1987. A dead body has been discovered on the outskirts of the town of Thimbleweed Park. FBI agents Angela Ray and Antonio Reyes lead the investigation and soon discover that there are some very weird things going on in the town. Meanwhile, Delores Edmund has been banished from her family home and fortune after abandoning the family pillow-manufacturing business to become a video games designer, but is summoned back to hear the reading of her uncle's will. And, in an abandoned fairground, Ransome the Insult Clown, dreams of escaping his fate and removing his clown makeup after he was cursed by a mysterious voodoo lady.
Thimbleweed Park is a throwback adventure game, employing the same SCUMM interface as the classic LucasArts video games of the late 1980s and early 1990s. The SCUMM system was created by Ron Gilbert, Gary Winnick and David Fox and employed in their game Maniac Mansion (1987). It would go on to be used in a further seven games in its original form. LucasArts would release another four games with a more streamlined (but less versatile) interface before ditching it in favour of a 3D engine with very awkward controls and more limited puzzle-solving. Bizarrely, Telltale Games (founded by ex-LucasArts veterans) would find great success with an even more limited engine (which almost removes all puzzles and inventory use altogether), leaving fans of real adventure games with relatively slim recent pickings.
Until now, anyway. Gilbert, Winnick and Fox have reunited and created a new game using the SCUMM interface. In Thimbleweed Park you control five very different characters and have to direct them around the town, solving puzzles, picking up useful items and discussing matters with other characters. Early in the game your main focus is on solving the murder, but later on you also have to fulfil Delores' uncle's stipulations so the will can be read and then all five characters come together to try to break into a spooky factory and confront the darkest secrets of the town.
Like the LucasArts games, it is not possible to die and it is almost impossible to bring about a failed state where you cannot continue (and the one main way of doing that does have a warning that you should save the game first). As a result, playing Thimbleweed Park is a relatively relaxed affair as you move around the town trying to solve the game's various puzzles. The game mostly plays fair, with the solutions to the puzzles being mainly logical and straightforward (and of course walkthroughs are already available if you get really stuck).
The game is funny, although it does strike a few bum notes, and the characters are reasonably interesting, especially Ransome the angry clown and Delores, the game's main protagonist. These characters are developed to the point where it feels like the designers lost interest in some of the other characters as development proceeded: Ray and Reyes have relatively limited character development in comparison. Overall, Thimbleweed Park nails the atmosphere, humour and strengths of the LucasArts adventures and improves on them in several areas, such as the addition of fast travel and a "run" ability to move around more quickly.
There are several negatives. The game has a large number of fourth-wall-breaking gags and metacommentary on old adventure games. This starts off entertaining but gets a bit old later on. I also can't help but feel that some of the humour and writing - such as the continued digs at Sierra adventure games when Sierra haven't made an adventure game in that style for over twenty years - is a tad dated and self-indulgent. As someone who's played almost every adventure game LucasArts put out and therefore gets all the gags, I found this vein of humour a little too forced. For younger players and newcomers I can imagine it could get quite alienating. It also doesn't help that a couple of puzzle solutions are dependent on foreknowledge of older LucasArts game (such as the old "Navigator's Head" trick from The Secret of Monkey Island).
Another is a complaint I've had ever since playing Maniac Mansion way back in the day. These games, in my view, don't handle multiple characters very well. Your player-controlled characters don't speak or interact with one another very much (aside from swapping the occasional inventory item), and the puzzles sometimes involve telepathy which has no in-game explanation (one character doing something in one location to trigger an event another character can capitalise on elsewhere). It's also very fiddly to discover that three inventory items are needed to solve a puzzle and you have to manually gather the characters together to swap stuff around. It's not coincidental that the best-regarded LucasArts adventures, The Secret of Monkey Island and its sequel, feature only one controllable character and only one inventory to manage.
Still, Thimbleweed Park (****) is resolutely entertaining. The pixel art is gorgeous, the music is limited but excellent, the voice acting is pretty decent (and can be turned off if you really want to pretend this 1990 again) and the writing is mostly sharp (if occasionally self-indulgent). It's not as good nor as funny as the Monkey Island titles (Tim Schafer's absurdist streak is sorely missed), not as enormous and compelling as Indiana Jones and the Fate of Atlantis, but stacks up well compared to Maniac Mansion and Zak McKraken, and is far less obtuse and stonewalling as those games could be. The game is available now on PC, Mac and X-Box One, with a PlayStation 4 version to follow shortly.
