![]() ![]() I felt there was a satisfying amount of game in my ten hour playthrough in casual – and I feel I missed a bunch too – but those up for more of a challenge can add greater complexity to the puzzles by selecting the harder difficulty, which potentially doubles the length of time it will take you to complete the game. Playing in the casual mode as I did, it’s difficult to veer off course, so long as you pay careful attention to the environment obviously. ![]() It’s range is commendable it breaks the fourth wall numerously, is incredibly self-referential and plays with the medium, injecting humour and zaniness between moments of mystery and suspense. Subsequently, the plot twists and turns eventually delving into the wacky, wonderful and downright insane. However, the mystery deepens as you discover more about the town, its eccentric residents and the ulterior intentions of the agents themselves. The narrative starts simply federal agents Ray and Reyes – heavily influenced by The X-Files’ Agents Scully and Mulder – investigate a murder in the small town of Thimbleweed Park. Admittedly, this format works well on PC, really the home of point-and-click adventures, but suffers when played with analog sticks on a console. Similarly, the controls are unchanged an array of actions in the form of verbs allow you to interact with the environment and your inventory, always visible in the lower third of the screen. There is little to no empty space – especially important when the environment fills the majority of the screen at any given point – with vibrant colours making each scene pop. The art-style certainly is comparable to these classic games, but stands out in its own way. Thimbleweek Park stays very true to their sources of reference, namely designer and writer Ron Gilbert’s previous works, Maniac Mansion and The Secret of Monkey Island - two games referenced to numerously and to which Thimbleweed Park is very much a spiritual successor. In every facet of the game – in it’s narrative, presentation and gameplay – there’s a beautiful simplicity, of intuitiveness it’s easy to jump into and quickly get lost in. The result is a delightful LucasArts-style point-and-click adventure game that oozes the heart and soul only a passion project secretes. However, in the case of Thimbleweed Park, successfully kickstarted in late 2014, crowdsourcing has provided the game creators an opportunity to create a unique experience in their genre of choice for an audience that equally cherishes the style of game. Kickstarted video games has drawn criticism in recent years, often for good reason. ![]()
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