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Submachine 8: the plan


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walkthrough: video | english | francaise

reviews: -ak- | jayisgames | DBlog | EzloSpirit

polish reviews: esensja | zagadka na dziś

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Rewolucje 7; recenzja w ziniolu


Kiedy na drugim kadrze piątej strony albumu Rewolucje we mgle w oczach dwóch postaci rysuje się zdziwienie spowodowane wyłaniającym się z mgły słoniem, można zacząć zadawać sobie pytanie: czy to jeszcze Skutnik, czy już może Moebius? Gdański twórca komiksów przeskoczył poprzeczkę ustawioną sobie poprzednim, również fenomenalnym pod względem graficznym tomem i nie wypada już o nim pisać inaczej, niż światowa ekstraklasa.

Repertuar komplementów, jakimi można obdarzyć Skutnika, powoli się wyczerpuje. Jest jednak jeszcze jeden, którego chyba nikt nigdy wobec tego twórcy nie użył – umiejętność rysowania “pleców konia”. Rewolucje we mgle istotnym miejscem akcji czynią cyrk, stąd dość duża ilość zwierząt na rysunkach. Słonie, tygrys, koń – w ujęciu Skutnika prezentują się znakomicie. Wspominałem już o światowej ekstraklasie? Karierze na zachodzie?

Poza owymi zaskoczeniami, jest w najnowszych Rewolucjach pewien constans, różniący się od pozostałych tomów jedną istotną cechą – jest dopracowany do perfekcji. Chodzi o kompozycję albumu, mistrzowskie wykorzystanie języka komiksu oraz – dosłownie i w przenośni – ukazanie jego MAGII. Skutnik od zawsze w swoich historiach pozostawiał wiele niedopowiedzeń i furtek, których otwarcie należało do czytelnika. Być może właśnie przez tę magiczną mgłę, w omawianym tomie mamy ich najwięcej. Jerzy Szyłak, z którym Skutnik po raz kolejny połączył siły tworząc tym razem duet KOMPLETNY, zadbał o odpowiednie granie na czytelniczym nosie, wyprowadzając mnie co najmniej raz w pole. Ten album, mimo swej dość prostej fabuły jest nieprzewidywalny. I tu również tkwi jego niesamowita moc.

Tak, jak początkowe tomy serii opowiadały o wynalazcach i ich dziełach, tak i we mgle mamy podobny motyw. Tym razem stanowi on jedynie pretekst do zawiązania akcji, po czym zwalnia pole wspomnianej magii. Technika poszła w las. Seria pod władaniem dwóch Panów na “S” zmieniła się w taką, którą się czuje. I w którą się wpatruje, by poczuć więcej. A po tym wpatrywaniu wraca się do początku opowieści albo do dowolnie wybranej strony i czuje się znowu.

Rewolucje we mgle mają w sobie coś z horroru, albo przynajmniej trzymającego w napięciu thrillera. Do miasta przyjeżdża cyrk, którego główną atrakcją jest światowej sławy hipnotyzer Edmondantes. Kuglarze wkraczają na ulice w momencie, gdy te zalane są gęstą mgłą. Po pierwszym przedstawieniu coś się dzieje i zaczynają ginąć ludzie. Mgła ożywa? Magik robi nas w konia? Autorzy bawią się pomiędzy rzeczywistością a ułudą?

Odpowiedzi na powyższe pytania z mojej strony jest kilka i zobrazowane są przez następujące reakcje: “co się dzieje?!” (na styku stron 20 i 21), “o co chodzi?” (strona 25), “wow!” (przejście ze strony 46 do 47) “klap!”* (zanikający pasek na dole plansz i jego kulminacja).

Panie i Panowie, Rewolucje we mgle to komiks wybitny, który Was zaskoczy, wciągnie i nie jeden raz przyciągnie do siebie. Perełka światowej klasy i najlepszy komiks jaki czytałem od lat. A czytałem wiele znakomitych.

Panowie autorzy, jeśli czytacie te słowa – jesteście mistrzami.

* – odgłos opadającej szczęki.

Dominik Szcześniak



Submachine 8 review – esensja


Misterny Plan

Mocno wyczekiwany „The Plan” – ósma już część (nie licząc odprysków) cyklu „Submachine” Mateusza Skutnika (Pastel Games) – jest! Czy warto było czekać? Ba!

Cykl „Submachine” jest sztandarowym produktem firmy Pastel Games. Po pierwsze, sprawiło, że nazwisko Mateusza Skutnika (autora gier flashowych, ale przecież także twórcę komiksów) stało się rozpoznawalne na całym świecie. Po wtóre, pozwoliło wypłynąć na szerokie wody także innych twórcom, jak choćby Karolowi Konwerskiemu, który w Pastel Games odpowiada za scenariusze kilku równie wyczekiwanych i wysoko ocenianych cykli gier typu point and click / adventure.

Ósma odsłona nie wnosi wielkich – nomen omen – rewolucji. Otrzymujemy zestaw siedmiu światów, między którymi będziemy się przemieszczać w poszukiwaniu rozrzuconych to tu, to tam elementów przeróżnych układanek. Przykładowo: trzeba poruszyć dźwignią X, by otwarła się skrytka Y, w której schowano element Z, który jest potrzebny w lokacji… i tak dalej. Brzmi banalnie? Fabuła nie jest może specjalnie skomplikowana, ale tym, co „Submachine” wyróżnia spośród innych tego typu gier, jest specyficzny klimat. Począwszy od kolorystyki i tła muzycznego, poprzez tajemnicze karteczki-wiadomości znajdowane w trakcie wędrówek, po sam sposób przedstawiania światów i sposobu przemieszczania się pomiędzy nimi – dość powiedzieć, że grono fanów gry z całego świata na forach internetowych próbuje rozgryźć stojącą za wszystkim Tajemnicę.

Tym jednak, co odróżnia nieco „The Plan” od części poprzednich, jest możliwość jej zakupu – za całe dwa dolary (via PayPal) otrzymujemy wersję offline, fullscreen, HD wraz z pełną ścieżką muzyczną. Twórca gry deklaruje, że środki uzyskane z tego eksperymentu przeznaczone zostaną na rozwój kolejnej części, zapowiedzianej na rok 2013. Choć oczywiście nadal można grać za darmo, korzystając ze zwykłej przeglądarki z zainstalowaną wtyczką flash player, kupiłem – i nie żałuję.

autor: Wojciech Gołąbowski



Submachine 8 review – jayisgames


Liz: You can create dimensional portals while being inside of such portals?

Murtaugh: Yes, I can.

Liz: And when you do, what happens then?

Murtaugh: …you change direction.

Liz: Direction of what?

Murtaugh: Of everything.

If that opening snippet of dialogue caused shivers to run up and down your spine then congratulations, you are at least somewhat familiar with one of the most well-known and revered, episodic, point-and-click adventures of all time, the Submachine series. You are also one lucky camper because after a delay of almost 2 years Mateusz Skutnik is back with his latest installment, Submachine 8: The Plan, jam packed with more mysteries while advancing (somewhat) the story of …well, whatever the heck is going on in the Submachine universe.

Yes, as advertised in the opening dialogue, Murtaugh is back and has created portals within portals, opening up a world of multi-layered madness. Navigation through each layer (using the customary changing cursor) depends upon your ability to visualize and move between levels to jump blind alleys and other obstacles. The changing cursor also indicates items that can be taken and used elsewhere which is pretty much the entire game dynamic.

Analysis: What’s to criticize?It’s a new Submachine!Seriously, though, Submachine 8: The Plan is a fantastic addition to the series with its multi-dimensional layout and continuation of the whole mythos. Each new dimension you jump to has its own beautiful graphic style, accompanied by the haunting music and incidental sounds that create such a chilling atmosphere.

The game comes in two “flavors”, a regular free flash game playable in your browser, and a special downloadable and gorgeous HD full-screen version that can be purchased from Pastel Games for $2. The only downside is that the free browser version will not save your progress, meaning a ragequit will cause you to have to start over from the beginning. A bonus for buying the HD version includes the soundtrack for the game consisting of 9 mp3 files for your listening enjoyment.

Creating more questions than answers, it is still fantastic to see this continuation of such a beloved series. Let’s just hope we don’t have to wait 2 more years for the next installment. Portals within portals? This changes everything.

author: grinnyp



Submachine 8 review – -ak-


It seems like Mateusz Skutnik was taking a break from his usual Submachine development after not being able to meet his predicted 2011 release of Submachine 8: the Plan. Or not. Whatever the case, one can never know until one play this game because what happened during the hiatus didn’t really matters in the end. For the fans who suffered two painstaking years of waiting, they must be feeling rather joyous to hear that Submachine 8 was finally made available for their insatiable needs of PNC gaming experience. After two years of scourging through any hints, developing theories, and predicting events of the cherished PNC series after experiencing one of finest installments yet in Submachine 7: the Core, one cannot doubts that the fans would happily tear Submachine 8: the Plan apart for any more hints to find. The only question can be asked is that is the game any good? Why yes, my dear readers. Submachine 8: the Plan is most definitely good.

————————— GRAPHIC

Repeating myself from Sub_4, 5, 6, and 7 reviews, it is starting to become extremely obvious that the masterful art style is still as radiant as ever, perhaps even a little bit more than eerily gorgeous Sub_7 that rocked the PNC world. Once again, Mateusz Skutnik shows off his style that is tantalizing and mysterious, as demonstrated throughout the series. This time instead of having a near-consistent style that is the hallmark of every game in the series, he took a different direction by butchering the game into seven different Layers. Perhaps butcher is too strong a word to use, but it is certainly fitting given the intention of the game’s plot. The graphical style, showing various locales in their state of decay, is a strong reminisce of epic Submachine Network Exploration Experience and that alone is worth the price of admission (free?) to experience the expanse of Submachine 8. Each Layer is certainly colorful and are close to feeling playful, yet they’re held back by smudges, grimes, and rusts and all are immersed in infectious bleakness that is the Network’s darkness. What astound me the most is that the graphical styles in each Layers actually defeat the constrained sense of space, making each location feels extremely different from other even within the same map size. That requires huge art profession to pull this off and Mateusz proven once again that he’s the master of current PNC generation. The only very minor drawback is that while all art style of the seven Layers are equally impressive as whole, some Layers are more jaw-dropping gorgeous as individual than other depending on your personal tastes (my favorites: Layers 1, 2, and 3. Layers 5 and 7 looks good too). Reveling in the immersive styles of each seven Layer is impressive and memorable, highlighting the fractured nature of the entire Submachine Network and emphasizing the mysterious nature of the Plan. Not surprisingly, still beautiful as always. Score: 10 / 10

————————— SOUND

Seven masterful soundtracks. That’s all you need to know. All of them are brilliantly made to fit with not only the Layers, but the locations within the Layers. Again, some ambients are better than other depending on your taste (Layer 1 is my theme of the game). Many of them are memorable, but not quite near the lofty standard established in Sub_2 and continued in Sub_3, 4, 5, and 7. Still, you really can’t go wrong with this soundtrack as the ambients will blissfully make your ears bleed. Also contributing to the game is well-made sound effects of various objects and events, further immersing you in the fractured Layers of Submachine 8. Sounds good, right? Score: 9.5 / 10

————————— PLOT

Interesting intro and outro of Murtaugh and Liz (the first in series), the mystique of the Seven Layers of Submachine, the collection of notes with strange conversations and expositions. To many, this would considered to be a mixed-bag of plot messiness. A huge misstep in plot development not seen since Submachine 5: the Root. All I have to say is: NOT SO. Yes, Submachine 5 is the biggest misstep in the series in term of storytelling potentials, but Submachine 8 refuses to follow in its footsteps for good reasons. What made Sub_8 captivating to read is that the game expands on the plot that Submachine 7 established, especially where the Plan and the Layers are concerned. Even so, Submachine 8 has proven itself to be one big tease. We may not get all of the answers, but do we not honestly expect to considering where we are at this point in the main series. Heck, few answers are made about the Plan, the captivating relationship between Murtaugh and Liz, and even the mysterious nature of the Layers that would drive the rabid theorists to near insanity. The main criticism is that the dynamics of plot morphing before our eyes that Sub_7 deftly demonstrated is sorely missing in this game. Not to say that it is required for this game, but the players would feel the game to be lacking in regard, especially since we’re chasing after Murtaugh. I am sure Mateusz can argues that the game is at the point where we are thrown off path either by accident or intention, especially by Murtaugh as he clearly explained in the intro. If you have been following what Liz hinted in the end of Sub_7 up to the ending of Sub_8, this is definitely a storyteller’s intention all along and one can’t mark against the game for it. Even if you’re still disappointed by the plot, please consider this game to be a very good penultimate chapter to experience as we wait for the last two installments where big plot expositions are sure to be (possibly?) revealed. Score: 9.5 / 10

