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Review: Machinarium photo

Machinarium may be the best adventure game I've ever played.

I don't know if I prefer it outright over the motion-controlled glory that is Zack and Wiki, or the wacky time-travel-laffs of Chariots of the Dogs, but I do know that if you're even remotely interested in adventure or puzzle games, you'd be a complete fool not to check out Machinarium.

I know I was pretty harsh on the game in our preview a few months ago, but thanks to a new hint system and a few more hours of playtime, I can confidently type the three boldface words that adorn the header of every review I write for a great adventure game that I fear might not sell enough copies to support its developers:

BUY THIS GAME.

Hit the jump if you wanna know why.

erere

Machinarium (PC)
Developer: Amanita Design

Publisher: Amanita Design, Steam, Direc2Drive, Impulse, GamersGate
Released: October 16, 2009
MSRP: $19.99

Machinarium, more so than most adventure games I've played, understands its own genre enough to ignore its conventions. It understands that most adventure games, even the "classics," just aren't that good. I love Monkey Island and Sam and Max Hit the Road to death and consider the adventure genre one of my favorites, but I can't pretend that the dialogue and noninteractive story sequences, however funny, can often feel boring and uninvolving; that the endless backtrack-heavy inventory puzzles spread across dozens of different locations are confusing and not particularly rewarding to solve; that pixel hunting is an absolute pain in the ass and should be avoided at all costs.

Machinarium avoids every single one of these problems while still, somehow, feeling like an adventure game down to its very (rusty, metal) bones. Except for the pixel hunting thing.

A review like this would typically devote an early paragraph to summarizing the story, but I'm pleased to be unable to do so with Machinarium: the story is not only completely bare-bones and highly reliant on player inference (think Shadow of the Colossus), but it's told in such a gradual and mostly unobtrusive way that half the fun comes from gradually discovering exactly what the unnamed protagonist's relationship is to the rest of the world (I say mostly; from time to time the protagonist will have a thought bubble flashback to provide backstory, but these are really short and easily skippable). Suffice to say, the world of Machinarium is beautiful, haunting, charming and funny.

ere

Additionally, the entire game is completely devoid of human language. No lengthy, conversation-filled cut scenes, no too-lengthy dialogue trees to irritatedly click through -- in fact, no written words whatsoever (the drop-down menu notwithstanding). I mention this partially because it really helps the feeling of immersive otherworldliness that permeates every moment of gameplay, and partially just because it's really goddamn cool.

In regards to puzzle solving, Machinarium is as satisfyingly focused a title I've yet experienced. Rather than forcing the player to collect dozens of items, or backtrack across eight different screens just to accomplish one small task, Machinarium restricts 90% of its puzzles to single locations; even when the game world opens up around the halfway mark, the individual puzzles still feel remarkably tight.

You may enter a room with the intent of finding an item to be used in a different area, but you'll still be able to essentially solve all the puzzles in a location without leaving to get another inventory item or talk to another character. Those few areas you cannot access immediately are clearly marked, and feel less like distracting maybe-solutions for other puzzles and more like isolated reminders: "yes," the game says, "go to the greenhouse and solve an abstract lite-brite-esque puzzle, but don't forget you're also looking for a key to the arcade. Thus, it's very difficult (but not impossible -- more on that in a bit) to feel completely confused about where you need to go, what you need to do, and what tools you have at your disposal to accomplish those aims.

Even the player's movement within a location has been streamlined. Rather than allowing you to just click anywhere in the world and move there, your movement is restricted to specific hot spots. While I was initially frustrated that the game forced me to move only to predetermined points (again, if you read our preview, "frustrated" may be an understatement), I eventually understood why the folks at Amanita did it: every single hot spot includes something important that can be interacted with.  If you can stand somewhere, it's because there's something that needs to be done at that specific point in space; a lever to be pulled, a logic puzzle to be solved. 

ere

Yes, logic puzzles are as ubiquitous in the world of Machinarium as they are in Professor Layton, except they're much more elegantly integrated here; every door lock or power grid you'll come into contact with is a self-contained conundrum to solve. When I say "logic puzzles," though, I'm not speaking of the I haff tvelve metchsteek variety; we're talking balls-to-the-wall, abstract, rotate-these-three-dotted-rings-so-that-the-green-dots-are-all-resting-in-the-center, draw-this-weird-shape-without-drawing-the-same-line-twice puzzle puzzles. Though these sorts of brain teasers make up the majority of the gameplay, Machinarium is nonetheless as varied an adventure game I've yet experienced. It takes those logic puzzles and breaks them up with LucasArts-esque inventory puzzles, Myst-ian environmental manipulation, and a couple of surprising, if uninspired, arcade-style minigames.

