
While looking at things like video games, movies, and apps I tend to think that there should be a relationship between price and hours of enjoyment. After doing some math (based loosely on the price of a movie ticket), I determined that an hour of entertainment is worth about $10. With that in mind, indie game developers are in a powerfully disruptive position because they are able to create games that offer many hours of entertainment but they charge significantly less than mainstream games.
After seeing the trailer for Unmechanical a little while ago, I have been impatiently waiting for it to show up on GOG.com. Unmechanical is a perfect example of the kind of game that, at $9, is going to force major production titles to up their game if they want to keep my business.
If you get all the way through Unmechanical and actually understand what unfolded, you are far more advanced than I. Having completed the game, I?m still not entirely sure what the plot of the game was but I know this: you play a small robot with a propeller on his head and four absolutely useless limbs. In the opening video your character is snatched out of the sky and you spend the rest of the game flying and swimming around in? well, I?m not really sure what exactly. Your environments shift from industrial to dirt to body parts, and some hybrids of those three just for fun.
Each of the environments are connected by tubes and vents, presented in 2.5-style animations. It might sound complex but game is powered by the Unreal Engine, so most computers will be able to play it pretty well.
The soundtrack that accompanies the game does a great job of getting you excited when you are moving around quickly, and staying out of your brain when you are stumped by a puzzle. It?s not a soundtrack that I would listen to apart from the game, but it compliments the title nicely. The sound effects that the character makes are often annoyingly repetitive, and since you are essentially the only thing in the game that is moving around and doing things, those sounds don?t ever go away.

Controls for Unmechanical couldn?t be simpler: you?ve god your d-pad (or WSAD if you prefer) and the spacebar (or left mouse click). The spacebar activated a tractor beam of sorts that you use to complete objectives. The whole game is a series of puzzles. At points, multiple puzzles come together to solve larger puzzles, and in other places you?ll find yourself dragging pieces from one puzzle to a different environment to start the next.
For most of the game, you find yourself completing puzzles that appear to be fixing things, but at other points you complete puzzles by being willfully destructive. There doesn?t seem to be any real reason why you are destructive in some areas and constructive in others. And then, like many games of this type, the ending is abrupt, leaving you with simultaneous feelings of accomplishment and the desire to play more.
In the five hours I played Unmechanical, I found a couple of areas where the puzzle pieces got stuck, and forced me to re-start the level in order to fix the mistake I had made. The game saves often, so each time there was very little progress lost, but it was frustrating nonetheless.
I had originally intended on playing Unmechanical over the course of a couple of days, but I found myself really drawn in to both the gameplay and the environment and couldn?t stop myself from running through it. I wish that the overall plot of the game had been made clearer, but I thoroughly enjoyed piloting my strange little robot through the world.
Source: http://www.geek.com/articles/games/review-unmechanical-for-pc-20120815/
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