В Unmechanical вас ждут более 30 разнообразных головоломок, а также другие приключения в детально проработанном мире с уникальными уровнями и увлекательной атмосферой!
Дата выхода: 8 авг, 2012

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Об этой игре

Unmechanical — приключенческая игра, сочетающая в себе сложные головоломки, интересные уровни и увлекательную атмосферу. На пути к свободе вас ждет захватывающее путешествие по фантастическому миру плоти, камня и стали. Вам придется решить великое множество загадок, и, хотя в игру легко втянуться, чем дальше вы зайдете, тем сложнее станут головоломки.

Ключевые особенности:

  • Интуитивное и простое управление, использующееся для широкого спектра взаимодействий.
  • Тщательно проработанный мир с уникальными уровнями и увлекательной атмосферой.
  • Более 30 разнообразных головоломок, среди которых логические и физические загадки, а также задания на запоминание.
  • Погрузитесь в невероятные события и раскройте темную тайну с помощью загадочных подсказок.
  • Более трех часов головоломок, путешествий и приключений.

Системные требования


    • ОС:Windows XP с пакетом обновлений 3 или Windows Vista
    • Процессор:с тактовой частотой 2.0 ГГц и выше, или аналогичный процессор
    • Оперативная память:2 ОЗУ
    • Видеокарта:совместимая с SM3
    • DirectX®:9.0
    • Жесткий диск:1 ГБ свободного места
    • Звуковая карта:совместимая с DirectX
Полезные обзоры покупателей
3 из 3 пользователей (100%) посчитали этот обзор полезным
0.7 ч. в игре
Опубликовано: 16 декабря, 2014
отличная игра, рекомендую!
Был ли этот обзор полезен? Да Нет Забавный
1 из 1 пользователей (100%) посчитали этот обзор полезным
0.3 ч. в игре
Опубликовано: 15 марта
отличная игра,чем то схожая с машинариумом,только легче!проходится за пару часов,все достижения можно получить не сильно напрягаясь!настоятельно рекомендую!
Был ли этот обзор полезен? Да Нет Забавный
7 из 7 пользователей (100%) посчитали этот обзор полезным
6.8 ч. в игре
Опубликовано: 1 октября, 2014
A very short sweet physics-based puzzle game. I recommend to buy it on sale, totally worth 3 bucks.
Был ли этот обзор полезен? Да Нет Забавный
4 из 4 пользователей (100%) посчитали этот обзор полезным
5.5 ч. в игре
Опубликовано: 16 октября, 2014
Outstanding puzzler. Incredible atmosphere, not complicated puzzles. Can't reccomend it enough.
One weak aspect is the abrupt ending.
Был ли этот обзор полезен? Да Нет Забавный
3 из 4 пользователей (75%) посчитали этот обзор полезным
10.8 ч. в игре
Опубликовано: 29 октября, 2014
The following is from:


Unmechanical is not a word

But environmental is. And this is exactly what the game designers for Unmechanical did unbelievably right with how they designed their puzzles. I have been developing this theory about puzzles in games as having a line dividing them: on the one side are inductive puzzles (puzzles that implicitly communicate their parameters to the player via the environment and leave the player to discover the solution) and deductive puzzles (puzzles that explicitly communicate to the player the rules that govern the parameters of the puzzle and leave the player to deduce the solution). Now why did I use the word discover with inductive puzzles yet deduce with deductive puzzles? Could I have used induce instead of discover? Yes I could have. Should have I? No. Why? Because discover is much more engaging of a word. That is exactly the attitude you need when attempting to solve inductive puzzles. You need to engage every....... single...... ♥♥♥♥♥♥♥...... object......... because sometimes you never know which one will lead to the solution. Now I must admit that this strategy is used predominately in adventure games with what I call pixel treasure hunt. But Unmechanical did an "amazing" job at implicitly communicating the expectations of its puzzles using solely elements from the game. (If it weren't for this puzzle I would be able to take that amazing out of the parenthesis but leaving the player to figure out how to solve a puzzle can have some backdraft if not properly designed into the environment, as I will now address.)

The only issue I have seen with the inductive form of puzzle design is that heavy reliance on the environment to communicate the parameters of a puzzle means the designers have to heavily rely on solid environmental design. It is very easy to make mistakes here simply because humans are not accustomed to this form of communication. Imagine this: You need to tell your GF that you are going to be late from work. You can either call her and tell her directly (deductive) or devise a way for her to figure it out as she interacts with her environment (inductive). The latter is MUCH MUCH MUCH more enjoyable from a game design point of view...IF DONE CORRECTLY!!!!! However, nothing is more frustrating than knowing the game wants you to do something before progression in the story in allowed yet having no clue what to do.

In the end though, I applaud the design team behind Unmechanical for taking the inductive route of puzzle design simply because I don't see it often. Don't get me wrong, both forms of puzzles are wonderfully fun in their own right but too many developers take the easy route of writing a story for a game, then jerking the gamer out of that story every time a puzzle is introduced to explain the rules behind it. The rule of thumb I would have towards whether a game should have inductive vs deductive puzzles would be - respect the gamer's expectations. If you have inductive puzzles put every single drop of design juice into the environment to ensure that the gamer is communicated clearly what is expected of him to solve the puzzle without ever being jerked from the story. If you have deductive puzzles then take advantage of them by making puzzles with interesting rules that require back door logic, or crossword thinking to solve. DO NOT make a game that doesn't know what it is because the gamer will immediately know it and hate you forever for it.

Here is my Playalyzation of this game:

Был ли этот обзор полезен? Да Нет Забавный
3 из 5 пользователей (60%) посчитали этот обзор полезным
6.0 ч. в игре
Опубликовано: 13 декабря, 2014
You control a flying robot with a propeller on you head... well you are just a head, so... and you can fly and...
Anyway. This game is beautiful and charming puzzler. It's and adventure game with puzzles to occupy you.
You pick up things. You swap objects. You carry items. You rotate and align lasers. You time things righ so they get or don't get destroyed/damaged.
You do all this in air, on the ground and under the surface of water. There is a nice variety of puzzles: some are based on sound, some on timing, some on finding items that you can put to make something work. Certain puzzles rely on not hitting obstacles. Sometimes you have to use one thing to activate both detectors at the same time.
The setting is variable: industrial, biological, underwater, caves, volcanic. Variety is nice, but there are no sharp changes - it is all smooth.

This game is rather easy, but very enjoyable. You just focus on the world and keep going on. Definitely you will not suffer from the same type of puzzles. I don't think there are any frustraing or even difficult puzzles (maybe the second magnet will take you several tries, but nothing aggravating).

Graphics is great. Performance is excellent. Sounds are good and music is calm and pleasing.

The game is short. It ends quickly and leaves you wishing it was much longer. This is my main concern.

Is it worth playing? Absolutely. Puzzles are fun and atmosphere is fantastic.
Был ли этот обзор полезен? Да Нет Забавный