Machinarium

Hopefully by now, you've played Amanita Design's marvelous point-and-click adventure/exploration/music-time story-thing Botanicula. But I'm entirely open to the idea that you have not—and so is Amanita, who have now made the first section of the game playable for free through their website.


You may recall that earlier this year I said Botanicula so charming that it stole Julia Roberts away from Pretty Woman-era Richard Gere. That about sums it up. You really should play this game: It's got a great sense of humor, beautiful art, and one of the best and most distinctive soundtracks of the year.


Don't take it from me! Head on over to Amanita's site and play the game for free. And bear in mind that there's much more to the full game than the bit in the demo; all sorts of hidden joys and fun digressions. You'll see. Go play.


Botanicula Demo [Main Page]


Machinarium

I think that Botanicula, the new game from Machinarium indies Amanita Design, is freakin' wonderful. I already wrote about why I like it, so read that if you're wondering about the game. Short verzh: If you have a heart and like lovely and funny things, you should play it.


Botanicula comes out today, and as part of a promotion, the Humble Bundle guys just let us know that they have created a special bundle just for the game. They also sent this goofy-ass video to promote it. Heh.


You can pay whatever price you want (!!), and if you do, you'll get Botanicula as well as Aminata's other two games, Machinarium and Samorost 2, both of which are great in their own right. You'll also get the soundtracks for all three games, which are all so good that they're pretty much worth the price of admission on their own.


If you pay more than the average price, you'll also get the (probably weird and delightful) Czech film Kooky, with art direction by Amanita's Jakub Dvorsky, as well as Windowsill, another point-and-click game from Vectorpark.


The kicker is that not only will you feel good about yourself for getting a bunch of great games for basically no money, but you can also pat yourself on the back for saving the planet—you'll have the option of donating a portion of your purchase price to the World Land Trust.


So what are you still sitting here for? Go do this thing. Play Botanicula!


Humble Bontanicula Debut [Humblebundle.com]



Pay Whatever You Want For The Lovely Botanicula, Get A Bunch of Other Free Stuff Too


The Splendid Botanicula Overflows With Weapons-Grade Joyfulness

Joy is a terribly underrated commodity in video games. Most of the games I play inspire all kinds of feelings-stress, tension, exhilaration, frustration, even less-celebrated but still mentionable sensations like "comforting routine" and "empowering murder-fantasy."
There aren't all that many... More »



Machinarium
The Splendid Botanicula Overflows With Weapons-Grade JoyfulnessJoy is a terribly underrated commodity in video games. Most of the games I play inspire all kinds of feelings—stress, tension, exhilaration, frustration, even less-celebrated but still mentionable sensations like "comforting routine" and "empowering murder-fantasy."


There aren't all that many games that make me feel really, truly joyful. Botanicula is one of them.


Argh, this game. This game! It's basically a government-created smartbomb designed to deliver a payload of exuberant joie de vivre from your hard drive straight to your brain. Except it wasn't made in some government lab—it was made by actual people who put their actual selves into it. The result is a gorgeous, hilarious, endlessly creative, warm-hearted thing.


Botanicula, which comes out tomorrow and costs $10, is basically a point-and-click adventure game for PC, Mac or Linux. You'll be able to get it from Steam, the Mac App store, from GOG.com or direct from the developers.


In it, players control a group of five little nature-dudes who live in harmony on a giant tree. I call them "five little nature-dudes" since each one is different and it's not entirely clear just what they are. There's the little one-winger dragonfly dude, the little branch dude, the little(ish) fungus dude, little mushroom dude, and little glowing nut-dude.


Uh oh! Some scary black spider-things that more or less represent "evil" arrive and start sucking the life out of the tree. The head little nature-dude, (glowing nut-dude if you're keeping track) sees a vision and decides to get his little dude-friends and set out to stop them.


This is all conveyed without words—just like Machinarum, there's no talking in Botanicula, just goofy sorta-speak from various characters as well as visual representations of text that play like little cartoons.


