11.03.2009

Roots to robots

It has been fascinating to follow the evolution of Amanita Design's work from the original Samorost 1 through to their latest offering, Machinarium. The first, while it introduced an innovative visual style and type of gameplay that inspired a slew of imitators, was formally little more than a loosely associated collection of hallucinatory set pieces. Machinarium, by contrast, is a much more mature and focused game. Samorost 2 was an important intermediate step, utilizing motifs from the original game and just beginning to rationalize that surreal, oneiric world by introducing elements like characters, plot, spatial continuity, and logical causal relationships. Machinarium takes the final step and brings us to a world that is solid and grounded, with rules and interlocking parts that fit together like — well, like a machine.


In Samorost 1, nothing was grounded — not even the ground.



It's like the druggy haze of Samorost 1 was already starting to clear in Samorost 2, and now with Machinarium Amanita has clambered out of the beanbag, combed its hair, put on a suit and tie, and gone out into the real world. Interestingly, the references to hallucinogenic substances that peppered the Samorost series (the name "Amanita" refers to a type of toxic mushroom, which is also the studio's logo) are largely absent from Machinarium, and the earthy roots, furry forest creatures, gnomes, and cosmic little green men of Samorost have been replaced by an industrialized metal cityscape of dive bars, jails, factories, and bombs, populated by rusty robots and hunks of junk, cops and crooks and gamblers and beggars. Is this what the world looks like when you come down?


The brave new world.



Paralleling this aesthetic evolution is a complementary formal one. Samorost 1's "click anywhere and things happen" mechanic has been gradually whittled down to a more traditional system of agency, and in Machinarium the player directly controls the main character, a charming tin-can robot, who walks, stretches, collects and manipulates items within his immediate sphere of influence. (Except for during the first two minutes, that is, where the player acts on the environment at large in order to bring the pieces together to assemble the robot in the first place — a final transition from the old ways to the new.) Gone is the out-of-body dissociative experience of Samorost 1, where the player's and main character's motivations were aligned, but their actions disjointed: the player operated directly on the environment while the sprite sat down and watched, with the player in the role of an unseen godlike manipulator, or maybe the world itself. It was the perfect gameplay model for what represented essentially a really groovy trip.


Sitting back and taking it all in.



It would have been interesting to see that mechanic developed further, but Amanita chose the opposite route and made the game world and mechanics more concrete, not less — and Machinarium is definitely the stronger for it. It's a rich, tightly-constructed game, made with purpose and clear direction. I would love to see Amanita — or someone else — go down the other path someday, though. It's perhaps a greater challenge to make a sustained, meaningful experience out of the whimsical illogic and disembodied agency that characterized Samorost 1. Can the player's sense of identity be even further shaken? Can the bounds of cause and effect be further strained? Can the resulting journey cohere and add up to something more than a succession of novel and entertaining images?


The first denizen of Samorost you encounter: a toked-out dude with his hookah.



Amanita seems to have shelved the hookah for now, and I'm glad to follow them out of the wild and into this exciting new urban junkscape. But I wouldn't mind going back occasionally into that wild forest, just for a little while. Just one more hit...

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7.06.2009

Get your Machinarium now





Machinarium, the highly anticipated new game by Amanita Design (creators of Samorost), is due out in October 2009, and is available for pre-order now. Pre-ordering will get you $3 off the regular price of $20, as well as a "pre-order pack" containing a selection of hi-res images and mp3s from the game.

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8.11.2008

Update from the Samorost world

No, Machinarium isn't finished yet. But it's coming along, and while we wait, there are a couple new Amanita side projects to explore, plus some other Samorost-style games from new talent (and some older talent I've never gotten around to linking).

First up is Questionaut, a game Amanita created for the BBC. Designed for 11-year-olds, it's an academic quiz game with questions on math, grammar, science, and so on, wrapped up in a whimsical adventure quest through one of Amanita's signature enchanted worlds. The groovy, chill music you hear is by Floex, the musical project of Tomas Dvorak, who did the soundtrack for Samorost 2. It's pretty and sweet and fun and maybe, if you've forgotten everything from school, just challenging enough, too.





The other project Amanita has going on on the side is Podvedomim, a flash art/local installation project that you can unfortunately only experience half of unless you happen to be near Brno, Czech Republic. If you are, then you can take up the challenge and go discover a series of interesting objects and secret spots in and around the city, like an Aeolian harp or a bit of sylvan sculpture; the rest of us will have to settle for interacting with them through the site's lovely flash app, which is a pretty good consolation prize.





Choice is a beautiful experimental flash art game by a student from Taiwan's Ting Lung University. The combination of strange, fantastical imagery and photography of abandoned and distressed places, with a moody soundtrack to match, creates an eerie, evocative aesthetic reminiscent of games like Gwen and 99 Rooms (for more on which, see previous posts here and here). It's a wonderful journey and not to be missed.

The text is all in Chinese, though it is not necessary to read it to complete the game. Should you desire, here is a translation and walkthrough. If you get stuck, before resorting to the walkthrough, you might want to first try clicking on the book in the corner of the screen -- one click will provide hints (in Chinese), and the second will reveal any clickable hotspots. One more tip: remember the number you are shown at the beginning of the game. Really. I wish someone had told me that. I didn't even recognize that it was a number.





