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A night to remember.

<span class="bold">Thimbleweed Park</span>, a delightfully surreal point & click adventure by the creators of Monkey Island and Maniac Mansion, is coming soon, DRM-free on GOG.com!

Five high-functioning weirdos find themselves tied together by the freaky secrets of a forgotten town. At the center of it all lies a dead body that no one seems to really care about. And yet, unbeknownst to them, it will become the catalyst for a fateful night full of bizarre events, brain-twisting puzzles, and weaponised sarcasm.


https://www.youtube.com/embed/djNJan3zQ_Y
Post edited March 30, 2017 by maladr0Id
Waiting ... Wishlisted.
I'm boarding the hype train too! :)

I hadn't forgotten about it, but I did not bother to check updates on its development, and I'm impressed by its looks. For some reason I assumed the artstyle would remain the same as showed in the Kickstarter campaign.
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Breja: No thanks. I love, absolutely love point & click adventure games, but I hate it when people try to forcibly turn [i]back the clock "because oldschool" and reject the improvements made in the genre along the way. [snip][/i]
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Midoryu: Well, if that's the case then I will never touch it. Pixely art style is okay I guess, don't like it, but see the nostalgic factor.
Neglecting basic improvements that could potentially make a game more enjoyable and are optional anyway, that is really not the smartest thing to do. Limiting their potential userbase pretty much...
Well this is exactly what their Kickstarter promised to deliver, and so far it appears they have been true both to their vision and what they told backers about it.

The game was never intended to be a showcase of latest technology or appeal to mass market.

Also I find it funny how using some later design is "improvement" but how an earlier, classic design is "forcing people" to use it. Almost every game forces users to play the way the creators chose to, very few games actually allow any user-driven variation in any genre.

If we take mass appeal as a sign of any importance, then point and click games simply shouldn't be made anymore, as "improvements" in game design have brought more action to games.

In any case, you can't please everyone. I have seen elsewhere complaints about how this game is old-skool only superficially, and how the underlying technology is "too new".

I personally don't mind how the user interface works and how the game looks like, as long as it's fun to play and it's true to its own style. And that's also the biggest unanswered question right now, can they create another classic game? Broken Age couldn't come anywhere close the classics, although it was maybe too harshly critisized because of it. This game? We'll see...
Can't wait for this, I'm a big fan of Ron Gilbert! Maniac Mansion (C64 version) remains one of my favorite games ever, and I'm so happy this game has similar character designs. I love that Gary Winnick (original Maniac Mansion artist) is back as co-creator, and that they added David Fox (Zak McKracken) and Mark Ferrari to the team.

I hope some day GOG will also get the missing R. Gilbert games, especially The Cave.
Post edited March 10, 2017 by krugos2
Aaaaah. A coming soon release instead of a release release that sould have been released yesterday. Better than nothing ... NOT.

But I'm interested in Thimbleweed Park. The story sounds to be weird and I like games with weird stories. :D
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PixelBoy: Also I find it funny how using some later design is "improvement" but how an earlier, classic design is "forcing people" to use it. Almost every game forces users to play the way the creators chose to, very few games actually allow any user-driven variation in any genre.
Of course, and like in many other aspects of life, "improvement/sensible/good" = "what I like", and "forced/ludicrous/bad" = "what I dislike".


By the way, any source on the lack of hotspot highlighting in TP? GOG's gamecard mentions a "hardcore mode" and a "casual mode". Maybe it's only meant much like in Monkey 2, but it wouldn't surprise me if hotspot highlighting was available in the "casual mode".
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muntdefems: By the way, any source on the lack of hotspot highlighting in TP? GOG's gamecard mentions a "hardcore mode" and a "casual mode". Maybe it's only meant much like in Monkey 2, but it wouldn't surprise me if hotspot highlighting was available in the "casual mode".
I read that in a preview on adventuregamers.com, according to which the casual setting only makes some of the puzzles easier.