Showing posts with label thimbleweed park. Show all posts
Showing posts with label thimbleweed park. Show all posts
Monday, 17 April 2017
Friday, 4 September 2015
MONKEY ISLAND and COMMAND & CONQUER celebrate their birthdays
Two of the most influential names in gaming celebrated anniversaries this week.
The Secret of Monkey Island went gold on 2 September 1990 and hit shops a couple of weeks later. It was the latest in a series of graphical adventure games released by LucasArts using the SCUMM Engine. The previous games using the engine - Maniac Mansion, Zak McKraken and the Alien Mindbenders, Indiana Jones and the Last Crusade and Loom - had all been successful, but The Secret of Monkey Island was bigger still. It may still be the funniest video game ever made, as well as one of the cleverest, with some exceptionally fiendish puzzle design and the excellent idea of insult sword fighting still resonating today.
The same team made the superior sequel, Monkey Island II: LeChuck's Revenge, but then began leaving the company. The Curse of Monkey Island (1997) and Escape from Monkey Island (2002) were made by different teams and are not counted as wholly canon (although Curse has numerous fans). Ron Gilbert, the main creative force on the first game, talks about the original game's release here and how he would handle a third canon Monkey Island game here. Gilbert is currently working on a SCUMM-esque retro adventure game called Thimbleweed Park, which he hopes to release next year.
You can play The Secret of Monkey Island and Monkey Island II today, using special editions which allow you to either play in "classic" mode or with revamped, modern graphics.
Meanwhile, it is also the twentieth anniversary of the release of Command and Conquer. Developed by Westwood games and released on 31 August 1995, Command and Conquer had a huge impact in the way it popularised the real-time strategy genre. The same developers, Westwood, had effectively created the genre with Dune II: The Battle for Arrakis in 1992, but that game had problems with the player only being able to select one unit at a time. C&C allowed for entire armies of mixed units to be assembled and used to attack the enemy en masse. The game was also influential with its elaborate cut scenes and the focus on a narrative, the battle between the Global Defence Initiative (GDI) and the terrorist Brotherhood of Nod for control of tiberium, a potent energy source brought to Earth by meteorites.
The game was followed by three direct sequels: Tiberian Sun (1999), Tiberium Wars (2007) and Tiberian Twilight (2010). However, the game also spawned two spin-off universes. The more famous of these was the Red Alert series, which used time travel to create a series of conflicts between the Western Allies and Soviet Union (and later the Japanese Empire). The Red Alert series is considerably sillier and camper than the core series, but is also arguably superior, with better units. This sub-series consists of Red Alert (1996), Red Alert 2 (2000) and Red Alert 3 (2008). The second spin-off was Command and Conquer: Generals (2002); a sequel/reboot was in development before being canned a couple of years ago.
The influence of the C&C games can be seen and felt in all the RTS games that followed, from StarCraft to Homeworld to this week's Act of Aggression (a self-aware homage to the original series), even if EA has seemingly abandoned the franchise.
You can get most of the C&C games on Origin.
It's been ten o'clock on Melee Island for twenty-five years now...
The Secret of Monkey Island went gold on 2 September 1990 and hit shops a couple of weeks later. It was the latest in a series of graphical adventure games released by LucasArts using the SCUMM Engine. The previous games using the engine - Maniac Mansion, Zak McKraken and the Alien Mindbenders, Indiana Jones and the Last Crusade and Loom - had all been successful, but The Secret of Monkey Island was bigger still. It may still be the funniest video game ever made, as well as one of the cleverest, with some exceptionally fiendish puzzle design and the excellent idea of insult sword fighting still resonating today.
The same team made the superior sequel, Monkey Island II: LeChuck's Revenge, but then began leaving the company. The Curse of Monkey Island (1997) and Escape from Monkey Island (2002) were made by different teams and are not counted as wholly canon (although Curse has numerous fans). Ron Gilbert, the main creative force on the first game, talks about the original game's release here and how he would handle a third canon Monkey Island game here. Gilbert is currently working on a SCUMM-esque retro adventure game called Thimbleweed Park, which he hopes to release next year.