Pricilla Gone Missing is a nicely executed game by Swedish designer Johan Törnkvist, the first of a planned multi-part series. A basic Samorost-style flash adventure with inventory puzzles and some very nice scenery.
Walkthrough at Jay Is Games.





Lenses is a short Japanese game in which you must craft and manipulate lenses for various purposes. Due to the language barrier, your task is not always clear; I found some help in a walkthrough, but I'm not sure if there's a more organic way to the solution. Gameplay issues aside, there are a few nice moments and elements in this quickie offering.



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3.26.2006

Samorost 2, Chapter 2


The CD version of Samorost 2, containing both chapters and the soundtrack, is finally here, available at the Samorost Cafepress shop. As soon as I learned this fact I immediately bought it, along with a cute Gnome mini-button. Everyone should go out and buy the game right now -- support Amanita Design so we can have a Samorost 3!



The soundtrack was a nice surprise compared to the original -- it has twelve tracks and is a full forty minutes long. And the music, of course, is great.

I finally got to sit down today and play Chapter 2, which was wonderful but naturally far too short. And I was finally able to complete the second half of the walkthrough I started. You can view the whole thing at my original post: Samorost 2 Complete Walkthrough.

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12.14.2005

Samorost 2 is out! Samorost 2 is out!

I discovered this by the sudden flood of traffic from Google searches for "Samorost 2 walkthrough" and "Samorost 2 solution". As always, feeling guilty that my visitors weren't getting what they wanted, I had to go play the game and provide the relevant information right away.





The sequel, titled simply Samorost 2, is a lot like the old Samorost...but different. Aesthetically, it's a bit darker and grittier than its breezy predecessor, as you explore the bowels of a grimy planet-ship that is home to a crew of thieving blue aliens. The main character is much more active this time, taking matters into his own hands rather than sitting back and letting events resolve themselves.

There are other changes, too. There are now multiple levels with passkeys, though the game is still short enough to be played in one sitting. There are also two chapters, only the first of which is free -- the offline version, including chapter 1 and chapter 2, costs $9.90 to download. If I hadn't just been to Target yesterday and splurged on three wonderful games I'd been wanting for just $9.99 on the bargain rack (Rhem, The Longest Journey, and Syberia II, all there together -- unbelievable!), I'd probably have bought it today...but instead I think I'll wait until January for the CD version, which will also include the soundtrack.

I haven't yet found a walkthrough online for the game, so I went ahead and made my own. It's my first ever.

What I did discover was the site of the fledgling Samorost Fan Club, which includes a discussion forum and, especially exciting to me, the complete Samorost 1 soundtrack.

It's just a special day, I guess.

NOTE: I'm having trouble uploading the walkthrough, so until it's sorted out, I'm including the walkthrough in the comments to this post. If you read the comments before completing the game, be warned! Avoid the spoilers!

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7.17.2005

Six cool Samorost-style games

I feel bad.

A visitor came here today after a Google search for "samorost style games" turned up a link to my post "Nine great room-escapers", in which I mentioned that the next installment would be Samorost-style games. Alas, I have been putting that post off for a rainy day and never completed it, and my hopeful visitor left in what was surely deep disappointment.

I shall rectify the situation immediately. (You see the good that Site Meter is working already? Righting wrongs, correcting injustices...)

SO.

The essential characteristic of these games is a single, large screen for each stage through which the small main character moves. The character does not act directly, but rather, you as the player must click on various objects and locations on the board in order to make them do something, and somehow clear a path for your character to progress to the next screen.

The original, of course, the pioneer that initiated and set the standard for the genre, is the fantastic Samorost by Amanita Design, which set my heart a-flutter from the moment I saw it. In my opinion, everyone with a computer should play this game at some point in their lives, the sooner the better. Gorgeous backdrops, charming animations, whimsical characters, and smart, jazzy music make this game a real treat.
Should you need it, there is a walkthrough in a thread at the 4Games forum.




Samorost inspired a number of imitators, notably the two-game series that includes Sangar Sabriina and its sequel, Sabrina in North Pole. While not as graphically or technically accomplished as Samorost, these short games are quite cute and fun to play.
There are hints for Sangar Sabriina at The Geek Forums, and a walkthrough for Sabrina in North Pole at the Nordinho forums.





Rivalling the beauty of Samorost is the lush world of Shift, in which you play a small blue fairy-like creature and must manipulate various mushrooms, flowers, bugs, and leaves to travel around your miniature realm. The atmosphere formed by the detailed artwork and the gentle music is dreamy and magical.
There are some hints to be found in the Nordinho forums.




Cavedude's Adventure is a rough, playful take-off on the Samarost style. Short and simple with clip-art graphics, but with its own charm.
There is a walkthrough at The Geek Forums.




Kao Fu-Sen is a lovely, surreal little gem of a game in which you play a young girl who must go off in search of her own head, which has detached and floated away like a balloon. You must guide the creepy-cute headless child through strange landscapes and cityscapes to recover it. My only regret with this game is that it is so short.
You can get hints in the comments on the game at lazylaces.




Those are all the Samorost-style games I've discovered out there so far. The Amanita Design page also promises a sequel to Samorost in the works, for which I am all a-quiver, as you can imagine. I hope this list may prove useful to future seekers (sorry, guy who came today)!

Tune in next time for: horror games.

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