"Hotspot highlighter? Pshaw! Hint system? Who needs it! Single-click smart cursor? Puh-leeeze! That’s all for wimpy modern gamers who didn’t cut their teeth on the try-everything-on-everything (as a last resort) school of puzzle design and still fondly remember calls to help hotlines in the pre-walkthrough era."
Post edited March 10, 2017 by Breja
I am very happy of this, as I had requested. Now time to get DeathSpank and the Cave as well.
Post edited March 11, 2017 by Cecco
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Chacranajxy: Jeeeezus, another PnC? Guys, variety, please. I beg you.
Vari....what? Remember, this is GOG. :D
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muntdefems: By the way, any source on the lack of hotspot highlighting in TP? GOG's gamecard mentions a "hardcore mode" and a "casual mode". Maybe it's only meant much like in Monkey 2, but it wouldn't surprise me if hotspot highlighting was available in the "casual mode".
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Breja: I read that in a preview on adventuregamers.com, according to which the casual setting only makes some of the puzzles easier.

"Hotspot highlighter? Pshaw! Hint system? Who needs it! Single-click smart cursor? Puh-leeeze! That’s all for wimpy modern gamers who didn’t cut their teeth on the try-everything-on-everything (as a last resort) school of puzzle design and still fondly remember calls to help hotlines in the pre-walkthrough era."
Thanks!

However, given the humorous tone of the fragment you cited I wouldn't take it as definite proof of the absence of a hotspot highlighting mechanic in the game. And more so when after...
Single-click smart cursor? Puh-leeeze!
...we can read this a couple of paragraphs later:
Anyone who develops carpal tunnel symptoms even thinking about the click-heavy SCUMM interface can rest assured that Thimbleweed Park isn’t without its user-friendly features. There are double-click and click-hold options to run, which is useful given the amount of scrolling terrain you’ll need to cover. While left-click performs most of the actions, the right mouse button is assigned to the most logical first action (highlighted in the verb list) for any given hotspot.
But anyway, I don't care one way or the other. I do really think many of these alleged improvements are for wussies. :P
I backed this, D:OS2, Bloodstained, Yooka-Laylee, Underworld Ascendant, and Torment: Tides of Numenera around the same time. Out of all those, Thimbleweed Park is the one I'm most excited for. I'm glad to see a new Ron Gilbert game, not in the style of most modern adventures games. I'm hoping they can make one more similar to Monkey Island 1&2 next.
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muntdefems: But anyway, I don't care one way or the other. I do really think many of these alleged improvements are for wussies. :P
Which is fine, but I really don't feel like wasting time backtraking between locations untill I find some two-pixel sized knife or something. I've got zero problem with being called a wuss- I play games to have fun, not to prove anything to anyone. It has to be fun, not a chore and it can't be intentionally wasting my time. What bugs me about this is, like I said, it's optional anyway. You don't want to use it? Just don't press that button. Same goes for a hint system. You don't have to use it.

But hey, it's no skin off my back. I've got 59 games on my wishlist including many point & clicks. So to each their own, I'll have stuff to play more to my liking.
Post edited March 10, 2017 by Breja
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Can't wait for the phonebook. There are going to be literally hundreds of nonsensical voiced entries. So, yeah, like and old Lucasarts AdVG.
I'm very much looking forward to this, but I'll probably be busy playing the new Mass Effect. ;) Somewhat bad release timing.
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PixelBoy: Well this is exactly what their Kickstarter promised to deliver, and so far it appears they have been true both to their vision and what they told backers about it.

[snip]

Also I find it funny how using some later design is "improvement" but how an earlier, classic design is "forcing people" to use it. Almost every game forces users to play the way the creators chose to, very few games actually allow any user-driven variation in any genre.
Well, if that's so then it's great for the backers. I've at no point considered me part of the target audience, anyway.
But: The more modern design is an improvement, because it cuts down on unnecessary player actions in order to do basic stuff. Like I wrote, the whole game is a big experiment right now and could prove interesting, but Breja used the right words: Designing it in such a way that there is no alternative, more modern interface is backwards.
And backwards for the sake of being backwards.

I like Ron Gilbert and of course he is the Monkey Island guy, that's why I don't want to see this game fail because of stubborn design decisions. Adventure games changed during his absence from the genre, so did expectations. I'm just hoping he knows what he's doing, because if it doesn't work and he stops making these kind of games because of it, I would be pretty mad.
Adapting the games' design philosophy to more modern, even if more casual, standards would make it seem less of a risky bet. Still, I will never understand why it should be bad to provide options.
Those are optional.

Like you said, we'll wait and see. The trailer seemed funny enough so there's that. At this point in time I can't judge.