You can play The Secret of Monkey Island and Monkey Island II today, using special editions which allow you to either play in "classic" mode or with revamped, modern graphics.
Westwood couldn't afford a lot of actors for C&C's cut scenes, so drafted in their staff to help. Joe Kucan, the director of the cut scenes, became the game's bad guy, Kane, inadvertently creating (arguably) the most iconic non-pixellated bad guy in video games.
Meanwhile, it is also the twentieth anniversary of the release of Command and Conquer. Developed by Westwood games and released on 31 August 1995, Command and Conquer had a huge impact in the way it popularised the real-time strategy genre. The same developers, Westwood, had effectively created the genre with Dune II: The Battle for Arrakis in 1992, but that game had problems with the player only being able to select one unit at a time. C&C allowed for entire armies of mixed units to be assembled and used to attack the enemy en masse. The game was also influential with its elaborate cut scenes and the focus on a narrative, the battle between the Global Defence Initiative (GDI) and the terrorist Brotherhood of Nod for control of tiberium, a potent energy source brought to Earth by meteorites.
The game was followed by three direct sequels: Tiberian Sun (1999), Tiberium Wars (2007) and Tiberian Twilight (2010). However, the game also spawned two spin-off universes. The more famous of these was the Red Alert series, which used time travel to create a series of conflicts between the Western Allies and Soviet Union (and later the Japanese Empire). The Red Alert series is considerably sillier and camper than the core series, but is also arguably superior, with better units. This sub-series consists of Red Alert (1996), Red Alert 2 (2000) and Red Alert 3 (2008). The second spin-off was Command and Conquer: Generals (2002); a sequel/reboot was in development before being canned a couple of years ago.
The influence of the C&C games can be seen and felt in all the RTS games that followed, from StarCraft to Homeworld to this week's Act of Aggression (a self-aware homage to the original series), even if EA has seemingly abandoned the franchise.
You can get most of the C&C games on Origin.
Monday, 8 December 2014
GRIM FANDANGO REMASTERED release date, DAY OF THE TENTACLE REMASTERED announced
Double Fine have confirmed that their remastered edition of classic 1998 adventure game Grim Fandango will be released on 27 January, along with a new trailer.
The new version of the game has been optimised for modern PCs and will also include versions for Mac, Linux, PS4 and PS Vita.
Double Fine have also confirmed that they are bringing back Day of the Tentacle, the sequel to the original LucasArts adventure game Maniac Mansion. Originally released in 1993, Day of the Tentacle was hugely critically acclaimed on release and is sometimes described as the best adventure game ever made (an honour it sometimes exchanges with Monkey Island II and Sam and Max Hit the Road). This new version will likely be more akin to the Monkey Island re-masters from a couple of years ago, allowing gamers to play both the original and a graphically updated version of the game. In fact, it sounds like this new version is based on the already-in-progress remastering work that LucasArts was undertaking when it was shut down by new owners Disney back in 2012.
Meanwhile, Ron Gilbert, the original creator of Maniac Mansion (and The Secret of Monkey Island), is crowdfunding a new, classic-style adventure game called Thimbleweed Park. With more than a week to go, the game has raised more than $100,000 over its originally-requested target amount.
The new version of the game has been optimised for modern PCs and will also include versions for Mac, Linux, PS4 and PS Vita.
Double Fine have also confirmed that they are bringing back Day of the Tentacle, the sequel to the original LucasArts adventure game Maniac Mansion. Originally released in 1993, Day of the Tentacle was hugely critically acclaimed on release and is sometimes described as the best adventure game ever made (an honour it sometimes exchanges with Monkey Island II and Sam and Max Hit the Road). This new version will likely be more akin to the Monkey Island re-masters from a couple of years ago, allowing gamers to play both the original and a graphically updated version of the game. In fact, it sounds like this new version is based on the already-in-progress remastering work that LucasArts was undertaking when it was shut down by new owners Disney back in 2012.
Meanwhile, Ron Gilbert, the original creator of Maniac Mansion (and The Secret of Monkey Island), is crowdfunding a new, classic-style adventure game called Thimbleweed Park. With more than a week to go, the game has raised more than $100,000 over its originally-requested target amount.
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