Tuesday, January 5, 2010

machinarium

i don't play a lot of video games at all. we have them around and when we first got a wii i played around with it for a few days and then i was through. it's not all games that don't hold my interest because i will play tetris until the end of time. i like more puzzley (i know it's not a word) games. more riddles with a definite beginning and end and less wandering around monster-coated dreamscapes looking for "something." i was the child that loved long division. i know.



but this...this i can adore.

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, neither spoken nor written. The game instead uses a system of animated thought bubbles.


it is entirely hand drawn and just beautiful and the soundtrack was written specifically for it. when making it to a new level you find yourself more excited to see what it is going to look like than to have advanced in the actual game.

you can play the demo here.

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