Botanicula comes to us from Amanita Design, an independent Czech game development studio headed up by Jakub Dvorsky and Tomas Dvorak. Amanita is probably best known for their fabulous and too-often-overlooked adventure/puzzle game Machinarium. Have you played Machinarium? Good god, what are you doing with your life, etc. Go play it, etc. It's on like every platform known to man.


Where Machinarium relied on ingenious (if at times very difficult) puzzles roadblocking your progress, Botanicula is much more exploration-focused and, perhaps, approachable. I've been moseying through it and while all of its puzzles require brainpower and creativity, they're nothing close to the difficulty of Machinarium. They are fantastically creative, though—the game found a splendid number of ways to use my Macbook's trackpad, backing up Tim's notion that the apple trackpad is the best game controller yet made.


Botanicula feels designed to draw you into its world and, once it's got you there, to delight the living shit out of you. The world is organic and real-feeling from the first moment of the game. The art and colors are vibrant, soft, and lush. The puzzles and sequences themselves are all unique and memorable—you'll never repeat a single action, and each each new area and challenge arrives at new creative heights.


Botanicula feels designed to draw you into its world and, once it's got you there, to delight the living shit out of you.

This game has been realized down to its tiniest details—many of the best gags are easter eggs that have no effect on the game whatsoever. (Watch out for the penguins, is what I'm saying.) The character animations are so good, so funny, that they recall Pixar's best and most charismatic silent beings—say, the robots of Wall-E. Each character was animated with flawless comedic timing—a pause here, a beat there—that makes every tiny movement a pleasure to watch.


On top of all that, Botanicula is possessed of one of the most creative and endearing soundtracks I've heard in ages. And that's not just my well-documented bass clarinet bias talking.


All of the sound effects and music in the game were created by the band DVA, who for the bulk of their sound rely not on instruments or samples but on human voices. Almost every humming insect, growing flower, and plunking, crashing sound effect was created by a human voice. It gives the game a loopy, child-like energy that in this age of (don't-get-me-wrong-lovely) chiptunes and electronically augmented sample libraries. It feels damn near sweded.


Friendly John Walker at Rock, Paper Shotgun observed that the soundtrack recalls the (hip! good! worth checking out!) band The Books, and he's spot on—from the moment the game started, I felt as though I was playing a video game version of The Lemon of Pink.


Curses. I don't want to get sidetracked on the soundtrack just yet. For now, just… the soundtrack to Botanicula is pleasing, hilarious, winning, touching, and flat-out gorgeous. It sounds entirely unlike every single other thing ever.


To sum up, here are some 100% true facts about Botanicula:


  • Botanicula is so adorable that it can only be controlled by picking up a puppy and moving its puppy paws on your computer's trackpad.
  • Botanicula is so funny that after they played it, the cast of Parks & Recreation said, "Wow, that's pretty damned funny."
  • Botanicula's music is so good that the people who wrote the theme song to Parks & Recreation said, "Wow, that is some damned good music."
  • Botanicula's sound effects are so good that you won't even notice that a lot of them involve a dude making chewing sounds in close proximity to a microphone. You'll even think it sounds cute.
  • Botanicula is only on PC but feels destined for the iPad, so you should play it so that in six months when all the iPad people are freaking out you can be all hipster about it.
  • Botanicula is so charming that it stole Julia Roberts away from Pretty Woman-era Richard Gere. He was pretty pissed but reported that he "couldn't stay mad at [Botanicula]".
  • Botanicula is so organic that it won't deign to be sold in Whole Foods. It is so organic it lets out a quiet-but-not-that-quiet snicker every time someone brings up The Omnivore's Dilemma at a dinner party.
  • Botanicula is so clever that it snuck up behind the raptor that snuck up on Muldoon in Jurassic Park. "Clever game," said the raptor.
  • Botanicula is so damned good that it probably won't even wind up on Metacritic.

