Dark Posted March 1, 2019 Posted March 1, 2019 nostalgia is an engine that moves the world of hobbies today, and that present in television and film. Video games are not unrelated to this, being the retrogames a genre with demand from a certain audience. The problem is in finding the perfect formula between nostalgia and playability. Know how to detect the problems of past generations and not replicate them in new deliveries. 'Thimbleweed Park' is a game that travels in time and transports us in the late eighties. It is not only because his story happens at that time, but because his genre and mechanics appeal to a retro style present in each pixel of a different time. However, it does not feel old-fashioned, creating an easy-to-recommend gaming experience. A nostalgic pleasure for lovers of adventure games. An amazing challenge for those who until now are thrown head to the genre. Why is an adventure game in the style of the 80s coming in 2017? To understand it, it is necessary to know where 'Thimbleweed Park' comes from. Its creators are Ron Gilbert and Gary Winnick, both recognized for their work on LucasArts, which resulted in 'Maniac Mansion' and 'The Secret of Monkey Island'. Gilbert and Winnick started this project through Kickstarter with the aim of delivering a 'spiritual sequel'. They wanted to achieve a game for fans of the genre. And if you are someone who experienced one of those titles, most likely 'Thimbleweed Park' is for you. It is a classic and close experience that brings back the best elements of the genre almost 30 years later: humor, references, history, the environment, challenges ... it's like going back in time. And yet, the experience feels improved, thanks to certain elements that have been integrated into the game mechanics. An example is a list of tasks for each of the characters that facilitates knowing what puzzles are missing to complete. Of course, one of the elements that most remember those who played 'The Secret of Monkey Island' are their puzzles. 'Thimbleweed Park' preserves the mechanics of the genre: spaces full of objects to interact, use of 'point and click' to solve puzzles, handling different characters each with an inventory, etc. 1
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