On the whole, I found the puzzles remarkably enjoyable. As someone who typically sucks at logic problems and the like, I was surprised to find that more often than not, Machinarium's puzzles hit that adventure gaming sweet spot of being just difficult enough to get me thinking, but not so frustrating that I went scrambling for a walkthrough.

Most of the time, anyway. Thankfully, Machinarium includes a remarkably cool walkthrough feature. If you just need a general tip as to what to do next, you can get a free hint (presented via a charmingly animated thought bubble popping out of the protagonist's head).

ere

Should you need more assistance, your protagonist -- for reasons never explained -- always has a locked book in his inventory. You can open this book by playing an intentionally boring LCD shmup on the book's cover. Should you have the skill, and more importantly, the patience to complete it, the book will open and reveal a walkthrough of the entire room you're in, conveyed via an ink-and-pencil comic strip. I don't think I've ever seen a walkthrough implemented in such a remarkably clever way. Whenever you get stuck, you're forced to make a simple choice: do I want to waste time playing the not-fun game to open the spoilery book, or do I just wanna try harder? No matter what your choice, you still haven't alt+tabbed to GameFAQs; you're still in the game, immersed in its wonderful atmosphere. And even if you do open the walkthrough book, its integration with the game as a whole makes it feel less like you're a cheating little bitch and more like you're just using the tools afforded to you.

That said, I couldn't help but still get frustrated from time to time. The thought-bubble hint system is often too vague, or too specific; it either tells the player something they already know, or spoils an entire puzzle. When your only hint options range from getting potentially no help whatsoever to getting a complete spoiler, either via an overenthusiastic thought bubble hint or the locked walkthrough book, it can be hard to feel confident about your abilities as a puzzle solver. You're either stuck and helpless, or the game essentially calls you stupid by solving the puzzle for you.

Additionally, many of the items you'll need to grab from the environment are simply too hard to see at first glance. Perhaps this is just the old red-green colorblindness talking, but I spent something near an hour searching a location for a dark-colored plunger, only to find it'd been stuck to the dark-colored ceiling of a dark-colored room I'd escaped from earlier in the game. I've got nothing against asking the player to look really closely to the beautiful environments you've drawn by hand, but hell if I didn't feel the exact same pixel-hunting frustration that defined my first playthrough of Day of the Tentacle.

ere

These aren't entirely inconsiderable faults, but they should in no way dissuade you from playing a game as atmospheric, focused, and altogether clever as Machinarium. If you were interested enough in the adventure genre to hit the jump and read this review, then don't worry -- some hiccups notwithstanding, Machinarium is just plain one of the best adventure games ever made.

Go get it already.

Score: 9.0 -- Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title.)


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65 comments | showing # 1 to 50

Los255's Avatar - Comment posted on 10/19/2009 14:04
Los255
No surprise here. The game is just that good.

