Thimbleweed Park's puzzles are just fine as they are.īy which I mean they are enjoyably frustrating, comfortably confusing-echoes of the point-and-click past. Mercifully, they're articulated in such a fashion that, again, once you begin to acknowledge the mechanics made available to you, key amongst them character swapping on the fly, they begin to sing. I nevertheless write in my notes, at a time when the game's two federal agents are forcefully separated: "shouldn't this be simpler?" No, it shouldn't. Rules that the game doesn't break, that remain consistent once you know them. It's entirely its own, of course but once you begin thinking like one of its characters-or, rather, more than one, as you'll control several in consecutive sequences in order to overcome certain obstacles-things begin to, if not exactly make sense, at least follow rules. Unlike Monkey Island, in which you used flowers found in the forest rubbed on stolen meat to put angry poodles to sleep because the game completely telegraphed those ingredients to you (it really didn't), Thimbleweed Park does conform to a breed of fuzzy logic. If only I'd got there what feels like ages ago.Īnd so it goes. ![]() ![]() But if I put this here and that beside it, and then I… Oh, I see. What about…? Don't be ridiculous, the game tells me. And yet here I am, trying to work out how to get a stamp off an envelope, with all of those pieces in hand, or to them, and I'm banging my head against a wall.
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