http://submachinegames.com/submachine_3.html
Created by: Created by Mateusz J. Skutnik
Flash game
Rating: Everyone. Again, probably 12+ just because its a puzzle game (involving some math).
Related reviews:
#2: The Lighthouse - http://lcakgamerev.blogspot.com/2009/02/submachine-two.html
#1 Extended - http://lcakgamerev.blogspot.com/2009/02/submachine-one-extended.html
The third installment in the Submachine series (of which there are 5 at the moment). Not as creepy-soundtracked as the others, its more techno-esque (might still induce shivers alone at 2am, though). In fact, the intro is very, pump-you-up music. There are subtitles that boldly states that this game is unlike the two others before it: You don't have to collect anything.

You start off within The Machine--apparently the almost omnipresent being found in the other two games--staring at an odd, dial-disk-switch, something on the ground, two door ways, and two ladders. The item on the ground becomes a 0,0 counter at the top left of your screen, you coordinates within a level. Anyone that has taken algebra should know how to read it as you maneuver through the levels.
Once the counter is acquired, the dial-disk-switch opens, and you can click it. You are whizzed through the Machine, to the next level, where there is yet another DDS (also note, a password flashes at the top of the screen, in case you need to take a break you can type in the password when you come back). Also notice that at the top of the counter, there are little red lights. These indicate how many parts of a puzzle you've solved before the DDS can be activated.
From here on out, its the same old clever thinking bit from the two previous games, but with a slight twist. There's no conventional puzzles like replacing a valve or typing in numbers to open locks or finding keys. No. there are no instructions when you start a level. Merely start, explore, and think. A lot.
If you get lost in the oppressively boring rooms, here's a hint.
Go to room (1,0), or first to the right. Here, you will (almost) always find a panel. On the panel, a grid with an X and dots. This is your map, and you can't take it with you. Also, the dot is in reference to room (0,0). If in trouble, return to (1,0)!From here on, the game goes through the same setup, each level with a new twist or difficulty, and little help or explanation. Pay attention to numbers and where dots are on the map, as it will help significantly. Also, a scratch piece of paper and pen(cil) are good tools if you can't remember some details (or passwords).
Submachine 3: The Loop really through me off the first time. When I first discovered this series, I was jumping from game site to game site to track them down. When I got to number three, I thought it was a cheap knock-off by someone else, because its so radically different from the other games. But no, same old Mr. Skutnik with his insane puzzles. The graphics are an improvement, moving away from the more cartoony, cel-shading from the previous installments. The simplicity and monotone levels and colors only add to the environment and overall mood, like you really are trapped within The Machine.
The difficulty in the levels has also been bumped up, mainly because you have to think in a new, enlightened manner from the first two. Many of the puzzles will have you running around, getting lost, and scratching your head trying to figure out what to do. A lot of times, just playing around with the various switches, levers, dials, and buttons you find will reveal that the solution has been staring at you, laughing.
Overall, The Loop, is an entertaining, albeit disjointed and significant jump from the usual Submachine game that is just as difficult as the others. Also, the puzzles have minor variations everytime you play, so you can't for sure now exactly what numbers or switches are used everytime you play. Keeps you on your toes. Compared to the previous two games, The Loop is a very basic, cut-down game without any real cut scenes or detail-views of tools or objects (like in The Lighthouse of example). Also, the basic storyline element has been almost completely removed, as there aren't journals to find.
At the end, you're left with a note telling you not to complete the last puzzle, or you will be trapped forever. Instead, once you find the "key" (a leaf), you have to run all the way back to some far-off room and drop the key onto a pedastal. The second time I played, I wanted to see what happened if I completed the puzzle...you're trapped forever in The Machine, and die. The ending level seems almost rushed and cut-off, but has the promise of another installment.
"See you at The Lab"
4.4/5

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