![]() It is without question one of the most beautiful games I’ve ever seen, maintaining that collage look of machinery and nature, photography (I think) and wonderfully rendered artwork, with cartoon characters within.īy Samorost 2, things lasted closer to half an hour, and the art, animation and music had improved by considerable degrees (although the closing puzzle was a disaster). However, this time out the main character, his dog, and a few other peculiar creatures, are more carefully designed. They're textured and detailed in a way that makes them less awkwardly different from the world. But the real magic happens when you meet the game’s animals, flora and strange bearded denizens, who are the most astonishingly wonderfully animated creatures. Each scene is alive with detail, hidden extras to discover, and esoteric puzzles to solve by interacting with everything you can find.Īt the start, a horn descends from the sky outside our friend’s house. When he picks it up he discovers that it can be used to listen to specific objects and animals. Some of these noises are mad burbling fun, but others are little tunes that Gnome can play back (thankfully automatically – despite the hefty musical focus, there’s no core puzzle that requires playing back tunes) on the horn, causing animated thought bubbles to appear giving you hints about what you need to do, or initiating events in the scene. Via the horn you learn of a terrible series of events that occurred on other floating worlds nearby, where some sort of guardian person went rogue and began using a terrifying three-headed metallic monster to destroy local beauty and eat the souls of the land. That’s my interpretation of the wordless animations at least. Gnome begins his journey by working out a new way to get off his home land (the red rocket was destroyed in Samorost 2, of course), which involves a perplexing series of puzzles gathering various items, then building a ship out of an enormous inflatable mushroom thing, and various bits and bobs stripped from the surroundings. Once that opening sequence is complete, you can land on any other islands within your current orbit – a simple mechanical restriction that prevents your flying off to the end of the game at the start.Įach new land is a sumptuous bounty. New creatures, new sounds, new puzzles, and perhaps most significantly in this game, new music to hear. The soundtrack is core to the way you play, so many puzzles rely on crafting songs by clicking on characters, building harmonies, or hearing music on completion.Īmanita have always used Tomáš “Floex” Dvořák for their games, and he’s never been short of amazing, but this time his work is on another level. And none of them requires any musical ability on your part. There is a sequence in which a smattering of maggoty-termite creatures are trotting back and forth across a series of logs. It becomes apparent that you can interact with them, turn them around, even trip them up. ![]() ![]() Or, if you wait until they’re stood on their back legs, have them start singing. ![]() A song so beautiful it moistened my eyes.
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