Robots behaving like humans are cute and funny. I don't know why this scenario generates such a response in us – maybe anthropologists or geneticists have a theory. Amanita Design, however, grasp this fact instinctually, as displayed by Machinarium, their latest miniature masterpiece which is overflowing with dozens of delightful little robotic characters.
The game is set in a city made of pipes, tubes, and rusting metal edifices. Despite the scrappy aesthetic, every decaying detail is carefully orchestrated and designed, resulting in a surreal, beautiful world inhabited by a cast of automatons that make it feel like a robot fairy-tale. Our nameless mechanical hero is first seen crashing in the outskirts of the city, expelled for reasons unknown, and starts the game looking for his stray pieces and putting himself back together. He then must make his way back inside the robot enclave, where he uncovers a heinous plot by a gang of criminals to bomb the tallest tower in the city.
Despite being entirely wordless, the story achieves a surprising degree of complexity and is never confusing. Players eventually learn all about who runs the robot city and why our protagonist was in the crash in the first place, plus solve plenty of problems for the city’s inhabitants, a lot of them caused by the thuggish criminal ring. There's even a love plot, in which the robot hero must rescue his girlfriend from servitude at the hands of the criminals. The characters converse telepathically, with scratchily animated thought bubbles for the benefit of the player. These living pictograms are beautifully rendered, very funny, and one of many highlights in a game that is almost an embarrassment of visual riches.
The game’s distinctive style of art and animation is evident from the opening cutscene. Graphics are two-dimensional, and created primarily from hand-drawn sketches using a soft, moody palette of de-saturated colours. To animate the characters, these picture-pieces are moved like paper dolls to achieve motion. This is, of course, a rather drastic over-simplification. Any jerkiness or inelegance you might expect from this technique is negated not only by the fact that all characters are robotic, but also by the array of smoothing, motion blur, and distortion effects used by the animators to create a seamless, cohesive world. Machinarium doesn't really look like any other game, except maybe Amanita's own previous Samorost series, but here the "living decoupage" style relies entirely on original drawings, not a hodgepodge of photography and artwork. The style creates a surprising sense of depth; all the striking colours and layering create a tangible world in high resolution.
The best part of the visuals however, is the sheer wealth of animation. Whereas many adventures skimp and save in this area, overextending their resources, Amanita packed each scene with dozens of graphic details. Backgrounds feel alive: water drips from fountains, lights flicker, vents steam. Visiting Machinarium is like visiting a place, not a series of backdrops. For example, at one point you are able to open a prison cell and solve a puzzle to help the inhabitants escape. Inhabitants, plural. It would have been just as functional in terms of gameplay to place one robot in the cell. But here there are two. Why? Because it's a more visually arresting, humourous image to see the pair try and sneak past the guard. The developers didn't have to go the extra mile, but I'm glad they did.
Another example comes from the protagonist's idle animations. In many games, when you don't interact with the character for a few seconds, they perform a short animation; scratching their head, tapping a foot, etc. Here, there are about half a dozen idle animations, all amusing, and ranging in complexity from simple arm-folding to elaborate thought-bubble daydreams. Like the rest of the game, these are gently, whimsically funny.
Our robot hero doesn't just stand around, however. On the contrary, you'll need to use his abilities in creative ways to triumph in this bizarre environment. By clicking and dragging his body, you can change his height between three basic states; tall, normal, and crouched. You'll have reason to utilise each of these different states throughout the adventure, as he can only interact with the things within his reach. Whilst it may sound like a simple feature, the way the height changes are used are consistently inventive. The obstacles our protagonist faces are inspired by the heritage of traditional adventure games and logic puzzles, but with neat Amanita twists.
The character has an inventory (he swallows items and keeps them in his torso, offering several more examples of animated diversity), but although it is used extensively, this is not an inventory-dominated game. What the developers excel at are environmental puzzles that work like a contextual Rube Goldberg machine. The player modifies the landscape (programming a console, moving a wire) and can interact with something or someone (say, a lever) to "run" a scenario and watch the results, which can be adjusted and repeated as many times as it takes to achieve the desired outcome. At one point, for example, you need to catch a robotic cat. There's no need to bring along any inventory, but the steps you need to follow are both pretty complex and wonderfully comical. At least six separate steps are required to complete it, and the interactions between our protagonist, a robot electrician, the cat and a mechanical bird provide the basis for a cute bit of physical comedy.Continued on the next page...