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Ron Gilbert started production on Thimbleweed Park 2

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Re: Ron Gilbert started production on Thimbleweed Park 2

#31
post #29

Earlier quoted context omitted.

Even though Monkey Island now has a real (i.e. canonical) ending, it sucks. I prefer the original continuation of MI3 to the 25-years-late official, canonical sequel

> We'll surely avoid scurvy if we all eat an orange.

> My skills with a sword are highly venerated!

> Too bad they're all fabricated.

Re: Ron Gilbert started production on Thimbleweed Park 2

#32
post #14

I would have preferred the same team working on a new IP. Thimbleweed Park 1 has possibly the worst ending of a game, ever. Just an endless series of being told that I am a big dummy for having suspended my disbelief. I see no way of believably returning to that world without the retcon of a lifetime.

If you every played the first two Monkey Island games, and understand the lore behind that, then the ending is pretty good. Thimbleweed park, in many way, was a spiritual successor to Monkey Island 2 that Gilbert couldn't make for IP reasons back in the day. With at in mind, I enjoyed the ending. That said, Monkey Island 2 got a lot of criticism for its ending too...

Oh and if you really love that dumb, sophomoric ending, you can also get Return to Monkey Island, which is yet another game Gilbert ruined with this tired trope.

And that's why Curse of Monkey Island is and will always remain the best MI game.

Re: Ron Gilbert started production on Thimbleweed Park 2

#33
As someone who didn’t play many of the point and click adventures growing up, thimbleweed park was a lot of fun. I also like the genre more than visual novels. I kind of felt like the dialogue was supposed to be cheesy so I just rolled with it. Were some of the things a little frustrating? Yea, but I think there is a lot of life left in this genre and I’m sure Ron will make some improvements. I can’t wait to play the next one.

Re: Ron Gilbert started production on Thimbleweed Park 2

#34
post #3

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 gen…

> 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 a…

And honestly the Lucas Arts puzzles were serviceable (their philosophy was always "you can't go wrong" (with very obvious but little exceptions), the Sierra "logic" of fucking you silently in the middle of the game was just tiring. Nobody got time for that

Re: Ron Gilbert started production on Thimbleweed Park 2

#35

Please let it not be meta. Please oh please oh please. Thimbleweek Park 1 was nothing but meta. Return to Monkey Island was corpo art and meta. "The real treasure was the friends you made along the way, computer game player". Thanks Ron. I've forgotten the ending of The Cave, it was probably meta too, but at least it had some good slapstick.

I gave up the belief he could abstain from that after he ruined Return.

Re: Ron Gilbert started production on Thimbleweed Park 2

#36
post #3

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 gen…

I found the puzzles fair enough, but my impressions about writing and characters match yours.

I suspect that while Ron Gilbert is great at what he does, Tim Schafer was always the funnier writer of the Monkey Island trio...

Re: Ron Gilbert started production on Thimbleweed Park 2

#37
post #3

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 gen…

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.

Re: Ron Gilbert started production on Thimbleweed Park 2

#38
post #3

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 gen…

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…

The Sam and Max episodes were pretty good... partially because the episodic format forced the designers to keep things reeled in. A single 3 hour episode can't get to the point that you have a couple hundred possible solutions to the problem and nothing but brute force to resolve it.

This style of game died for a reason. I'm not saying it needs to stay dead, but I do think every entrant to the genre needs to grapple with those reasons and have an answer to them. The episodic format provided one decent answer, even if I don't necessarily love it as a monetization technique. Adventure games all tend to pass through episode-like gates anyhow because the combinatorial state space becomes overwhelming without them, but they often still carry over state from the previous phases of the game. The full clean-slate wipe of the episodes prevented that from becoming a problem.

Re: Ron Gilbert started production on Thimbleweed Park 2

#39
post #4

After how he basically gave the middle finger to fans waiting 100 years for the "real" ending to Monkey Island 2, my reaction is meh -_- Though Thimbleweed Park 1 was awesome in every way I wish/hope someone else would take up the mantle of continuing the -spirit- of Monkey Island and make a new franchise with a similar rename: call it Ape Archipelago or something :)

Even though Monkey Island now has a real (i.e. canonical) ending, it sucks. I prefer the original continuation of MI3 to the 25-years-late official, canonical sequel

It's not just the ending, but the flat humor, the lazy puzzles (like clicking multiple times on multiple objects to open the porthole) and the meagre number of interactions on each of the islands after the first one..

It's like his heart just wasn't in it anymore

It felt like a "ehh let's get this over with" at best

or a medium-effort nostalgia-pandering money grab at worst.

Re: Ron Gilbert started production on Thimbleweed Park 2

#40
post #38

Earlier quoted context omitted.

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…

The Sam and Max episodes were pretty good... partially because the episodic format forced the designers to keep things reeled in. A single 3 hour episode can't get to the point that you have a couple hundred possible solutions to the problem and nothing but brute force to resolve it. This style of game died for a reason. I'm not saying it needs to stay dead, but I do think every entrant to the genre needs to grapple…

What these games need is a good old-fashioned Aperture Science Material Emancipation Grill.

(Though I guess in the context of these games, that would be considered new-fangled.)

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