Say they crashland somewhere and have to repair the ship to keep going, then the whole game is played by controlling both characters, just a thought.Īlso appart from those 2 there would be all new characters and a totally different environment.īeing afraid of a sequel because it just MIGHT "ruin" your precious memories of the original is something extremely stupid.35MM 39 Days to Mars 3SwitcheD 60 Parsecs! 60 Seconds! 60 Seconds! Reatomized 7 Billions Humans 7 Days to Die 7th Legion 7th Sector 8 Bit Arena VR 890B 8Doors Arums Afterlife Adventure 9 Monkeys of Shaolin A Bird Story A Dance of Fire and Ice A Game of Thrones: The Board Game - Digital Edition A Gummy's Life A Hat in Time A Knights Quest A Mass of Dead A Memoir Blue A Musical Story A Plague Tale: Innocence A Plague Tale: Requiem A Story About My Uncle A Total War Saga: TROY A Way Out A.I.M. It wasn't a "conclusive ending", the two robots just fly away in the distance, MANY things could happen afterwards, the possibilities to explore a different part of that weird world are endless. Machinarium was a magical experience with conclusive ending - I'd rather keep it that way than sequelising it and keep dragging well remembered characters through the chores they didn't ask for. something people are familiar with) are useful in story-telling because authors can skip world/character establishing part and start right off with exploring new ideas, but the best thing about Amanita games is exploring new worlds and meeting new, weird characters (Samorost 2 is the only exception, mainly because it's effectively the First Samorost - the actual first one was more of a proof of concept / demo that lacked any polish a commercial project would require, so second Samorost did exactly that subsequently this is also the reason for why the Samorost 3 was unnecessary and didn't quite click with the audience accordingly) Originally posted by matrixdll:I absolutely love Machinarium and I sincerely want for Amanita to not listen to anyone begging for Machinarium 2.
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