![]() ![]() ![]() When the game opens, a mysterious musical instrument falls from the sky, and your inquisitive character quickly discovers he can use it to listen to and play back the melodies hiding inside various specifically marked objects throughout the world. Your character-a nameless, childlike figure in a hooded white onesie-lives on a lush green island that somehow hangs effortlessly in space. Samorost 3's setting is immediately entrancing, in part because the game explains so little about its unusual world. When you finish a puzzle, your character does a little dance. Still, in the tug-of-war between the two, the triumphs of the presentation ultimately eclipse the shortcomings of the puzzles. Relative to the inventiveness of the world and immersiveness of the music, the gameplay is surprisingly routine. Its enchanting visual aesthetic and captivating sound design imbue the game with otherworldly charm, yet its dated, underwhelming puzzles detract from the surreal beauty of the experience with moments of frustration and confusion. This, unfortunately, hints at the disappointing duality underlying Samorost 3. It wasn't until I progressed further into the level, discovered a giant pumpkin-loving anteater, and backtracked to the previous area that I was able to actually pick up the pumpkin. At the time, I could click on the pumpkin and watch it shake in reaction to my inputs, but I couldn't actually add it to my inventory. That's just how point-and-click adventure games work. ![]() I had to solve a puzzle to do it, so I knew I would eventually need the pumpkin for.something. Towards the end of Samorost 3, I grew a pumpkin. ![]()
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