Machinarium completed
Thursday, December 24th, 2009Charming yet frustrating at times. I felt like I wanted to use some better form of control during the game which could help me out. It has the same artwork as a game like Professor Layton, but a lot more choice in music, some fun charming parts with your character, and a neat bit in the story you probably didn’t imagine going into it.
My favorite part of Machinarium was the artwork. The mini-games or story elements most point-n-click have where you need an item or two and that does this and that does this and this character does this to get this is not appealing to me in the least, but I used to play games like those all the time as a kid and it was interesting to play one more setup for an adult mind.
The help area was really helpful, and it was challenging to unlock the walkthrough. I’d say it’s best to keep it unlocked at least if you did it. I wanted to see what it was like to get the walkthrough and it helped me out in a part I thought I had to do more in. Turns out, I was trying to do more in the game that I was supposed to which would be a problem the developers have to deal with and only occurred in the jail at the very beginning of the game.
I wish there was some extra to the end and a way to make sure I saw all the thoughts my character had of his past since some of them just happened without any event triggering them.
For the $10 I paid, I’d say the game was worth playing, but I’d even say it’s $7-8. I paid the same $10 for Zeno Clash, enjoyed it a lot more and spent less time being frustrated since it was my skill which held me back, not problematic design. I still think it was a fantastic game and a must-see, but I’ve thought from the beginning that it was priced far too high at the usual $20 and would be a total letdown for those individuals. I’m assuming my pricing is biased considering I do not like the point-n-click schema enough to be attracted to those games anymore.
– Kevin out
P.S. I wish I knew how to pronounce the name of the game properly.