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. I can go up there." The easily frustrated will be pleased to know that this doesn't happen too often.mainly because the game is beatable in a single short sitting. I wasted a great deal of time on one particular screen before I accidentally clicked on the mountain in the background and realized "Oh. It's not always obvious what you need to do or what exactly you're doing until you've finished doing it, and there are a few areas where the wacky art works against the game: all the organic grittiness starts to blend together, and it's hard to tell whether something is a significant object or just part of the background. Instead, it usually comes down to figuring out what is clickable, what happens when you click it, and then what order you need to click all the clickables in. Each "room" is its own self-contained puzzle, and unlike other games in the genre, you won't be performing advanced techniques like duct-taping a filing cabinet to the severed head of a giraffe in order to produce a new puzzle-solving implement. The game mostly progresses in a "room by room" manner without any free wandering. Inventory? Lists of actions? Branching dialogue choices? Nope. The visuals and soundtrack are really the main draw, since Samorost 2 isn't exactly heavy fare as far as adventure games go. You'll guide the little hooded hero through a strange world which combines whimsical characters and grungy environments into something that I can only describe as Jim Henson's Fallout 3. What Samorost 2 lacks in riveting storytelling, it makes up for with a combination of surreal visuals and a nice electronic/jazz/new age/klezmer/I-am-bad-at-identifying-musical-genres soundtrack. That's not to say that the minimalist approach in Samorost 2 is a bad thing heck, it might even be a blessing, considering that the writing in the last Eastern European game I played was centered around the use of domestic abuse as comic relief. This was a bit of a downer at first, since I personally tend to think of the adventure genre as the one type of game in which the dialogue is something I look forward to rather than something which makes me want to take an electric drill to my eardrums. I've been calling him "Samorost," but the game doesn't ever actually state this: there is no text or dialogue besides the occasional "HNNNNNNGGGRRRKKK" from the wildlife or the weird semi-comprehensible mutterings from the hero when you try to click on something the game doesn't want you to click on yet. The story of Samorost 2 is a simple one, starring a little fellow named.I just realized I have no idea what his name is.
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