Meanwhile, the character switching also works with the classic interface to help with puzzle-solving. This maintains the feel of an original LucasArts adventure, but one that's upgraded just enough to feel like it belongs in 2016. Visually, the game is fixed to HD widescreen formats with brighter lighting, greater shadow effects, and improved parallaxing. Thimbleweed Park retains the LucasArts interface, but there are some noticeable improvements. The body is meant to be a larger plot device that drives the story of what exactly Thimbleweed Park and its strange happenings are all about. Players can switch between both Agent Ray and Agent Reyes (who give off a Mulder and Scully vibe) at any time to help their investigation, but interestingly, Gilbert does not call the game a detective story. Inspired by oddity-filled dramas like "Twin Peaks," the game follows a pair of detectives that investigating a mysterious body underneath a bridge in the titular town of Thimbleweed Park. If there's one thing to say about Thimbleweed Park's narrative, it's that it definitely feels strange. Shacknews recently had a chance to check out Thimbleweed Park at this year's Game Developers Conference. The Kickstarter-backed point-and-click adventure feels like a natural extension of those games, retaining many of the genre's classic elements, while improving upon several of those ideas and building upon them. And for creators Ron Gilbert and Gary Winnick, that means more than just returning to the style of old-school LucasArts adventure games, like Maniac Mansion. Thimbleweed Park is a game that has a firm grasp on some of the best elements of the past.
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