And so okay, yes, it won't be to everyone's taste. It's not exactly that difficult and there's not as much "game" to it as there is to many other games.


Vampires and Republicans probably won't like it. It'll probably go over the heads of most babies, and Vulcans won't see the appeal. Ditto serial killers and dead-but-actually-secretly-comatose soap-opera characters and people who paid to see Stan Helsing in theaters.


But whatever, I'm not talking to those people. I'm talking to you.


Botanicula is so good. You should play it.


Machinarium - Valve
Check out the Indie Adventure Pack during this week's Midweek Madness!

This bundle has five great indie games for one fantastic price!

The Indie Adventure Pack includes:
*Offer ends Thursday 4PM Pacific time.

Machinarium

Man, I want to play Botanicula. Amanita Design won me over forever with their splendid adventure game Machinarium, and I've been looking forward to its follow-up Botanicula ever since I first heard about it.


Today, Amanita announced that Botanicula will be released for Windows, Mac and Linux on April 19th. No word on an iOS release.


Take a look at this trailer and you'll see what I'm talking about. Can't wait for this one.


Darwinia


What began as Good Old Games, GOG.com, has relaunched to sell new PC games alongside old.

'GOG.com relaunched to sell newer PC games' Screenshot gog

The relaunched Gog.com.


Therefore, the Good Old Games meaning will fade away. The company will be known instead by the acronym-turned-company-title GOG.com. "It doesn't matter what G, O and G stand for," explained a post on GOG.com. "Gee Oh Gee dot com stands for high-quality, DRM-free gaming, each week with bigger and newer games."


Trine and The Whispered World are examples of 'new' games available right now. Legend of Grimrock is out 11th April. Spacechem, Machinarium and Darwinia are "coming soon". Apparently, more than 20 indie and new games have been signed for release in "the next few months".


The GOG.com website has been redesigned, and the GOG.com downloader improved.


CD Projekt used homemade RPG The Witcher 2 to test GOG.com as a destination for newer PC games. The result? Around 40,000 sales - the best result of anywhere but Steam.

Machinarium

Get Five Amazing Game Soundtracks For as Little as $1Hey, why should indie game developers get to have all the bundling fun? Game composers should get to experience the joy of bundling too. I'm glad to see that they finally are.


The folks behind the recent first-ever Indie Game Music Bundle are back with… can you guess the name?… the Indie Game Music Bundle 2! This one has five truly great soundtracks, which you can download for any price you'd like to pay.


You'll get the music from Aquaria, To The Moon, Jamestown, the bloody fantastic music from Machinarium, and even Superbrothers: Sword & Sworcery EP, which you'll recall was my favorite game soundtrack of all of last year. Jim Guthrie's work in that game is a big part of why I put it in as a contender for our Game of the Year award.


In keeping with the bundle tradition, if you drop $10 on those five soundtracks, you'll get even more soundtracks, with a lot of albums that I actually haven't hear, as well as some as-yet-unrevealed bonuses that will be unlocked if they sell enough copies.


Hmm. Unlocked as they sell more copies? That smells like gamification to me. It would seem that the musicians have indeed learned a thing or two from their game-developer brethren.


Well played, video game composers. Well played.


Indie Game Music Bundle 2 [Official Page]


Jan 10, 2012
The Secret of Monkey Island: Special Edition

Introduction


Once upon a time it was easy. Just 15 years ago most games slotted into their categories with librarian-pleasing snugness. Take the adventure game.


In 1985 they were text games with a focus on storytelling and puzzle solving. Five years later it was the same but with animated graphics and mouse clicks replacing the typing.


But defining the genre now is like hugging fog. The once firm borders of adventures have crumbled and their ideas have diffused out into the wider gaming ocean. Today the definition of an adventure game depends on what school of thought you embrace.


