Samorost 3 By: Amanita Design This is a complete step-by-step walkthrough guide with hints, tips, tricks, answers and solutions for the iOS and PC game Samorost 3 by Amanita Design. I’ll talk you through everything so there’s no confusion. All achievements are included. Feel free to ask for extra help in the comments section. Samorost 3 is an exploration adventure and puzzle game from the award-winning creators of Machinarium and Botanicula. It is Amanita Design’s most ambitious experience to date and a loose continuation of the hit indie games Samorost and Samorost 2. Samorost 3 follows a curious space gnome who uses the powers of a magic flute to travel across the cosmos in search of its mysterious.
Samorost 3 already feels like a short enough game that anything trimming down its length is unnecessary, but to be fair the game is a little over six hours long if you don’t chase after the post.
Samorost 3 | |
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Developer(s) | Amanita Design |
Publisher(s) | Amanita Design |
Designer(s) | Jakub Dvorský |
Composer(s) | Tomáš Dvořák, Floex |
Series | Samorost |
Platform(s) | Microsoft Windows, OS X, iOS, Android |
Release | 24 March 2016 (Windows, Mac) 3 December 2016 (Android) |
Genre(s) | Adventure, puzzle |
Mode(s) | Single-player |
Samorost 3 is a puzzlepoint-and-click adventure game developed by Amanita Design. It is the third video game title in the Samorost series and the sequel to Samorost 2. It is the first game in the series that is full-length and with high-definition graphics.[1] The story takes place across five planets and four moons. The game was originally scheduled for 2015.[2][3]
Samorost 3 has sold over 300,000 units as of February 2017.[4]
Development[edit]
The development started in 2010. Samorost 3 was developed by a team of about six people. Developers drew artistic inspiration from animated films by Czech directors like Karel Zeman, Jan Švankmajer, Jiří Barta or Břetislav Pojar. Another source of inspiration were films by Russian animator Yuriy Norshteyn. The game consists of 45 screens that were changed many times during development.[5][6] Another important part of development was sound recording. It was created by people making weird noises in microphones. These people include Bára Kratochvílová and Miloš Dvořáček. Other sounds were created by Tomáš Dvořák as he used multiple instruments, such as a lollipop used to a strum, to create required sounds. Dvořák also composed the music for the game.[7][8]
Samorost 3 was released on 24 March 2016 for Steam,[9] and 3 December 2016 for Android.[10]
Gameplay[edit]
Samorost 3 features gameplay similar to previous Amanita Design games. The game contains no comprehensible dialogue, only a system of animated thought bubbles and gibberish. The player controls Gnome on his journey through space full of planets, equipped with an inventory and a flute. He explores the environment, solves puzzles and collects items required for the obstacles that come in his way. He can also communicate with creatures he meets during his journey. These creatures include ghosts who need Gnome's help. The player can also use a flute that is required to solve some puzzles.
Samorost 3 features a walkthrough that can be accessed at any time by playing a minigame if the player gets stuck. The walkthrough is not in written or spoken form, but instead a series of sketches describing the puzzle at hand and its solution.
Plot[edit]
Samorost 3 starts when a magical flute falls near the Gnome's house. The Gnome decides to find out where it came from and sets out on a journey through the cosmos. He speaks to an engineer and asks him to build a toadstool rocket, which he builds by reusing parts found scattered on his home planet. The Gnome flies from planet to planet and meets multiple creatures whom he helps with their problems using the flute.
The Gnome eventually discovers two illustrated books and learns that the flute belongs to four monks. Not long ago, the monks were all at peace, until a giant orange space octopus arrived from a black wormhole and started consuming planets. The monks saw the octopus coming and consulted an engineer (the same one from the Gnome's home planet) to build a three-headed watering spaceship controlled by the flutes on the back of which they can fly, and a mechanical knight powered by a black orb with which to fight the octopus and save the universe. The knight dismembers and kills the octopus, then the knight goes to sleep on a moon, and the orb is locked away and protected by a guardian monk.
In the second book, one of the four monks uses his flute to create evil spirits, and the other three monks banish him for doing so. He secretly takes the spaceship and converts it into a three-headed fire-breathing mechanical dragon. Flying on the dragon, he snatches the other three flutes from the monks and casts the monks out of their mountain castle. However one of the flutes flew away, and this is the flute that landed on the Gnome's planet. He then uses the dragon to consume good spirits which he finds on other planets and then seizes the black orb so that the knight cannot be awakened.
The Gnome eventually reaches the planet of monks, sneakily steals the black orb from the evil monk, and uses it to revive the mechanical knight who then slays the dragon and presumably killing the evil monk in the process. The Gnome celebrates by playing music with the remaining three monks, who reward him with the power to travel instantly across all the planets and returns the black orb to its guarded storage. The Gnome finally returns to his home planet to greet his dog.
