

While I can predict people getting upset by a lack of direction in some areas (there were three occasions where I was forced to turn to the hint book for help), it’s hard to care for long. It’s an extremely cute device, made cuter by his waddling about when at these extremes.

This means you can make him taller or shorter, letting him reach higher or under objects. The other key thing to remember is that your robot has a stretchy tummy – perhaps game’s first stretchy tummy since James Pond.

So in turn, if you can go there, there’s something to do. The use of the ‘walk’ icon is in a large part to thank – generally if there’s nothing useful in an area you can’t walk there. As I played through I rarely found this to be a problem. However in Machinarium you must be standing near something before it will reveal that it’s accessible. When the hand icon appears, you know it’s of interest. In previous games Amanita Design have let you explore the scene with the mouse to discover items with which you can interact. I think this is going to be a matter of some contention. The butterfly wing/slide projector puzzle is a pleasure to solve, and many – like the popcorn/crowbar incident – are just so special.Īnother way in which the game can prove hard is finding the hotspots. And I should add, some of the puzzles are brilliant. It’s not difficult, but it’s time consuming, and it’s one of the best ways to put you off cheating I’ve seen. You must guide a key through a side scrolling hazardous route, dodging the rocks and firing at enemy spiders, until you reach a keyhole. However, to prevent lazy peeking, the book is itself a little arcade game. If you’re still stuck after that, there’s a clue book that can be clicked on which will offer a detailed pictorial guide for what that location requires of you. A thought bubble will appear with a simple sketch indicating the key action that needs to be taken. Most scenes will have a very simple clue available by clicking the bulb that appears in the top menu. However, to ensure no one is stuck for long Machinarium offers two levels of hints. But I wonder how instinctively painting a traffic cone and stealing a light bulb will come to those who didn’t have such irrational logic etched into their brains as a child. As a long-time adventure game player it’s an instinctive notion, and emulating a disguise from the surrounding objects has been the solution to dozens of games’ puzzles over the years. But first you must figure out that this is what the game wants you to do. The opening puzzle requires you to disguise yourself as a guard robot to gain access to the city. Success is about exploration and experimentation. In many ways, it’s a traditional point and click adventure.Īnd one of those traditions is quite how hard it can be. Once in the city you have a hub area with many directions to head in, puzzles solved in one vital for progress in another. But a third of the way through Machinarium blossoms out into a much larger world.
#Machinarium puzzle answers series#
Much of it is about puzzle solving, either collecting and combining objects and using them in the correct place, or literal puzzles: lever challenges, a board game, even some arcade challenges.Įarly stages play out as a series of scenes, each to be solved until you can access the next. These might be aiding a group of busking robots to restore their instruments, or helping an elderly robot to oil his broken wheelchair, each contributing toward the next, making a path to your final goal. Any other goals grow organically once you’re inside. He has been thrown out of the city, and your task is to get him back in again. The protagonist is a small, adorable robot. Elaborate rooms bursting with intricate detail, alive with charm, ready to be explored. Each location is breath-taking – as in, every time I walked to a new scene I sharply drew in breath in wonder. Where those games combined his adorable cartoons with organic real-world collage, Machinarium’s point and click adventuring is entirely hand-created. If you’ve played Samorost 1 or 2 you’ll already know something of the worlds creator Jakub Dvorský designs.

But Machinarium’s scratchy, hand-drawn robot world is beautiful. The gorgeous graphics of games like the recent Prince of Persia or the forthcoming Borderlands are artistic works, imaginative and fresh. The awesome panoramas of a Crysis or a Far Cry 2 can be remarkable, but it’s always technically remarkable. It’s a sort of beauty that games are almost never graced with. Machinarium is an extraordinarily beautiful creation. After staring in wonder at the artwork and trailers for months I was able to play through a finished version this week in order that I could tell you Wot I Think. The long awaited adventure Machinarium is finally available today.