Dan Connors, head of adventure specialists Telltale Games, sees the genre as a broad church. His definition is inclusive not exclusive. It includes Heavy Rain and Uncharted as well as his company's more traditional efforts such as the Back to the Future adventures.


"In the late '80s and early '90s it was very clear cut," he says. "Now you could attribute the dialogue trees in Mass Effect to adventure games. A lot of the scripted storytelling in Valve's games comes from adventure games. I think adventure games went out and permeated every single genre because they've always remained the best way to interact with characters in a world and to interact with an environment."


Others view adventures in more exclusive terms. "Stories in games need to mould themselves around what gameplay a game is trying to deliver," says Charles Cecil, founder of Broken Sword developer Revolution Software. "Uncharted is absolutely not an adventure game as I would define it, same with Heavy Rain. Both require considerable expertise with a joypad and an adventure is a cerebral experience rather than one requiring manual dexterity."


A lack of violence or death is also a common trait of adventures, he adds. But even then Cecil's definition has grey areas thanks to the likes of L.A. Noire, which lets players skip the action and focus on its adventure-inspired detective work.

A Brief History


While the exact definition may be debatable, the origin of the adventure game isn't. The first adventure is the aptly named Adventure, a 1976 text game created by Will Crowther on his workplace's PDP-10 mainframe computer. It let players explore a world described in text by inputting verb-noun commands such as 'go north' or 'get torch'. As well as exploring there were puzzles to solve and monsters to encounter.


Within a few months a Stanford University student called Don Woods had rejigged the game, adding more puzzles, locations and fantasy elements. Woods' version became a sensation in the mainframe-computing scene of the late 1970s. Other computer users began creating their own adventures and it went on to inspire MUD, the first MMO - but that's another story.


By the time the first mass-produced home computers began rolling off the production lines adventures were an obvious choice for making the leap out of the labs and into our homes. In 1978 the first commercial adventure game - Adventureland for the TRS-80 - reached the shops. Its success established the genre as a mainstay of computer gaming and its creator Scott Adams formed one of the world's earliest game publishers Adventure International to feed the growing demand for adventure games.


Adams wasn't alone for long. The following year the MIT students who created the Adventure-inspired Zork! formed Infocom to bring their adventure to home computer users. Around the same time in California the husband and wife team of Ken and Roberta Williams set up On-Line Systems (later renamed Sierra On-Line) to publish Mystery House - the first adventure to include still pictures of its locations in addition to the usual text. Soon text adventures went global, spawning especially vibrant adventure game scenes in France and Japan - although it was the work of Infocom and Sierra that dominated the text adventure era of the early to mid 1980s.


But as the '80s progressed the adventure game began to evolve. In 1984 Sierra came out with its fairy tale adventure King's Quest, which introduced animated visuals to the genre, and the following year Illinois developer ICOM Simulations released Déjà Vu: A Nightmare Comes True, which replaced text input with a Apple Mac-inspired point and click approach. By 1987 these two ideas - point and click interaction coupled with animated visuals - came together in Lucasfilm's Maniac Mansion. The text adventure had become the graphic adventure.


Lucasfilm's games outlet eventually became LucasArts, and it dominated the point-and-click era that followed with hits such as The Secret of Monkey Island (and at this time the adventure had mutated into a new genre - the visual novel - in Japan). In keeping with its roots in the movie business, LucasArts shifted adventure games away from Infocom's interactive novels to a more interactive movie with an approach drawing on the audio-visual and scriptwriting know-how of filmmakers.


By the mid-'90s adventuring's shift towards interactive movies reached its apex as the extra storage delivered by CD-ROMs allowed developers to add film footage, recorded audio and more detailed images to their creations. But for every CD success such as Myst or The Beast Within: A Gabriel Knight Mystery there were dozens of dismal games clogging the shelves such as Psychic Detective.


"They were an unfortunate blot of the history of adventures," says Cecil. "They came about because the bosses of publishers went to live in California because they thought it was cool to be near the film studios. Thankfully gamers just didn't buy them and it collapsed."


