I've been playing Thimbleweed Park on Android recently. In general I do love point and click puzzle games but my feelings on this one are very mixed.
* The writing is hit or miss
* The story is just serviceable
* Only about 20% of the jokes land for me
* The constant 4th wall breaking is just bad
And then there's the puzzles. Maybe I made a mistake in selecting hard mode at the start but it's got the worst of the genre's "what the hell" moments... And it's really long. About halfway through I started using a guide and for the majority of the latter game puzzles, there's no logic to solving them so you'd have to resort to clicking everything and with 5 playable characters, about 40 things in my inventory (most of which can be given to other characters) by the end game and 30 or more locations, there's just too much.
I'm going to finish this - probably today actually, I'm right at the end - but I'm not finishing it by feeling excited for the second one.
By contrast I replayed the broken sword games last year and while they show their age and have plenty of what the hell moments, a big difference is that I cared about the story and characters while playing. George and Nico are funny, dumb, endearing. I don't feel that way about anything or anyone in Thimbleweed Park.
It's an point and click adventure made by a renowned point and click designer for point and click adventure enthusiasts. Some moon logic is to be expected - I didn't find it to be particularly bad in this game. I think its OK to have games that are targeted at veterans of a certain genre.
The 4th wall breaking was lame though, especially the ending.
> there's no logic to solving them so you'd have to resort to clicking everything and with 5 playable characters
Are multiple/simultaneous playable characters a common feature of adventure game design from LucasArts alum? I played Broken Age and thought the idea was novel, but recently played through Day of the Tentacle for the first time and thought the mechanic made things too complicated. So many people say that adventure games are nostalgic, but the ones I played growing up were Kings Quest 6 and Myst (games with only one playable character). These other multiple character adventure games are nowhere near enjoyable for me.
I gave up half way through. There was a lack of direction (for me) and too many permutations of clicks, characters, items and locations. The humour was ok, the story I was willing to give a chance. But I didn't want to resort to a walk through so I just kind of petered out.
> Only about 20% of the jokes land for me
I found the game so intensely unfunny (and there are few things I am selfishly rooting more for in life than another great point and click adventure)
I agree Thimbleweed Park was a little rough, a bit like Maniac Mansion if you like. What gives me hope is that Monkey Island 5 was really really good, so I feel he's back in his grove.
Agreed. I don’t mind having to use a hint book or look things up on GameFAQs, but if, even after that, the solution to a puzzle still makes me go, “How the hell would I ever have figured that out?”, then that’s profoundly unsatisfying for me.
This is my biggest problem with adventure games in general, and I'm a huge King's Quest fan, but sometimes the number of cryptic "What you didn't realize you needed to kneel in front of a cliff with a red crystal to summon the tornado Uber? so obvious" stuff definitely can put off newcomers from the genre.
I found the puzzles fair enough, but my impressions about writing and characters match yours.
Looking back I do wonder if Monkey Island etc would appeal to me at all fresh, only one I think would still land is maybe Loom but I think the jokes in it would be the worst part.
These games definitely felt magical as a kid but I think the feeling of it being this whole rich interactive little world full of characters carried a lot of weak jokes and writing.
Difficulty is on par with 90's adventure games (and actually easier than Sierra games).
Story: Without any spoilers, I'll just say the ending isn't satisfying in the least. He does the equivalent of "I woke up and it was all a dream."
One recent game I really liked was VirtuaVerse. Not incredibly hard, really good music and art design. It really felt like it took the lucasarts game style into the next century.
Broken sword is definitely a different style of game. I stopped playing broken sword when I had to solve a 15 puzzle to enter a sewer.
Did you like the King's Quest games?
I wonder did you enjoy the Monkey Island games. I really loved Delores and Ransome particularly in TWP.
Meh to each their own - I haven't played it for a while but I quite like TP's style/music/atmosphere, and the surrealness/metaness was a feature not a bug for me. I played SoMI2 with my friends telling me that the ending was super weird, so I didn't feel completely cheated when I got to that one and I think TP's ending is very Ron Gilbert.
Agree that some moon logic is present/inevitable but I think the Gilbert games are friendlier than most in this respect.
Worse than the Babel fish dispenser?
I didn't play on hard, but that wasn't my experience with the puzzles. I thought they were all pretty good. I didn't use a guide at all.
It's been a while, but I think I pretty much agree about the writing and story. I pretty much don't even remember it.
I played it when it was released and mostly enjoyed it, though I can't remember what difficulty setting I picked. I bought it mostly because I like Mark Ferrari's art, but ended up completing it. Some characters and jokes were intensely annoying, especially Ransome. I did like Delores, though.
Afterwards, I revisited some LucasArts games I'd played before (Monkey Island 1 and 2), and tried my hand with some I hadn't (Fate of Atlantis, Sam'n'Max, Full Throttle and also Flight of the Amazon Queen, which isn't from LucasArts). I think what you describe is actually fairly representative of the overall LucasArts experience. Character building is limited, even the funny jokes get tiresome after you've clicked through them a fifth time, some puzzles are illogical even for games with a sillier tone (monkey wrench, anyone?), and there's often a lot of walking about, repeating conversations, and clicking randomly just to see what happens. Some of them (Thimbleweed Park, MI2) also have exceptionally poor endings.
Out of the games I played, Indiana Jones and the Fate of Atlantis was the best, though I got stuck (by forgetting some object in a room outside a complex labyrinth) close to the end and didn't bother completing it. The main character is pre-established, the plot feels like an Indy movie, and I can't recall any genuinely preposterous puzzle solutions (though it was a few years ago now).
I love the Monkey Island games, they're a part of my childhood. But I mostly love them for the music and graphics, not necessarily for the puzzles or the many gags that other people always seem to find a lot funnier than I do.