![]() Looking into it, Will Smith sees a million of other universes and possibilites. This is like the ending of Men In Black where they open the coin locker and give the universe to the little aliens. THIS ending is defintive with a "Doesn't matter what you do, you lose."-ending. BUT there was enough room in our heads to speculate what it could have been. Maybe he was just playing with his brother Pirates of the Carribean, maybe LeChuck put a spell on him. If we are going the Monkey Island 2 route: the ending was okay because it fitted the whole atmosphere and was still a kind of happy ending. If 20 years from now someone is playing that game, they will probably ask "What the heck is a Kickstarter?". You can play something like Maniac Mansion and stay in that time. But "you find the solution in the Kickstart video" was stupid and deytroyed the feeling. That throwaway-gag with "That's 20 million in 2017. Before that they were pretty much trying to keep it in the 80s. One thing that threw me off with this ending was that they had to mention the Kickstarter. 500 pages of a good setup, 20 pages on a stupid ending and after the happy end, he just had to kill off the other guy. Good story, nice characters but a bad ending. Thimbleweed Park feels like it was written by Stepehn King. Well, I let the ending go through my head again, just to reflect on it with a good nights sleep and. (Oh, and I don't use spoiler tags, because who ever ends up here before finishing the game deserves spoilers big time.) ![]() So making the player so much part of everything diminishes to a degree what the game accomplished pretty perfectly before. ![]() Especially since the quality of Gilbert's puzzles is usually that they are logical within the reality of the game and not based on some meta assumptions (like: they don't allow me to ride the roller coaster, so this must be riddle and therefore I solve it, which leads it to entirely unmotivated dropping a random object which even if I had already discovered the riddle I need it for never would have expected at this place.). The cut scenes should have formed a trail of bread crumbs within the games reality and not just on a metalevel. ![]() Everything is kind of explained with it being hints to get Delores to end the simulation, but I would have like to see that everything is a bit more coherent and forming the picture instead of leading towards a dialogue where that picture is described. Too bad it seems that is unlikely to happen in the future.Įxcuse me while I go off and compare this to Broken Age. I loved someone else's suggestion that the Tim Schafer as writer + Ron Gilbert as designer + Gary Winnick as artist/director would = dream adventure game team. They didn't promise a life-affirming or life-changing story they promised a classic point-and-click romp. The pervasive breaking of the 4th wall was distracting, but I felt that they felt they had to do that (lol) out of fan service/off-beat humor. If I were to nitpick, they came dangerously close to making a game that was quite inspired by and paying homage to classic point & click adventures. It strips away all the cruft built up over the years and is distilled down to what we loved about the genre. This is a Kickstarter for fans who loved Maniac Mansion, Monkey Island, and everything else that made that era great. Thimbleweed Park is a game for true lovers of adventure games. We don’t want to make a game “inspired by,” or “paying homage to” classic point & click adventures, we want to make a real classic point & click adventure. We want to make one of those again and we want to do it right. were fun and would put a smile on your face. I have to agree 100% with SunDrippedDevil.
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