam Smith writing a positive review over at RPS, John Walker had to blurt out something negative in another article… ahhh tradition!
LOL! I forgot today’s date.
Walkers article was pretty interesting. Talk about hyperbole.
Walkers article was pretty interesting. Talk about hyperbole.
Probably I’m biased, just found it funny because but my thought was “So many positive reviews, lets see RPS Walker destroying another modern adventure… wait, it’s a positive review by Smith… oh wait, here it is”
(I don’t think an article complaining about the first 3 minutes of what essentialy is the tutorial is that interesting)
Walkers article was pretty interesting. Talk about hyperbole.
Probably I’m biased, just found it funny because but my thought was “So many positive reviews, lets see RPS Walker destroying another modern adventure… wait, it’s a positive review by Smith… oh wait, here it is”
(I don’t think an article complaining about the first 3 minutes of what essentialy is the tutorial is that interesting)
Mr Underhill activity in comments section
I didnt dig much into game yet(now in backlog) since Persona5 has consumed my spare time
But he makes a point on verb interface
also that NPCs repeat same lines for different characters
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