Reception[edit]
Reception | ||||||
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Samorost 3 has generally been well received by critics. It currently holds 80/100 on Metacritic.[11]
The Washington Post called Samorost 3 'a strange and beautiful point-and-click adventure game.' T review likened Samorost 3 to Loom as both games 'feature a hooded main character (gnome) who channels magic out of music.' The review praised the animation and surrealistic visuals. Another point of praise was a hint system that can spare players of frustration. The review finished with a recommendation for parents who 'look for something to play with their young children.'[12]
Kill Screen review called Samorost 3 'The best adventure game in years'. The review praised the design of the game world and its visuals. The game was also praised for its explorative gameplay that gives players a feeling of exploration.[13]
Kotaku included Samorost 3 in its list of titles with the best video game music of 2016.[14]
Samorost 3 was nominated for the 13th annual Global International Mobile Gaming Awards in 2017.[15]
Samorost 3 is nominated for 6 Czech Game of the Year Awards. It was nominated in categories Best Game, Best PC/Console Game, Best Audio, Best Game Design, Best Story and Best Visuals. The winners were announced on 10 February 2016.[16]Samorost 3 has won in 3 categories - Czech game of the year, Czech game of the year for PC/Consoles and Best audio. Samorost 3 was the most successful game at the Czech Game of the Year Awards show of 2016.[17]
Samorost 3 Turtle
References[edit]
- ^Allin, Jack (2011-03-28). 'Samorost 3, Botanicula now growing in Amanita Design studios'. adventuregamers.com. Retrieved 2013-05-20.
- ^Priestman, Chris (2012-03-24). 'First Screenshots From 'Samorost 3′ Excavated'. diygamer.com. Archived from the original on 2013-11-03. Retrieved 2013-05-20.
- ^'Samorost 3 na sedmi planetách, Botanicula v únoru'. games.tiscali.cz (in Czech). 2011-10-28. Retrieved 2013-05-20.
- ^'Českou hrou roku 2016 je Samorost 3 od studia Amanita Design | Kultura'. Lidovky.cz. 10 February 2017. Retrieved 10 February 2017.
- ^Baker, Chris. 'Jakub Dvorsky on creating the richly detailed world of Samorost 3'. www.gamasutra.com. Retrieved 28 May 2016.
- ^Dobrovský, Pavel. 'Samorosti z Prahy - pohled pod pokličku pětiletého vývoje Samorost 3 od Amanita Design - Games.cz'. Games.cz. Retrieved 28 May 2016.
- ^Chalk, Andy. 'Samorost 3 'sound design' video reveals the magic behind the music'. pcgamer. Retrieved 28 May 2016.
- ^Matulef, Jeffrey. 'Samorost 3 audio recordings are more ridiculous than Samorost 3'. Eurogamer.net. Retrieved 28 May 2016.
- ^'Save 55% on Samorost 3 on Steam'. store.steampowered.com. Retrieved 2016-12-30.
- ^'Samorost 3 - Android Apps on Google Play'. play.google.com. Retrieved 2016-12-30.
- ^ ab'Samorost 3 for PC Reviews'. Metacritic. CBS Interactive. Retrieved 30 June 2016.
- ^Byrd, Christopher (2 May 2016). ''Samorost 3′ is a strange and beautiful point-and-click adventure game'. The Washington Post. Retrieved 28 May 2016.
- ^Chandler, David (24 March 2016). 'Samorost 3 is the best adventure game in years - Kill Screen'. Kill Screen. Retrieved 29 May 2016.
- ^Hamilton, Kirk. 'The Best Video Game Music Of 2016'. Kotaku. Retrieved 2016-12-30.
- ^'Samorost 3'. International Mobile Gaming Awards. Retrieved 2019-02-20.
- ^'Nominace - ČESKÁ HRA ROKU 2016'. ČESKÁ HRA ROKU 2016 (in Czech). Retrieved 28 January 2017.
- ^'Českou hrou roku 2016 je Samorost 3 | ČeskéNoviny.cz'. www.ceskenoviny.cz (in Czech). Retrieved 10 February 2017.
External links[edit]
In a cabin near Walker’s Lake, in Mississippi, there’s a piece of driftwood that looks almost like a wolf’s head. From another angle, it appears as some bizarre sailing vessel, and from another still, it has the look of an alien weapon—perhaps a hybrid of a gun and a club. I remember turning it over in my hands as a child, curious as to why anyone would place an oddly-shaped piece of wood on a table as a decorative object. I hadn’t thought of that bit of ornamental flotsam for years, but it suddenly appeared in my mind when I began playing Samorost 3. The various planetoids that drift through the game’s version of outer space have the asymmetrical appearance of organic junk, decaying stumps and moss-claimed stones infused with extraordinary life to unlock their inherent aesthetic potential.
