![]() In the time since launch, the game has received a boatload of extra free content, which is pretty amazing. I was busy with other stuff excuse excuse etc. It came out in March.and I didn't get around to buying it right away. Truly, this was the spiritual successor to the old SCUMM games from Lucasfilm that I had been waiting for. They actually kept the public absurdly up-to-date with its progress, through various blog posts and podcasts. So I approached Thimbleweed Park with a little skepticism.though I totally loved what little I managed to see. When that project got a ton of extra s scope and visual design were greatly expanded, and I personally thought that the final product lacked most of the charm of the classics it was supposed to be inspired by. In fact, my mind immediately went back to the Double Fine Adventure, a famous early Kickstarter game success. It wasn't the first time a classic game design luminary had made this type of pitch. Ron Gilbert wanted to make a new adventure game in the style of the old adventure games he'd made years before. ![]() It started as a crowdfunding project a few years ago. I followed Thimbleweed Park's development from a bit of a distance. You find this out about 30 minutes into Ron Gilbert and Gary Winnick's Thimbleweed Park. Some people might regard the title of this article as a spoiler, but it's not really. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |