Machinarium
Existential
There was a time when theory-based point-and-click adventures were held in the same esteem as the triple-A, guns and explosion-laden affairs that are loved so dearly now. Now, however, games that are 'uneventful', but thoughtful and amiable are often seen as a quirky peripheral element, and remain insignificant to juggernaut publishers. Its a patronising punch in the face to gamers and independent developers alike. Then again, it does something for quality assurance because it is more likely than not that any point-and-click game that does see the light of day is likely to be worth more than just your fleeting attention. Games like Machinarium are difficult to make, and perhaps that's self-evident, considering Grim Fandango, released almost 11 years to the day, remains the last great success for the genre.
So the task of Czech developer Amanita Design in developing Machinarium was an epic one; a journey that started three years ago. When you play through this subtly beautiful title its easy to see where this time went. While the charming design, which at periods can feel lonely and existential, is void of momentous events and explosive set pieces, it is clear from the detail of level design, and the intricacy of the artwork, where the time went. Machinarium isn't just a magnificently effective puzzle game; it's a piece of graphic art in itself.
The story tells of a young robot that is on a mission to find his missing girlfriend, having awoken dismantled on a scrap heap. His first task is to find his detached limbs and make his way back to the mechanical citadel where you suspect she might be found.
Machinarium is a world empty of organic life and so communication between characters is displayed through animated thought bubbles (seeing as you're unlikely to understand the squeaks and beeps the inhabitants of the world often make). These bubbles act as visual clues as to where and what to do next. They're also often utilised in furthering the narrative, or establishing the motives of the particular character you're talking to. Additionally the simplistic cartoons that play out in these thought bubbles are often the first clue in deciphering how this part of the level is be defeated. Because that's essentially what Machinarium is, a series of problems for you to overcome.
For all its cutesiness, there will come a time during Machinarium's 12-hour lifespan, where frustration will win out. While you should never find any of puzzles insurmountable, in so much as you always feel that there is a way to solve a conundrum as long as you approach it in the right way, there will be moments you'll need help. If you played Grim Fandango you'll remember it for two things: its brilliance, and being stuck staring at the same screen for days. Machinarium doesn't suffer in the same way. If you are truly bamboozled, with no possible solution rearing its head (although again, this isn't about intelligence, in so much as its about logic - they're different things right?) you can use one of the two inbuilt help features.
The first is activated by clicking the '?' symbol at the top right of the screen. You'll be gifted with a picture image of an essential element in solving the puzzle, how you reach it remains yours to discover. This is a neat little inclusion, as while it certainly helps, it doesn't take away from the accomplishment of solving one of Machinarium's posers. Additionally there's also a walkthrough feature, which tells you in detail how to beat a particular section. It will appear at times to be the only way of proceeding, but you'll get more from Machinarium if you use it only if you're completely stumped. To deter you there's a tedious mini-game that has to be played through each time you attempt to access the solution.
A point-and-click adventure is about surmounting elaborate riddles in order to reach your final goal. Machinarium wants to tell you a story, it needs you to eek your way through it, and the artists have clearly sweated buckets of WD40 in creating a world originally brilliant for you to absorb, but it isn't 'free'. Your payment (besides the 11 GBP it costs) is the dying brain cells and droplets of blood forming on your forehead as you ponder another conundrum. But pay gladly my friends, because this is a kind of value you'll rarely see in any world, mechanical or otherwise. Savour it too, because Machinarium will pay you back tenfold.
90%

Comments
"Machinarium is a world empty of organic life" except for all the plants. ;-)
I found most of the endless mini-games in Machinarium to be tedious rather than challenging, a matter of pointless trial and error rather than any kind of skill or intelligence required.
If you are interesed in basketball,you maybe pleasantly surprised on our wesite: http://www.jordans-cheap.com