The adoption of 3D graphics and the success of the PlayStation blew the interactive movie dream apart. Players became more interested in the thrill of action than the slow, cerebral offerings of adventures. By 2000 the adventure game had become a niche genre, clinging on in places such as Germany but banished from the gaming mainstream. Deprived of an audience, adventure developers played it safe producing budget replicas of what was popular before the PlayStation.


It could have ended there for the adventure game, but in mid-2000s the tide started to shift. Telltale found success resurrecting LucasArts brands and selling them online as episodes rather than complete games. Then Nintendo's DS and Wii brought adventure games to a wider audience through games such as Hotel Dusk: Room 215 and most famously the puzzle adventuring of Professor Layton. Finally the success of the iPhone and other touchscreen smartphones created a gaming platform that had not just a mass audience but controls that were perfect for adventure games.

State of Play


Today adventures do sell in reasonable numbers and their number is spreading (there are even a few available on the Kindle). Cecil says the iPhone remake of Broken Sword sold three million copies, and Telltale is starting to release their games in stores with anticipated sales of 400,000.


Yet adventures often seem overshadowed by their past, partly because the point and click approach used in the LucasArts days is still standard. "It says something about how much love people have for the LucasArts style of gameplay that it's even talked about 21 years later as a one-to-one comparison," says Connors. "People still cling to this idea of what an adventure was in 1990."


But the way adventures function isn't as important as it might be for a first-person shooter says Dean Burke, creative director of the Hector games at Northern Irish developer Straandlooper. "The mechanics are rooted in the LucasArts games," he says. "But I feel that the reason people like adventure games is the characters in the stories. Adventures still have their flaws and could be improved, but the fundamentals will never change really. As with any form of entertainment it's about telling a good story."


While the core is unchanged, today's adventures place more emphasis on accessibility. "In the mid-90s adventure gamers liked the fact that they were getting frustrated so contrived puzzles sort of worked," says Cecil. "Now people want to play at their own pace."


As a result the puzzles are now more logical than the cryptic conundrums of old and adventures often include a hint option. The iOS version of Broken Sword, for example, has a hint option that offers a vague clue before, after several taps, the solution is revealed. "I was initially worried that people might find that it encouraged them to bypass the puzzles but it didn't," says Cecil.


More should be done though, says Jakub Dvorský of Amanita Design, the Czech developer behind 2009's robot adventure Machinarium. "Nowadays adventure games are more streamlined and accessible but they should try to be even more experimental," he says. "Any theme can be used for an adventure game and the developers should use their own new and distinctive approach to every aspect of game creation from plot and game design to graphic style, animation, music and sound."


The good news is that adventure developers now seem keen to experiment with new approaches. "The touchscreen is an extraordinarily good way of controlling an adventure because adventure games are very tactile in that you want to explore the environment," says Cecil adding that using first-person viewpoints, as well as the traditional third-person views, is something he is looking at.


Telltale, meanwhile, has tried to step away from the pace of traditional adventures with its latest game Jurassic Park. "We wanted it so that you come into the world and it makes you react and pulls you through it," says Connors. "We moved away from the 'I'm going to go through the world and interact at my own pace' and made it something where you need to react to the situation in front of you because it's a dangerous place. You know, we couldn't have it where you're trying to use a rubber chicken with a pulley in the middle on a dinosaur."

Machinarium


Canadian developer Brian Provinciano spent two months negotiating his contract with Microsoft to get Retro City Rampage on Xbox Live Arcade. It was, to say the least, a tough process - and one that he could have done without. It delayed the creation of the game, but in the end he thought f*** it, and signed on the bottom line.


Retro City Rampage was first announced as a WiiWare game. Then, all of a sudden, it was delayed on Wii and coming to Xbox first. Money hats, the Nintendo faithful claimed.


