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Machinarium Video Game

By Samuel Smith

Machinarium ($4.99) is a gem, carefully as well as effectively made, with out one particular pencil-drawn sprite from place.

It was subsequently worthing taking part in around the Pc two many years ago, it will be really worth taking part in on the PlayStation 3 later this yr, and it truly is worthing trying to play in your iPad 2 right this moment.

The “story” of Machinarium game — Amanita Design’s very first full-length hard work — is very discreet plus tasteful, informed totally by way of the unnamed central figure-bot’s imagined bubbles and also context hints. There is certainly no human speech to parse, no chat trees to understand, no extended exposition to disregard — Jakub Dvorsky and the group possess a laser-sighted focus on puzzle design.

And just what puzzles they can be! Machinarium features a mixture of classic logic problems along with contemporary, multi-step inventory adjustment puzzles that, largely, fall in the variety exactly where concern and critical pondering intersect. The outcome is an online game that feels organic and internally dependable, with not one of the arbitrary, “guess-what-the-designer-wants” logic that so frequently effects puzzle video games.

If you do happen to obtain caught — and also that’s ok! — there exists a two-fold hint method that should give you a push within the ideal path: an indication program, along with a full-blown (and beautifully illustrated) in-game walk-through. The rub: the hint system is mostly fairly limited, and also access towards the walkthrough is blocked by an blatantly bad LCD-screen shmup, and that is boring along with time-consuming enough to discourage the mentally idle. (One of several iPad 2 edition’s quirks is always that it is, y’know, not possible to alt+tab to a walkthrough, including still yet another obstacle for anyone ready to reduce corners.)

When touch screens became a viable input gadget for that games sector, the comprehensive agreement was that point-and-click ventures would be a organic fit. This is certainly specifically true for Machinarium: Amanita chose to restrict players’ variety of motion to several workable hotspots in every single location. In other words, Machinarium dispels the requirement for super-precision touch controls — the video game is meant to demand as small movement as necessary.

Machinarium, all together, is astonishingly organized. It starts by having an unnamed central figure getting dumped, somewhat unceremoniously, about the borders of the city whose skyline is dominated by an ominous spire; it ends using a flashback with the activities that set the video game in movement to start with. The puzzles employ a related rolling frame: each puzzle is discrete as well as self-contained, but the game overall is tightly moving and also given impetus by a few sensible, supporting design selections.

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Article Citation
MLA Style Citation:
Smith, Samuel "Machinarium Video Game." Machinarium Video Game. 18 Oct. 2012. 6 Oct 2014 <>.

APA Style Citation:
Smith, S (2012, October 18). Machinarium Video Game. Retrieved October 6, 2014, from

Chicago Style Citation:
Smith, Samuel "Machinarium Video Game"

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