Also, don't forget that you can get the entire soundtrack if you buy it off the official website and not Steam.
Magnalon's Avatar - Comment posted on 10/19/2009 14:05
Magnalon
Everyone I've talked to that's played this game loves it. It's sitting on my desktop waiting to be played, so I'll experience it for myself eventually. Great review.
PappaDukes's Avatar - Comment posted on 10/19/2009 14:06
PappaDukes
Damn, I didn't even know this was out yet. I am now very pleased.
bluexy's Avatar - Comment posted on 10/19/2009 14:09
bluexy
DAMNIT! I'm halfway through writing my review as we speak... and you fucking stole my thunder! :D Awesome review for an awesome game. BUY THIS GAME! (my review will be out later today <3)
ArrestedDeveloper's Avatar - Comment posted on 10/19/2009 14:09
ArrestedDeveloper
I enjoyed the demo, maybe I'll have to pick it up after work.
bluexy's Avatar - Comment posted on 10/19/2009 14:10
bluexy
PS, that plunger was such an asshole.
bobyoko's Avatar - Comment posted on 10/19/2009 14:11
bobyoko
the "glory" of Zack and Wiki, eh? your judgement is clearly suspect.
Los255's Avatar - Comment posted on 10/19/2009 14:13
Los255
"rotate-these-three-dotted-rings-so-that-the-green-dots-are-all-resting-in-the-center"

I fucking hated this one. I'm pretty sure that I took like 30 minutes to solve it, and it was so satisfying when I did.

Considering that this game if from the guys that made Samarost 1+2, and I couldn't play/stand more than 5 minutes of it, it's kind of surprising the quality and effort that this game has projected. Amanita Design is definitely on my radar.
Happy Chainsaw Man's Avatar - Comment posted on 10/19/2009 14:17
Happy Chainsaw Man
I gave the demo a fair shake, but I just don't enjoy these types of games. I do love the art style and overall presentation though.
dwolfwood's Avatar - Comment posted on 10/19/2009 14:18
dwolfwood
Looks great, I'll download this asap
Ikey Heyman's Avatar - Comment posted on 10/19/2009 14:28
Ikey Heyman
haha, good. I was just playing the demo today and was wondering if/when dtoid was gonna review it. I liked what I played, yes I did.
feighnt's Avatar - Comment posted on 10/19/2009 14:37
feighnt
wow, what a turn-around - i recalled your preview, and figured you were going to trash this one. pleasantly surprised :)

it wasnt just you with the plunger, btw - i went searching around for a godawfully long time last night for the stupid thing.
Chad Concelmo's Avatar - Comment posted on 10/19/2009 14:42
Chad Concelmo
Best game EVER! I love it so much. :D
Tarvu's Avatar - Comment posted on 10/19/2009 14:44
Tarvu
Good demo!
UglyDuck's Avatar - Comment posted on 10/19/2009 14:45
UglyDuck
Excellent game. Well worth every penny. Only disappointment is the lack of the random interactivity from Samarost 2. Being able to interact with random things without any strict consequence was fun. It really immerses you in the world without needing any overt story or reason. It's still there in subtle details though, like when the robot slides down the banister or they way NPCs act.
Johnny Justice's Avatar - Comment posted on 10/19/2009 14:50
Johnny Justice
It's a brilliant game.

The only thing that has really bothered me so far is the game of Gomoku (5-in-a-row board game) you are forced to play at one point. I started to feel a little more dread when I came across a siding puzzle (hate them), but mercifully one of the pieces falls out. This is done as part of an overlying puzzle.
grafkhun's Avatar - Comment posted on 10/19/2009 14:53
grafkhun
Beat it on saturday and loved it. Although I didn't like the logic puzzles, felt they broke up the pace a bit too much, I did like the hint system. Whenever I used it, like five times, I never thought it was too much or too little. Still, glad to see you liked it Anthony even after that negative preview.
Anthony Burch's Avatar - Comment posted on 10/19/2009 14:55
Anthony Burch
"Considering that this game if from the guys that made Samarost 1+2, and I couldn't play/stand more than 5 minutes of it"

