<p>Robots are cool&excl; Some have death rays and machine guns for arms&period;  Others have superhuman strength and rockets for feet&period;  But a few are just harmless little machines with few special powers&period;  Such is the hapless hero of the indie adventure game Machinarium&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135805 " id&equals;"quads-ad135805" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>A small robot named Josef is dumped in a trash heap at the beginning of the game&comma; and players have to guide him back home through the many traps and hazards of his robot city&period; Players aren’t directly told how he came to be in this predicament&comma; but the backstory is slowly revealed through flashbacks as Josef makes his way back home&period;  There’s also a very charming system in which he’ll have longer flashbacks if the Player leaves him idle for a while&period;  This rewards gamers stopping and thinking while playing&period;<&sol;p>&NewLine;<p>And players will have to stop and think&excl;  Poor Josef doesn&&num;8217&semi;t have many cool robo-powers&period;  No built in jetpack or laser eyes&comma; so puzzlesolving and finding non-violent solutions are his tools&period;  All he can do is elongate his torso and arms to make himself a bit taller&comma; or shorter&period;  With this power he can grab objects high and low&comma; and players have to figure out how to use the items they encounter to get Josef to get him past a series of puzzles&comma; armed guards and other obstacles&period;  It’s classic point &OpenCurlyQuote;n&semi; click adventure gaming at its best&comma; and the many puzzles offer a brain-twisting challenge for puzzle fans too&period;<&sol;p>&NewLine;<p>Machinarium eases players into its style of gameplay by making every room in the first quarter of the game a self-contained adventure&period;  When Josef enters a space&comma; he won’t be able to go on to the next location until the problem at hand is solved&semi; items aren’t carried from area to area&comma; or stockpiled for future use as with most adventure games &lpar;&OpenCurlyDoubleQuote;Hey&comma; I bet this inflatable duck with a hole in it will come in handy somewhere down the line”&rpar;&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>After a while&comma; Josef will gain access to a wider section of the city and more elaborate quests will begin popping up&period; Players soon learn that he is trying to stop a villainous plot to destroy the city&comma; and is searching for his lost robo-girlfriend too&period;  Along the way&comma; he’ll also help some other interesting characters like a trio of robot musicians&comma; and robo-prisoners&period;<&sol;p>&NewLine;<p>Despite it’s cutesy child-like story and aesthetics&comma; Machinarium is a tough&comma; smart game&period;  The puzzles are logical and can be figured out with enough effort&comma; but many of them are very difficult&period;  The item-based adventure aspects offer a challenge too&comma; especially for people aren’t used to puzzle gaming&period;  Luckily&comma; the designers built in two hint systems&period;  One is a simple Light Bulb icon&comma; and players can click this once per location to get an illustration of the basic goal for the area&period;<&sol;p>&NewLine;<p>The other hint system is rather clever&period;  Clicking an icon will bring up a window where the Player pilots a key through a sidescrolling shooter minigame&period;  By blasting enemies&comma; this key will eventually make its way to a keyhole at the end of the level&period;  Once complete&comma; this provides the player with step-by-step instructions on how to beat the current puzzle&period;  This is very clever design because gamers who aren’t good at puzzles are likely to do well with the shooting mechanics of this minigame&period;  It’s also rather slow and dull&comma; so playing is something of a punishment for resorting to the hints&period;<&sol;p>&NewLine;<p>The art is all hand-drawn and has a distinctly European cartoon look about it&period;  No surprise given that its developed by Czech developer Amanita &lpar;Who also created Samorost&rpar;&period;  It’s gorgeous&comma; and