"I got a lot of flaming and hate and trolling from when I announced it was delayed on the Wii because it's coming to Xbox first," Provinciano tells Eurogamer. "Everyone thinks I got this big, huge chunk of money from Microsoft. I didn't. I'm poor and I've got nothing. They haven't given me anything."


So why go with the big M rather than the big N? Put simply, Provinciano had had enough.


"I had been pitching the game, doing documents, vetting all sorts of review stuff for months and months and months," he recalls. "The contract negotiation alone was two months for Xbox, trying to negotiate the nickel and dime of it. It was a really rough process. I'd say a good 85 per cent of developers you talk to have had unpleasant experiences. It's like, stop nickel and diming us. If you just let us make our awesome game it'll be better and it'll make more money for all of us anyway. That's my opinion.


"It's one thing to go through the difficult process of going through the gate and getting your game approved, but once it's approved it's a really rough process of negotiating and trying to get a fair deal for yourself. That's a tough part everyone has to waste time on. In any case, I was talking to a number of other big publishers as well, and some smaller ones. And I was talking with Sony. But it got to a point where I was so drained.


"It was the most unpleasant experience of this whole project. It's like, years and years and years have gone into this and the worst part of it all was doing the contract. I was so drained with it, and so tired. Every day I wanted to finish the game and get the game out the door, but I had to deal with emails and contract negotiation. After all of that time I was like, okay fine, I'm just going to sign it! I just want to get it over with! And so I did."


Provinciano's contract stipulates that Retro City Rampage must not appear on other platforms for a limited period of time. But some other platforms, which he refuses to divulge, are not covered by the clause. "If I really get screwed on the launch I can put it out on some other platforms immediately, because they aren't covered in the contract," he says with a glint in his eye.


Provinciano's story will be familiar to most who have made or are making games for Microsoft's hugely successful downloadable platform - and even to some who haven't. Take Amanita Design, the Czech Republic maker of enchanting adventure games Samorost, Botanicula and Machinarium, a game due out on PS3 early next year.


"First we wanted to create an Xbox Live version of Machinarium," Amanita boss Jakub Dvorský says. "Microsoft contacted us some time ago. They were interested and very nice. But after about half a year of negotiations, they told us they were not interested anymore because they decided they don't want to support games which are not Microsoft exclusive. We had already released the game for Mac and Linux, so they said they were not interested anymore."


Dvorský's experience is in part the result of a Microsoft policy exposed by Eurogamer earlier this year. In short, Microsoft reserves the right to not publish games on the Xbox Live if they have appeared on other platforms, such as the PlayStation 3 or Steam, first.


There are other rules. To get your game published on Xbox Live, you either need to sign with a third party publisher, such as EA or Sega, or go through Microsoft Studios directly, in which case you are forced to sign an exclusivity deal. "And they don't give you a penny," Provinciano reveals. "It's just an unfortunate thing."


Microsoft has defended its policies, and Sony has attacked them, but the reason for them is clear: Microsoft wishes to maintain quality control over XBLA, preventing it being overrun by below average games, and it wants to make as much of what's on offer exclusive as it can.


On the face of it, this means Xbox 360 gamers will not get to enjoy games that have launched elsewhere, such as Machinarium, but for developers there is an additional frustration.

Machinarium


The iOS port of PC indie point-and-click favourite Machinarium will be exclusive to the iPad 2 when it hits the App Store next month.


As reported by Pocket Gamer, the game is too beefy for the first iPad or iPhone 4, and developer Amanita Design refuses to cut content to squeeze it in.


"Unfortunately, the game is performance and memory demanding, so we decided not to make any compromises and make it available only for iPad 2," explained studio founder Jakub Dvorský.


The game has been submitted to Apple for final approval and, all going well, should be up for download on 8th September.


Amanita's delightful puzzle adventure first launched on PC back in October 2009, winning an 8/10 from Eurogamer. See our Machinarium review for more.

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