Yeah, tell me about it. I have no love whatsoever for Samorost, but I really dig Machinarium. No idea why.
Black Wombat's Avatar - Comment posted on 10/19/2009 14:59
Black Wombat
Those screenshots are the only thing I need to be encouraged to buy this game.
DanlHaas's Avatar - Comment posted on 10/19/2009 15:02
DanlHaas
You know I love your reviews, Ant, and the game mechanic critique here is much appreciated, but for Christ sake, you could spend more than a few tangential sentences describing how goddamn breathtaking the game is. Really. It's not something to be ignored with this game.
TripleZer0's Avatar - Comment posted on 10/19/2009 15:11
TripleZer0
I don't really like this genre of game but the artwork is just too beautiful and haunting to pass up.
Chack's Avatar - Comment posted on 10/19/2009 15:30
Chack
I knew it since the first time I saw a video of this game. I am so buying it!
Emrah's Avatar - Comment posted on 10/19/2009 15:32
Emrah
I may grab this when they do a weekend sale or something..
Solidus187's Avatar - Comment posted on 10/19/2009 15:34
Solidus187
The artwork style is amazing, I might get this one even though I'm not crazy about the genre.
AfroWalrus's Avatar - Comment posted on 10/19/2009 15:52
AfroWalrus
Any puzzle game where the review features the phrase "Balls to the wall" is good in my book. The art style looks great and the world interesting. I'll have to give this a shot when I get $20 to spare.

Also, is colorblindness actually going to be a problem in this game? I have enough trouble telling the teams apart in TF2, I don't want to have to solve color puzzles too.
lhaymehr's Avatar - Comment posted on 10/19/2009 16:02
lhaymehr
Anthony, you get frustrated way to easily. This game is a masterpiece in every fucking way, except for the tic-tac-toe puzzle (which is frustrating). Overall, I give your review a 8.9

:x
Tuxy79's Avatar - Comment posted on 10/19/2009 16:09
Tuxy79
Will this come to consoles?
Mr Pibb's Avatar - Comment posted on 10/19/2009 16:21
Mr Pibb
I played the demo, the movement hotspots felt a bit unnatural and restrictive at first but once you understand what it's trying to do you can appreciate its streamlined approach. I'll probably wait until it goes down a bit in price, hopefully there'll be a weekend deal.

Also, Anthony have you played The Longest Journey? I played through it a bit ago and thought it was magnificent but noticed that you didn't mention it among other adventure games in the review. If you haven't I would totally recommend it.
nukka jdav's Avatar - Comment posted on 10/19/2009 16:24
nukka jdav
Don't forget to mention the music! It's fucking great!

Order from the their actual webpage everyone, you get the soundtrack free!

FUCKING LOVE THIS GAME...I was very sad when it ended.
WarZombie's Avatar - Comment posted on 10/19/2009 16:28
WarZombie
I wanted to buy this game because of it's visuals alone. Looks like I'll need to save up to get it, because everyone says it's amazing. I've never played an adventure game that I can remember, so I'm excited to give this a go.
perri's Avatar - Comment posted on 10/19/2009 16:30
perri
Got it, still haven't played it- Wednesday it will be mine! Anybody know if I can download both mac and PC versions if I ordered if off their site?
natetehgreat's Avatar - Comment posted on 10/19/2009 16:49
natetehgreat
I've been anxiously awaiting this very review and the result is a nice surprise. Great review, too.

Reading your preview of the demo, I was worried Machinarium would lean too heavily on form over function. Sounds like a little polish—like correcting the odd inability to combine the cone with the bulb, for instance—really made it shine.

If only there was a subtle shadow/outline that appeared when mousing close to a nearby interactive object, rather than requiring the player to rely on the change from mouse pointer to hand.

But anyway...BOUGHT.

(p.s. I sincerly apologize for calling you a "fucking prick" in the comments section of your Citizen Kane/Metroid Prime rebuttal. That was both lame of me and untrue.)
Mirax's Avatar - Comment posted on 10/19/2009 16:52
Mirax
I need this game right now.
Scorpi's Avatar - Comment posted on 10/19/2009 17:06
Scorpi
I have seen so many people talking about the plunger - I can't understand it. When I was first in THAT AREA, I saw the plunger immediately - it was so obviously a tool for a puzzle, that I tried to get it for the puzzle I was currently in. Later on, when you can go back to THAT AREA, the first thing I did was grab the plunger. Not to brag or anything, but maybe it WAS your collective colour-blindness
Tuxy79's Avatar - Comment posted on 10/19/2009 17:17
Tuxy79
This game reminds me of Myst.