refreshing in this era of computer-generated art&period;  There’s no dialog or text in the game&semi; the robots communicate entirely through images show in thought bubbles&period; Even the hint system is based on images and thought bubbles&period;<&sol;p>&NewLine;<&excl;-- WP QUADS Content Ad Plugin v&period; 2&period;0&period;99 -->&NewLine;<div class&equals;"quads-location quads-ad135804 " id&equals;"quads-ad135804" style&equals;"float&colon;none&semi;text-align&colon;center&semi;padding&colon;0px 0 0px 0&semi;" data-lazydelay&equals;"3000">&NewLine;&NewLine;<&sol;div>&NewLine;&NewLine;<p>There’s very little to complain about with Machinarium&comma; but problems with the interface do arise&period; The pointer changes to a hand icon when the robot is next to an object he can interact with&period;  But if the he is too far away&comma; the pointer doesn’t change&period;  This makes it hard to know exactly which items can be used to solve the puzzles&period; As with many adventure games&comma; important items will get lost in the background&comma; and this happens a few times here&period;  Some of the more recent point &OpenCurlyQuote;n’ click games use a &OpenCurlyDoubleQuote;Hotspot” feature to highlight useable objects&comma; but that is not the case with Machinarum and players are likely to spend a considerable amount of time hunting for missed items&comma; like the elusive Plunger needed for one sequence&period;<&sol;p>&NewLine;<p>There is a foot-shaped icon to show where the robot can walk&comma; but certain locations can only be reached if the robot is standing right next to it&period;  Again&comma; this can make it hard to solve puzzles simply because the Player didn’t know that a particular object can be climbed&comma; or that Josef can jump inside a particular spot&period;<&sol;p>&NewLine;<p>However the handful of complaints I can make aren’t enough to prevent Machinarium from being an excellent game&period;  It’s a fine example of both adventure gaming and puzzle gaming&period;  Highly-recommended for fans of those genres&period;  The sweet story&comma; likeable protagonist&comma; and interesting art make it something that should be played by gamers who aren’t necessarily adventure gamers too&period;  It’s available now for PC&comma; Mac&comma; iOS&comma; and has an upcoming PSN and Android editions&period;<&sol;p>&NewLine;&NewLine;<div class&equals;"essb&lowbar;links essb&lowbar;counter&lowbar;modern&lowbar;right essb&lowbar;displayed&lowbar;bottom essb&lowbar;share essb&lowbar;template&lowbar;default4-retina essb&lowbar;1459183979 print-no" id&equals;"essb&lowbar;displayed&lowbar;bottom&lowbar;1459183979" data-essb-postid&equals;"429" data-essb-position&equals;"bottom" data-essb-button-style&equals;"button" data-essb-template&equals;"default4-retina" data-essb-counter-pos&equals;"right" data-essb-url&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;429&sol;machinarium&sol;" data-essb-fullurl&equals;"https&colon;&sol;&sol;www&period;explosion&period;com&sol;429&sol;machinarium&sol;" data-essb-instance&equals;"1459183979"><ul class&equals;"essb&lowbar;links&lowbar;list"><li class&equals;"essb&lowbar;item essb&lowbar;link&lowbar;facebook nolightbox essb&lowbar;link&lowbar;svg&lowbar;icon"> <a href&equals;"https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F429&percnt;2Fmachinarium&percnt;2F&t&equals;Machinarium&plus;Review" title&equals;"Share on Share" onclick&equals;"essb&period;window&lpar;&&num;39&semi;https&colon;&sol;&sol;www&period;facebook&period;com&sol;sharer&sol;sharer&period;php&quest;u&equals;https&percnt;3A&percnt;2F&percnt;2Fwww&period;explosion&period;com&percnt;2F429&percnt;2Fmachinarium&percnt;2F&t&equals;Machinarium&plus;Review&&num;39&semi;&comma;&&num;39&semi;facebook&&num;39&semi;&comma;&&num;39&semi;1459183979&&num;39&semi;&rpar;&semi; 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Charles is a proud contributor to Explosion, as well as the Xbox/ PC Department Lead at Player Affinity, a weekly columnist for Default Prime, a reviewer at The Indie Game Magazine, and a Special Agent at the U.S. Department of Electronic Entertainment.
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