![]() However, Amanita Design circumvents this issue by making the world of Samorost 3 so engrossing and fun to wander through. Unless you are a complete pro, you most likely will need to use the built-in hint system a few times, which never gives you the solution, but nudges you toward it. Some of the puzzle solutions are out of left field. It can be difficult to figure out where to go next or what objects you can interact with. Sure, with Samorost 3, you will encounter some of the typical trappings and issues inherent to the point-and-click genre. Soon, you begin flying throughout the universe, helping people, solving puzzles, and meeting some extremely odd creatures. Using this flute, you must travel around your planet, listening to music and playing it back, solving puzzles, and acquiring objects so that you can build a spaceship. You play as a gnome who exits his house one day to find a flute has crashed from the heavens into his yard. You do not need prior knowledge of the first two games to be swept up into the universe the game provides you with. In fact, “charming” is probably the best word to describe Samorost 3. There’s a bizarre, almost dreamlike logic behind these fantastic landscapes and their ecosystems, and once you understand the connections between its parts and the consequences of your meddling-through-clicking, you can begin to solve the problems.Interacting with the strange denizens is one of the highlights of Samarost 3. Some of the spectacle is just there to be enjoyed and marvelled at, but some of it will also provide you with clues as to what you’re supposed to be doing to progress. It’s as silly as it is heart-warming and beautiful. Creatures sing, sigh, whisper and mumble with gusto and oh-so charming whimsy. The same is true for the game’s soundtrack created by Floex, which seems less like a thing apart than an integral part of this world less background music than emanation. All of this is animated with incredible care and accompanied by some of the most astounding sound effects I’ve ever come across in either a game or an animated film. You click on these creatures or objects, and observe what is going to happen as a result: bushes rustle and tremble, birds fly away, strange bug-crab hybrids retreat into their shells. Instead, you are encouraged to explore, and not just in a spatial, but also in an experimental sense. “talk to” or “open” in other games) and doesn’t even recognise right-clicking.Įven though you will have to complete certain sequences of actions to solve puzzles or problems, the arrival on a new planet rarely feels that way. You point at a thing, click, and something interesting and/or useful will happen even the clicking itself is decidedly minimalist, as the game doesn’t distinguish between actions (e.g. Neither are there complicated logic puzzles that will require a pen and paper to solve. There’s (almost) no backtracking or danger that you’ve missed some vital yet minuscule detail ten screens back, since most puzzles can be solved within a single screen, or a small handful at most. As a matter of fact, you’ll rarely be carrying more than two items with you, one of them being a trumpet you’ll use throughout the game, both as a hearing aid and a musical device. There’s no boatload of items to collect and carry around, and as a result no complicated inventory puzzles that require item combinations. Like Amanita Design's other minimalist games, Samorost 3 dispenses with many of the trappings usually associated with the genre. Technically, Samorost 3 is as point & click as it gets, but to describe it as a point & click adventure game is somewhat misleading. ![]()
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