Puzzles are so cryptic it's frustrating. I'm trying to like it so I can justify the purchase.
Gyrael's Avatar - Comment posted on 10/19/2009 17:23
Gyrael
Dammit. I have enough games to play already.
Los255's Avatar - Comment posted on 10/19/2009 17:35
Los255
I actually thought the plunger was some kind of slime or something about to fall from the ceiling. Plus, it looked suspicious and I couldn't tell what the hell it was at first so I clicked on it.
Anthony Burch's Avatar - Comment posted on 10/19/2009 17:39
Anthony Burch
AfroWalrus:
...No offense, but is that kind of colorblindness even possible? The TF2 teams are red and blue, about as far apart as colors get on the spectrum. I'm red-green, and have no problem with TF2.

There are some puzzles in Machinarium, though, that gave me pause -- a LOT of bits rely on putting green things in green areas and avoiding red things and red areas and while most of these nicely differentiate the two colors via their color tone/brightness/whatever the word is, one or two confused me for a few seconds until I looked really hard and saw the colors I was meant to see.
Paroxysm's Avatar - Comment posted on 10/19/2009 17:41
Paroxysm
Yeah that plunger was the only time I needed the walk through book. Why is a plunger there!?
IzekialRage's Avatar - Comment posted on 10/19/2009 19:01
IzekialRage
This looks like Beneath A Steel Sky and i liked that game so i will have to check this one out.
AfroWalrus's Avatar - Comment posted on 10/19/2009 19:16
AfroWalrus
@Anthony Burch
I'm Red-Green and Blue-Purple. Normally Blue-Red isn't a problem at all, but in Team Fortress when things are exploding, people are on fire or Jarate-ed, my eyes are too busy to figure out if the shape at the other end is a Red Heavy or a Blue Heavy. Playing on a laptop with all the specs turned down on 600x480 probably doesn't help either. I just play Engie and let the turrets decide who to shoot.

As for Machinarium, I'm not too worried about the color puzzles. I've muddled through that kind of thing before with a bit of trial-and-error, and even if I can't there's always the good book.
Magnalon's Avatar - Comment posted on 10/19/2009 20:38
Magnalon
How long is it, by the way?
garison's Avatar - Comment posted on 10/19/2009 20:48
garison
$20 seems like a lot for a downloadable game ... and what about the multiplayer? This game looks like it has no replayablility whatsoever ...






JK. Game looks amazing. I'll download it first thing Wednesday when I have money. Thanks for the amazing review, Rev =D
MountainGorilla's Avatar - Comment posted on 10/19/2009 21:53
MountainGorilla
Man, I love that Penny Arcade strip. I will get this game on everyone's recommendation.
Dexter345's Avatar - Comment posted on 10/19/2009 22:26
Dexter345
I will get this when i can spare the money.
fozzyozzy's Avatar - Comment posted on 10/19/2009 22:45
fozzyozzy
This game is very good. The thought bubble sequences convey so much about the characers. My only qualm is that the interactive objects in the environment only appear useable when you're in the right spot. It takes a lot of time to move the little guy around just to see what he can pick up.
DrManik's Avatar - Comment posted on 10/20/2009 01:18
DrManik
@Magnalon I don't know how many hours, but I got it yesterday and beat it today. It's on par with most any adventure game, so long as you don't follow a walkthrough of course.
feighnt's Avatar - Comment posted on 10/20/2009 01:40
feighnt
aah, i just beat the game. someone else must've noticed the Samorost reference, late in the game! :D

Scorpi: *i'm* not colourblind at all (was even tested recently), and i missed the plunger.

though, to be fair, after i left the prison i saved the game - it's possible i noticed it when i was first in the prison and then forgot when i next played. but i found the plunger to be really hard to see, nonetheless.
TheStripe's Avatar - Comment posted on 10/20/2009 03:23
TheStripe
The fucking Gomoku game with the robot in the bar is a fucking waste of my life. Did no one tell these guys that the game is fucking solved for black? A good enough algorithm is a sure win for black, and even forcing a draw isn't enough to beat the fucker. I know for a fact that the walkthrough isn't going to tell me how to beat that fucking asshole robot at Go. Can anyone here give me a detailed play by play before I delete this piece of shit game and DoS the dev's website?
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