Nothing has any connection with what we know of the real world, you fly through space on a mushroom you "upgraded" with a bath tub and a plastic bottle, meteors are closer to sentient mangoes than the rocky visage you might imagine, and the language spoken by those actually capable of communicating is grade A gibberish. If you're at this point thinking that I'm employing copious amounts of hyperbole to describe these puzzles, you would be be wrong as I feel that I'm actually underselling the bizarre charm that permeates the world of Samorost 3. And what it could've been is a puzzle that revolves around stealing hot water from a monkey bath house located at the bottom side of a meteor, or one that requires you to help a trio of lizards sign opera in a perfect pitch, or even an entire section that has you work with black goblins from 'hell' in order to smelt a constantly-screaming plant in to something more useful. Its a small issue, and I'm fully aware that I'm nitpicking at this point, but the rest of Samorost 3 is filled with unique and creative puzzles that take full advantage of the fact that the world operates on a very loose definition of reality, so seeing a repeat of the same easy puzzle, over and over again, is an unfortunate waste of potential compared to what could've been. Guessing or repeating patterns in order to make music on a space-moth's antennas is a brilliant idea, and it fits perfectly in the cheerful, yet insane world that Samorost 3 inhabits, but some of the lustre is gone when you repeat the exact same task for the 5th time. I do have a few issues with the design of some of them, however, as Samorost 3 tends to fall back far too frequently on memorization-based challenges rather than straight up mind-benders that make you sit down and activate parts of your brain you never even knew existed. Because of this that I never felt frustrated or enraged in my 5 hours with Samorost 3, even though not a single world of spoken dialogue ever explained how the puzzles work. ![]() They don't feel like an obstacle you need to pass in order to continue on with the story, they are instead a living, breathing part of it. The reason I include Samorost 3 among that rather stellar group is because it manages to weave its puzzles in to the environment and the world itself. This exclusive company contains games such as: The Secret of Monkey Island, Day of the Tentacle, Machinarium, Deponia, and now Samorost 3. ![]() Out of all the games I've puzzled my way through, I can only really say a couple were genuinely fun to me, from the beginning to the very end. ![]() I never was much of a point & click fan, mostly because their convoluted, alien logic tends to clash heavily with my "keep it simple" style of thinking that was beat in to me through years of programming courses. That doesn't stop me from giving the genre a try every so often, but despite my best efforts I frequently either resort to a walkthrough or just get frustrated enough to quit entirely.
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