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from Machinarium, and the earthy roots, furry forest creatures, gnomes, and cosmic little green men of Samorost have been replaced by an industrialized metal cityscape of dive bars, jails, factories, and bombs, populated by rusty robots and hunks of junk, cops and crooks and gamblers and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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10.19.2009

Machinarium is here!



Machinarium was just released on Friday, and it's bigger, longer, and better than anything Amanita Design has done before. It's got gorgeous visuals, an intriguing world, well-constructed gameplay, and a truly stunning soundtrack.

I'll elaborate on my impressions of the game in another post, but for now, I just want to remind everyone that it's time to go and play it. Go buy it now, or try the demo first if you really need convincing.

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7.24.2009

Flickr raid: Wondrous things

8.16.2008

Hot air and fantasy

If you're going to be in or around or able to get yourself to New York next weekend, there's still time to sign up for the second-ever Dances of Vice festival, the Munchausen Time Travellers Ball.





Each DoV event has a different theme -- the last festival was Steampunk, and they also run regular one-night dance club events with themes like Masquerade and Shanghai Vice. This one aims for a fanciful aesthetic inspired by stories about the life of the Baron Hieronymus Carl Friedrich von Munchausen, on which the 1988 Gilliam film The Adventures of Baron Munchausen was only one take. The Baron von Munchausen was known for his wild tales in which he was portrayed as an intrepid adventurer and incurable dreamer who tangled with Turks, gods, bureaucrats, sea monsters, and the King of the Moon.






The events program promises a weekend crammed with music, entertainment, and fashion, with a Victorian and Rococo picnic at the New York Botanical Garden on Friday, a gala at the Montauk Club (shown below) on Saturday, and the ball itself at RebelNYC on Sunday. There will be vendors, fencers, dancers, lectures, fashion shows, and live harpsichord music among the many offerings.





The attractions are always great, and Dances of Vice can be counted on to throw a big party with a great atmosphere and everyone turned out in their best and dressed to the nines (whatever the particular style, whether Victorian, Elizabethan, Romantic, Steampunk, Fantasy, Vintage, or any variation thereupon).

Visit the Dances of Vice Festival site to learn more and reserve tickets. Maybe I'll see you there?

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4.09.2008

Mechanical menageries

French sculptor Edouard Martinet uses scavenged materials to create his metal birds, bugs, and other critters. The resulting figures are surprisingly naturalistic and organic.
Via Bibi's Box.






Cabaret Mechanical Theatre is a traveling collection of automata by contemporary artists. Check out the "Artists" and "Exhibitions" categories for images. Of course, automata are best appreciated in motion: here's an animation of the naughty Honeymoon Bed.








What is it about insects and machines that makes them go together? Insect Lab pushes the concept with its creepy-cool, steampunkish mad science creations that fuse gears and springs to insect specimens, ranging from spiders and scorpions to beetles, dragonflies, and even butterflies. They're even for sale, should you be inclined to acquire one of these exquisite curiosities for your own wunderkammer.
Via Bibi's Box.






These insects are 100% machine, no nature here. And that goes for the dissected resin skulls, mechanical body parts, and other sinister posthuman devices with names like "External Video Eyeware Apparatus" and "Lethal Injection Attack Droid Prototype". That would be The Sculpture of Christopher Conte.
Via Bibi's Box.






Ann P. Smith's Robots don't look quite as ready to take over the world. They're charming, winsome animals, cobbled together from colorful spare parts and set in motion. The site includes videos of a few of the models in action.






More bugs -- the metal insects wrought by Ukrainian artist Andrew Severynko are twisted, hulking monstrosities, alien and menacing. He also sculpts a mean airship.



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10.17.2007

The latest in Samorost-style games

Things are looking good. First of all, there is a new project from Samorost creator Amanita Design: it's not Samorost 3, but a new game, called Machinarium. And boy, does it look good.

It's due in late 2008, and you can hang out at the new Machinarium forum for a dose of hype to hold you over until then.





I realize I haven't actually presented any of Amanita's non-Samorost games here before, so in case you've missed them, you'll want to check these out:

The Quest for the Rest is a promotional game created for the band The Polyphonic Spree, in which members of the band go questing for their missing fellows. It's a lovely little game, with all the ethereal beauty and whimsy of the Samorost series.





Rocketman VC is a very short game promotional game made for Nike, in which pair of scientists work to power up a pair of basketball shoes. Despite the un-magical premise, Amanita's signature style and flair make it worthwhile.





The Pantry is not a game, but an interactive toy. Play with the things on the shelves to trigger strange effects.





Now that those are out of the way, some games that are actually new:

Haluz Games, the development studio of Tomas K., who brought us the delightful Samorost-inspired Haluz (see my original post on Haluz here), is back with a nicely redone site and a splendid sequel: Haluz2. Samorost's influence is even more apparent in this game, which is a little less cartoony and more magical than its predecessor. Fans of Samorost will feel right at home among its photorealistic mossy, mushroomy landscapes (drawn from photos of sites in the Carpathian mountains), drippy caves, growing flowers and assortment of birds, bugs, and woodland creatures. Other influences the creator has named include Shift and Wogger.

Taking another page from Samorost, Haluz Games has adopted Amanita's Samorost 2 distribution model -- the first few levels of Haluz2 are available to play online for free, with the remaining levels and soundtrack available to purchase. The full game can be downloaded for offline play with or without the soundtrack, and the soundtrack is also available for purchase as a CD. (Unfortunately, there is no game and soundtrack CD package.) I bought the full bundle, and I can wholeheartedly recommend it. Haluz is a worthy newcomer to the burgeoning Samorost-style genre, and deserves support. I'd love to see a Haluz3 someday.

Haluz2 walkthrough at Games on the Web.





Automaton is a very cool steampunk game that follows the adventures of a telekinetic automaton and his creator. Nice plot and scenery, and great steampunk atmosphere, including a nice historical montage by way of exposition. The text could have used a good editor, though. The game can either be played online or downloaded for offline play.
There is a walkthrough at Jay is Games if you don't like the one that comes with the game.
Via Brass Goggles.





Curious certainly is. It's a promotional game for the University of Salford in Manchester, and it's a nonsensical, kind of cartoonish photo collage of random events set vaguely in and around the Salford campus. Except for the pictures, it doesn't seem to have much to do with the university, except I suppose the spirit of playful discovery desirable in a prospective student ("limitless possibilities" is the tagline). Typical Samorost-style gameplay: help the character progress from one side of the screen to the other through a series of levels. It's quite cute. Just curious, is all.
The game provides its own hints, but you may want this walkthrough at Free Games News.



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