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Point and click adventures have enjoyed a massive resurgence recently
with iPhone iterations of Beneath a Steel Sky and Monkey Island
currently selling like hotcakes on iTunes, as well as a string of
superb newcomers such as Zombie Cow's hilarious indie project Ben
There, Dan That! True to the staples of the genre, any good point
and click developer worth its salt will deliver a game world rich
in history, interesting characters, smatterings of humour and a
novel's worth of narrative. But what happens when you take away
the latter and present the same experience without anyone uttering
a single word? Machinarium may deliver a point and click title every
bit as slick and enjoyable as its peers, but it breaks one of the
key conventions of the genre by being entirely mute, save for the
atmospheric soundtrack and odd sound effect. The result is every
bit as emotive and haunting as any text or dialogue-heavy game available
today.
Created
over three years by independent studio Amanita Design, the painstaking
hand-drawn visuals have a distinct Tim Burton quality, also appearing
similar to David Hellman's stunning artwork for 2008 cult hit Braid.
The brief intro sequence depicts an eerily silent and barren land,
save for the looming robot metropolis on the horizon, rusted and
crumbling beyond whatever prime it once had. It's a bleak image,
made all the more unsettling due to the minimal soundtrack, begging
you to question what happened to all the humans who perhaps once
lived here. Suddenly, there is a break in the stillness as a garbage
ship flies across the sky to a nearby dump, tipping out a heap of
scrap metal including the body parts of Machinarium's nameless robot
hero. While the little chap never utters a word, he's instantly
likeable with two eyes that sort of look in different directions,
a habit of being incredibly clumsy and a penchant for eating inventory
items.
The
story that follows is incredibly heartfelt, as the courageous robot
overcomes hurdle after hurdle to reach the heart of the city, foil
a robo-terrorist bomb plot and get the girl. Your first task is
to help the disassembled robot get back to one piece, by bartering
with a metallic insect to get his leg back and constructing a magnet
grappling hook to fish his detached arm out of a pond. While these
initial tasks are relatively simple, many of the puzzles in Machinarium
do fall into the common trap of having ludicrous solutions, hindered
further by hiding invaluable objects out of plain sight. It is often
much easier to walk around each screen, clicking every inch of the
environment to uncover useable items or points of interest, rather
than toil over pre-planning each solution in the first instance.
In many cases, common logic simply doesn't apply, unfortunately
diluting the sense of strategy and problem solving.
Where
similar titles let you click on every potentially usable item on
screen at any one time, here you must get the robot in range before
points of interest become selectable. It makes sense that, physically,
grabbing an item from the opposite side of an area would be impossible,
but it does make the game a lot harder at some points. Also frustrating
is the inclusion of items that must be clicked several times before
it reveals its true purpose, meaning you can potentially hammer
your mouse over an object a few times then give up, assume the item
is worthless and, by doing so, miss a valuable piece of the puzzle.
However, these are relatively minor niggles when stacked up against
the many areas where the game excels.
While
you will come across a slew of usable items along the way, inventory
clutter is thankfully kept to a minimum even when puzzles branch
out across several screens. This allows the game to zing along at
a pleasing pace, moving away from laborious, multi-faceted puzzles
found in some genre counterparts. Moving away from a reliance on
inventory items, height is an interesting concept thrown into the
mix to keep puzzles taxing. You can stretch the robot's body to
make him short or tall, letting him scuttle under small spaces or
grab out of reach items. One notable screen sees the robot squeezing
out of a dank prison cell and escaping through a sewage pipe, only
to resurface underneath a table next to a gun-toting robot that
will shoot you on sight. Knowing when to poke your head out of the
manhole to grab useful items and when to duck down is the key to
success here, adding a sense of urgency and tension to a puzzle
that could have happily remained slow and laboured.
Of
course, the addition of height-based puzzles requires you to think
even further outside of the box, but again falls into a trial and
error process of clicking on every possible point of interest at
every possible height. It's a shame that some essential items are
poorly sign-posted in this manner, such as painfully small switches
that can be hidden in plain sight for ages until you happen to hover
your pointer over it by sheer luck, but again these brick wall moments
are few and far between. The addition of puzzles that don't require
items to solve is a neat concept, such as re-wiring circuit boards
and working out the correct position of switches, adding another
layer of thought to the process.
Juggling
so many puzzling elements at once is not a radical departure for
the genre, but it can test your patience and thought process to
the utter limit in some instances. So if you really do get stuck,
a helpful hint button in the top right of the screen can be used
once per screen to give you a brief visual clue to help you on your
way. Rather than serve as a cop-out, this single clue only usually
points you in the right direction instead of solving the puzzle
for you. If you are absolutely, hopelessly stuck, the entire walkthrough
guide can also be accessed from the menu, but at a price. To unlock
the guide book you must complete an infuriatingly difficult mini-game
in the style of arcade classic Scramble, where you must guide a
floating key through a cavern riddled with jumping spiders. The
game is nigh-on impossible in an attempt to dissuade you from using
the guide at all and, to be fair if you are willing to toil over
this mini-game for ages then you might as well just get on with
the puzzle instead.
Perhaps
the biggest draw of Machinarium is its astounding aesthetic quality,
recognised recently at the 12th annual Independent Games Festival
where it scooped the Excellence in Visual Art award. The broken
and decaying robot city is a wonderful backdrop for the robot's
quest, complimented by Thomas Dvorak's unsettling and beautiful
soundtrack that together make for an engaging experience. While
the lack of dialogue is incredibly powerful, plot devices are delivered
through a series of animated thought bubbles that are just as touching
and emotive as the core story. An incredibly powerful moment sees
the robot thrown into a dank jail cell surrounded by darkness. The
poorly-lit cramped room is the only thing visible on screen, really
hitting home the sense of isolation and hopelessness of the robot's
predicament. It's a touching moment helped along by the minimal
bass soundtrack, breaking every so often with chilling, indecipherable
robotic chatter.
Machinarium
is a solid and thoroughly enjoyable point and click adventure and
while it's not without fault, these are passing annoyances rather
than sticking points that will sour the experience. This is quite
clearly a labour of love for the seven-strong Czech studio, made
evident throughout every painstakingly intricate screen and touching
flashback from the plucky and instantly loveable lead. There is
a real sense of achievement here each time you crack a puzzle, comparable
to figuring out a solution in Braid or Portal, making the slog more
than worth it. The only real issue is the poor signposting which
might result in some players gazing blankly at the screen, concocting
ludicrous solutions when really the answer was simple and staring
them in the face the whole time, or hidden under another item. But
to overlook the game based on such trivial setbacks is to miss out
on one of the most breathtaking point and click games available
today.
Reviewed by Dave Cook for AceGamez (All Rights Reserved).
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