Machinarium
- World: Machinarium world is populated only by robots of various forms and functions. One of the most interesting places in this world is old, rusty and legendary city of Machinarium where the game takes place
- Story: You will have to get rid of wicked robots from the Black Cap Brotherhood and save the head of the city and also your robot-girl friend
- Puzzles: You will be solving many logical puzzles, adventure quests, brain teasers and mini-games
- Graphics: Backgrounds and characters are 2D hand-drawn and there is more then one hour of carefully crafted animations
- Music: Beautiful original soundtrack was composed and recorded by Floex (Samorost2 OST)
- Communication: You won’t find any lengthy boring dialogs in this game, characters talk by comic bubbles with simple animations and symbols
The goal of Machinarium is to solve a series of puzzles and brain teasers. The puzzles are linked together by an overworld consisting of a traditional “point and click” adventure story. The overworld’s most radical departure is that only objects within the player character’s reach can be clicked on.
Machinarium is notable in that it contains no dialogue, spoken or written, and apart from a few tutorial prompts on the first screen, is devoid of understandable language entirely. The game instead uses a system of animated thought bubbles. Easter egg back story scenes in the same format can only be revealed by idling in certain areas.
The game employs a two-tier hint system. Once per level, the player can receive a hint, which becomes increasingly vague as the game progresses. Machinarium also comes with a walkthrough, that can be accessed at any time by playing a minigame. As with dialogue, the walkthrough is not in written or spoken form, but instead a series of sketches describing the puzzle at hand and its solution. However, the walkthrough only reveals what must be done in that area, and not how that puzzle relates to the game chronology.
Machinarium Review
Machinarium’s world is crafted such that Bob only ever has four or five single-screen locations to navigate and solve puzzles in at any one time, which makes it comfortable to manage the situational puzzles that require a chain of progressive actions to be completed. It’s further aided by a streamlined inventory: Bob never carries more than he needs and he never needs more than a handful of items. The narrative puzzles provide moments of levity and visual entertainment but it’s the logic puzzles that really tax the grey matter and here that the ability to hold any of the shoulder buttons to zoom in on finer details is at its most useful. When you are stumped for how to progress, a hint system can be called upon to have Bob reveal a single, succinct thought-bubble visualisation of what his next goal in that area should be.
Many of the game’s challenges are multi-step affairs that require a mixture of exploration, item hunting, and straight-up puzzle solving. While slowly clunking around each meticulously drawn area, the game’s small metal hero can be vertically stretched or compacted to get at higher or lower objects – a necessity, since the little fellow can only directly interact with things within his immediate reach.
Machinarium begins and ends without a single word being spoken but is able to elicit feelings of amusement and tenderness for its peculiar cast. Its puzzles are logical enough that they’re never cheap or frustrating, but challenging and varied enough that they’re rewarding. A charming and brilliantly designed point and click adventure; if anything, it’s over too soon.
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