Friday, March 13, 2009

Submachine Four: The Lab

Found:
http://submachinegames.com/submachine_4.html
Created by: Created by Mateusz J. Skutnik
Flash game
Rating: Everyone (challenging puzzle-game)

Related reviews:
#3 - The Loop:
http://lcakgamerev.blogspot.com/2009/03/submachine-three-loop.html
#2 - The Lighthouse:
http://lcakgamerev.blogspot.com/2009/02/submachine-two.html
#1 - Extended:
http://lcakgamerev.blogspot.com/2009/02/submachine-one-extended.html


Oh, I know how you are feeling 'not another Submachine game!'. But inside, you are silently joyous, as you are addicted.

This one opens with the same "cut-scene" from The Loop: the rooms flipping by as if on a spin-dial. Subtitles state that you have been teleported from within the Loop (aka Machine) into the Lab...or somewhere near it...

Unlike the other Submachine games, there is actually somewhat of a walk through in the beginning through the use of pop-up windows explaining how to move and pick up items. My guess is that Mr. Skutnik's games gained in popularity, until people who were unacquainted with the series would start playing at number four. (Which in itself sounds ridiculous, but anyways--)

I have included a "brief" walk through of the beginning of the game, just to help you along, as well as give you a taste of what the gameplay is like if you haven't gotten hooked on the series yet. While recording, I tended to do things quickly, and I had forgotten that the fps capture on the Screencast-o-matic, so the video may seem really jumpy and low-grade, but we all start somewhere. But at least you can preview the game now.

http://www.screencast-o-matic.com/watch/cQeI6Le2x

As you can see, Mr. Skutnik has really amped it up on the craziness and looking for obscure objects. But of course, it is the fourth in the series, so you should be used to it by now. In theory. Apart from the improved running-around-iness, there is also an improvement on the graphics, and a consistency from the music.





Look familiar?






Throughout the game, he peppers in items and references to the other previous Submachine games. The creepy phonograph from The Lighthouse, the journal pages written by M, rooms that look very similar to the rooms in the first game, jumping temporarily back into The Loop (thus further incorporating that out-of-place sequel into the rest of the saga); tons and tons of easter eggs everywhere in this game.

Not only are you exploring the lab and piecing together the story of M, and the people researching other dimensions, but you also get to explore other dimensions as you take control of the teleport system (hopefully remembering to use the journal you pick up that has known coordinates to jump to, as well as your own notes if you find new ones).

Another thing Skutnik carried over from a previous game is the looking for "secrets" or the small, red marbles from The Lighthouse, except in this game they actually achieve something if you find them all. At the end of the game, there is an option to see sort of the "behind-the-scenes" section of the game; collecting all of the secrets in the game helps with revealing more. You get an interesting inside view of the series, as well as notes and explanations from Skutnik about different saspects of the series.

All in all, Submachine Four: The Lab is an all-encompassing sequel to an awesome series. The feel and atmosphere is continuous, and you see a wide range of the Submachine story and the world(s) it inhabits. I can just keep playing it over and over, and it is longer than the others to boot. It only makes me want to keep playing this series.

4.8/5





...No, I'm not showing you the secret code on the teleport device to warp to one of the rooms at the end of the game. That's just absurd...

Friday, March 6, 2009

Submachine Three: The Loop

Found on:
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