I loved the art style in Machinarium, but I couldn't really enjoy it because that type of puzzles ("logical" puzzles ŕ la Professor Layton) don't work well with me...
Graphics-wise, I love the depth of field you're so often treated to, I've never seen that in a point and click game before.
But graphics, while a good start, are possibly the least important aspect of a game. In Machinarium, gameplay was basically puzzle-solving. The puzzles were challenging and numerous. In Botanicula, challenging puzzles are counted on the fingers of one hand, even by those who've lost a few.It feels like progress is often made by simply clicking repeatedly on various interactive objects until the scene that the developer wants the player to see has unfolded, making substantial parts of the game feel like a Power Point presentation, unfortunately. You're made to feel like a spectator or "mouse clicker", not a player. This might be alright if whatever you're supposed to see were at all entertaining, but it instead feels like a show for children, due to non-amusing humor and sound effects very often produced by someone making noises with their mouth. A winged insect will take off and you'll hear a person going "brrrrrrrrrrrr" into a microphone to simulate a helicopter-like sound. I could see that particular technique working if it were done in an over-the-top, take-the-piss kind of way, but it's done here with the same tone parents use when they play with their young children. That doesn't do it for me, personally.
So, if puzzles indeed ARE the gameplay in a point'n'click game, what do you have if they don't deliver? My 5.5 hours with Botanicula were spent running around in search of a puzzle to solve, for in contrast to Machinarium, the number of areas is high, while the number of puzzles (not counting pointlessly easy ones) is low. Trying to find my way turned out to be one of the things that took most of my time, subjectively. Completing the game, I didn't exactly feel like I'd achieved much. It wasn't Dear Esther, but still. At least I got an experience out of Dear Esther.
It pains me to write this, as I know the developers put a lot of work into Botanicula. It actually shows, but in the wrong places. I noticed Jakub Dvorský was listed as producer - not designer - in the credits. If designer means person who designs gameplay, not just art style, then I suspect that might be the whole reason Botanicula wasn't what I'd expected.
http://www.a1ash.com/vb/
http://www.a1ash.com/vb/a1ash101499/
http://www.a1ash.com/vb/a1ash101703/
http://www.a1ash.com/vb/a1ash101703/
http://www.a1ash.com/vb/a1ash102182/
http://www.a1ash.com/vb/a1ash101226/
http://www.a1ash.com/vb/a1ash99088/
http://www.a1ash.com/vb/a1ash101525/
http://www.a1ash.com/vb/a1ash100884/
http://www.a1ash.com/vb/a1ash101531/
http://www.a1ash.com/vb/a1ash101215/
good

surf dtoid with 






Rising (10+)
People you follow






























follow


