Sunday, January 29, 2012

Lab 3: Analyzing "Machinarium"

Usually, point-and-click style adventures are not my cup of tea, but because this is for a grade... I'll grit my teeth and attempt to enjoy myself.

Overall, gameplay wasn't half bad. There weren't any spelled-out instructions besides primitive clicking controls, but then again, the concept of the game was so simple that you didn't really need any anyway. Instead, Machinarium guides you along with speech or thought bubbles that give hints as to what to do. The fact that the robot could extend and contract helped make the puzzles interesting; there were some things you couldn't solve without doing one of the other (like that stupid third level that took several minutes for me to complete because I forgot he could shrink as well). 

The sound design, however, was something on an entirely different level in my opinion. The ambient sounds in the background of the first two levels helped to create a sense of unease in the game, which is right for the situations reflected. The third level is where I think the sound really shined. The looped track there was very easy on the ears and very well and lightly composed in my opinion. I actually found myself just sitting there after a while, listening to it. Overall, the sound is what made the game for me, despite the fact that I despise point-and-click games... Not bad, Machinarium.


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