The plot progression is also not entirely amazing, with the plot only really coming into focus in the game’s final few acts… but again, I can sorta forgive this if only because that’s also true of a lot of the older adventures. But is there gasoline, or is this a Maniac Mansion-style tease…? There are a lot of red herrings in Thimbleweed Park, after all. While Thimbleweed Park is never this egregious – and usually has a good explanation for why certain areas were locked off and now aren’t – it’s slightly galling to re-check areas to see if they’re suddenly open in each new chapter. Ironically, this is a complaint I’d tend to level at earlier Sierra games rather than LucasArts games, which had a habit of making items appear in previously explored rooms for no good reason once certain milestones had been passed. Thankfully, as I implied, the chapter titles do a good job of telling you which tasks you should be focusing on. This is categorically impossible to do until you reach the chapter aptly titled “The Factory.” This can lead to a bit of confusion if you’re not paying full attention: while you have your goals laid out in the To Do lists, a few of them are simply not manageable until the appropriate time. As a minor example, a long-standing goal of multiple characters is to get into the ruined factory. While there’s a good amount of non-linearity (and at least a few puzzles that can be solved in multiple ways), this isn’t quite Monkey Island 2‘s second act, where completion of your goals could be done in almost whatever order you liked.
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