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Samorost 1 review4/8/2023 The structure of many of the puzzles draws much parallel to the puzzles in Coktel Vision's Gobliiins series, in that you have to try interacting with various elements of the scene to observe what happens and then perform a single or a series of actions in combination to solve a puzzle. There are also some elements of certain scenes that cannot be clicked on but react when your cursor moves over them: slender grasses unfurl and umbrella shaped flowers shut themselves. The way you interact with the game is interesting as well: at times it seems as if you have taken on the role of the protagonist and are controlling his movements, but at other times it is as if you are looking into a living diorama, manipulating parts of it for the protagonist. Clicking on an object may push it, turn it, open it, move it, pick it up, or make the protagonist interact with it in some way. The game's interface is about as simple as an adventure game's interface can get: there is only a single cursor, which changes shape when it is over a clickable object. There is even a world that looks almost like a gigantic living creature. Some of them vaguely resemble planetoids, while another is reminiscent of a space station. This is especially true when it comes to the various worlds of Samorost (which the game is named after) that are bizarrely shaped structures seemingly floating in a starry void. The game's backgrounds often combine organic with inorganic elements, sometimes to the point where it is difficult to tell what is natural and what is not. Every scene has its own unique flora and fauna-gigantic pill bugs tall, segmented, bare trees with branches jutting out at 90° angles creatures that look like a cross between an anteater, a rabbit, and a monkey and even slender, luminescent mushrooms. The graphics are a combination of simple cartoons and photorealistic objects that mesh together remarkably well. In fact, both games are so unique that is difficult to describe them satisfactorily. The sequel shares the same surreal design as its predecessor. Once there, he is faced with the problem of how to get inside the fortress and rescue his dog. He immediately takes off in his own ship and follows the creatures back to their own world: an enormous, organo-mechanical fortress. He looks out the window just in time to see the creatures getting into their ship and taking off. The noise made by the dog attracts the protagonist's attention. Rather than run away, however, the creatures throw the dog into a sack and start making their way back to their ship. When the correct hotspot is clicked on, the protagonist's dog charges the invaders, barking madly. The introduction pauses here, but clicking on a certain item makes it continue. After determining that the coast is clear, the creature and its companion walk over to a small grove of trees and start plucking fruit from them. The ship lands at the edge of the yard, and a blue-skinned, bug-eyed creature cautiously steps out of the craft. We then cut to a close-up of the protagonist's house and yard, where we see a dog (which obviously belongs to the protagonist) bark frantically at the approaching ship before fleeing into his doghouse. As the game opens, we see a strange spacecraft approaching the protagonist's home. It stars the same little simply attired man from the original title. Samorost2, as the name indicates, is the sequel to Samorost. Amanita Design's Samorost2 (also known as Samorost 2) definitely falls into the latter category. Some are easily solvable in minutes, while others can take considerably longer to complete. There are a multitude of Flash games available, many of which are playable online with a web browser. It is used to create animations, web sites, and games of all kinds. Adobe Flash (formerly Macromedia Flash) is among the most popular development tools for online and offline media.
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