————————— GAMEPLAY

The meat and bone of PNC genre where the series can live and die by how fun and absorbing they are to play. Fortunately for everyone who are concerned about following up the legendary Submachine 7, rest assured that Submachine 8 more than lived up to lofty expectations. By gameplay standard, Submachine 8 is by far the most fun I ever played since Sub_4 and Sub_7 bewildered us with its brain-teasing puzzles, beautiful locales to explore, and tantalizing secrets to find. What Sub_8 brings to table is sheer innovation with Layer Switching system that is best compared to the Dark World system from Legend of Zelda: A Link to the Past and Metroid Prime 2: Echoes. Although that was with only two different dimensions. We’re talking about SEVEN different Layers to switch between. And by god, switching between different Layers is helluva lot of fun and mind-bending hard as well. Make no mistakes, this is one of (if not) the hardest Submachine games I ever played. You will have to arm yourself with good sense of space and empty your memory bank because you would need it to navigate the gnarled environments that are the seven Layers. It helps to know that all Layers have the same map size and shape, even if the beautiful environment can effectively warped your senses of space and direction off. The puzzles are no slouch either where one have to constantly switch between Layers to find solutions. Solving the puzzles is still satisfying, the hallmark of fun gameplay in any PNC games where Mateusz can still flex his game-making skills. The main criticisms are that firstly, the puzzles can be tad too difficult on people who didn’t have refined sense of space and direction like any harden PNC gamers does (though it would helps if they play the previous installments first!). Secondly, the secrets are mind-boggling hard to find, even more so than Sub_6 and 7. Thirdly, only a tad few items are difficult to find as they hide bit too neatly with the background. Finally, the secret rewards are curiously NOT in the gameplay where Sub_4, 5, 6, and 7 incorporated as they’re instead accessed via menu. It is understandable that we can finally access the secrets easily right from the start (I like it, too), but I felt that the additional plot development in the Secret Menu would have been better served by being accessed via Seventh Layer by gameplay means. Not having them straight in the game takes a bit of immersion out. But, hey. I still have fun getting my ass kicked by the puzzles. Solved it even without walkthrough (YAY!). Score: 9.5 / 10

————————— FINAL THOUGHTS

As I laid out all the goods and the bads, it is easy to make claims that Submachine 8 is by far one of the best in series and the game can even asserts itself as the absolute best. In my opinions, it didn’t quite stands up as the best, but it still established itself as one of legendary games that ranks up high with Submachine 2, 4, and 7. No small feat for a game to make. Final Score: 9.6 / 10

author: -ak-.



Submachine 8 review – DBlog


Pole’s apart.

I’ve just finished playing the latest game by the graphic artist and games designer Mateusz Skutnik.  Although he sounds like an unfortunate collision between two Scrabble racks, this gifted artist from Poland produces eerie, beautiful and beguiling work in the genres of graphic art, comics and games (the last in the under-valued ‘point ‘n click’ genre).  To play these (largely free) games is to enter a world of brilliantly-realised surreal wonder.  The new game is in the Submachine series, which explores the concept of alternate dimensions and their largely doomed explorers, whose attempts to navigate through these realms, in pursuit of shadowy pioneers, are represented by cryptic and plaintive messages, revealed as the player explores each game and solves the puzzles contained therein.  In the case of Submachine, these puzzles revolve around machines that belong to many ages and technologies simultaneously, giving the experience a somewhat steampunk flavour, but my favourite series is set in Skutnik’s Daymare world, where the combination of grotesque, amusing characters and tantalising visual and logical puzzles makes for a highly addictive challenge.

Author: David Birkett



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