![]() ![]() According to Gilbert, this is intentional. Unlike Maniac Mansion or the Cave, neither of the agents appeared to have special abilities that allowed them to uniquely solve puzzles. The two agents explored the town of Thimbleweed park, while the flashbacks teased the circus and mansion locations. In the preview I played as FBI Agents Ray and Reyes, as well as a brief playable flashback sequences starring cursed clown named Ransome and and an aspiring video game designer called Dolores. The retro design style of Thimbleweed Park is clearly a choice, not a limitation. I booted up my old copy of Maniac Mansion to compare, and the improvements are obvious. Thimbleweed Park gave the team tools like real-time lighting, multiple layers of parallax, and large locations- features that were impossible in the SCUMM engine that Gilbert used for his older games. According to Gilbert, “We wanted to build a game like you remember those old games, not necessarily how they actually were, but how you remember them.” He feels that players remember classic games through the filter of nostalgia. The game might look like it came from the 80s, but it’s built on the back of a brand new engine. I played the first 15% of the game and had a Skype chat with developer Ron Gilbert in anticipation of the game’s early 2017 release. ![]() ![]() Centering around a murder mystery in a quirky town, Thimbleweed Park features five playable characters and a sprawling play environment. Thimbleweed Park is a throwback point-and-click adventure game created by the pioneers of the graphic adventure genre: Ron Gilbert ( Maniac Mansion, The Secret of Monkey Island, The Cave) and Gary Winnick ( Maniac Mansion, Zak McKracken and the Alien Mindbenders). ![]()
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