The most ambitious project yet from Jakub Dvorsky and the team at Amanita Design (which gets its name from a genus of mushrooms known for toxic and hallucinogenic properties), Samorost 3 bears the markings of a creative mind fascinated with unlocking the art behind man-made and natural throwaways. Even the title of the Samorost series points to Dvorsky’s curiosity with the peculiar shapes of the natural world. In a2005 interview, Dvorsky stated that the title “samorost” is a Czech word that means “a root or piece of wood which resembles a creature; but it is also a term for a person who doesn’t care about the rest of the world.” Appropriately, both Samorost (2003) and Samorost 2 (2005) follow the adventures of a space-faring gnome as he travels to worlds of overgrown wood and rusted metal. A blend of manipulated photography and hand-drawn environments play host to bizarre and charming characters, all moving to the tunes of equally imaginative soundscapes.
Amanita’s most recent titles, Machinarium (2009) and Botanicula (2012), split this aesthetic blend of found object and organic material by designing worlds solely out of junkyard scrap for the former, and an enormous tree for the latter. Samorost 3, however, returns to the previous art design of blending the natural and technological worlds to construct fascinating environments hewn from broken stones and overgrown forests commixed with discarded bits of trash and rusted metal. Such a style finds a delightful playfulness by blending found object art, like the “ready-mades” of Marcel Duchamp, with the surrealist landscapes and creatures of Max Ernst. The world of Samorost 3 is, quite plainly, unlike any other I’ve encountered.
The game begins simply enough with the gnome wandering around his own planetoid, his house a tower with a telescope through which he can gaze up at other planets and their orbiting satellites. Without exposition or dialogue, the player understands that mere curiosity sets the gnome on his quest for other worlds, and only by helping him build his rocket ship (from a living mushroom, a rusted panel, a bathtub, and plastic bottle) can he set off to explore the stars. This humble introduction equates the gnome’s wanderlust with the player’s own inquisitiveness, and, consequently, embraces one of the fundamental pleasures of videogames: simple exploration.
In fact, “simple” seems to be one of the driving philosophies behind Samorost 3’s design. Like most adventure games of its type, Samorost 3 strips the “point-and-click” template to its core without succumbing to cold, mechanical repetition. Solving puzzles mostly involves clicking objects in the environment in the correct order, but the reactions from the characters and movement of the environment after being prodded make the game stir with life. Poking and disturbing the bizarre inhabitants of Samorost 3 causes them to react in ways that seem unpredictable, until repeated clicks uncover hidden rhythms that connect them to their world in ways that feel organic. Moving cattails near a pond causes nearby reptiles to strike up a chorus, and tapping busy termites halts their work for a quick song of praise to their patron saint. Completing such puzzles, then, is of secondary importance to engaging with them. In a game about the virtues of curiosity and exploration, the act of clicking becomes a tool for observational science replete with wonder, constantly poking at the world to see how it reacts in unexpected ways.
That sense of discovery makes playing Samorost 3 feel far less like an adventure game and more like a naturalist’s excursion, documenting foreign flora and fauna to better understand the complex universe they inhabit. Helping a forager pick mushrooms, participating in a polite yet informal tea ceremony, feeding a giant anteater, and helping numerous creatures find the right tunes to sing; all inform a profound experience of that world. All of these characters move like incredibly-detailed cut-out puppets gliding across painted landscapes, each visual piece complementing the game’s commitment to straightforward storytelling without the tedium of exposition. A gesture from a hungry parrot tells the player it needs food. Subterranean gremlins covered in soot bounce anxiously, revealing that they need the right tune to work in sync. The game asks for the player’s attention instead of demanding it through the use of such subtle cues that I rarely found myself at a loss for what to do.
Even those moments that halted progress were more like opportunities to wander around the world than barriers obstructing play. While there is an overarching quest involving a selfish monk who wreaks havoc across these small planets, the gnome more locally acts as a naturalist studying foreign places. His motivation rarely extends beyond curiosity, and the various environments, creatures, and characters seem mostly indifferent to his existence. Any positive or negative effects on the world are mostly incidental. He looks at the world with a sincere desire to learn about it, turning over stones and toying with strange devices only to see what happens.
Samorost 3 Soundtrack
Samorost 3 Walkthrough Part 2
The result is a game that is endlessly charming. In playing Samorost 3, I’m not compelled to be the hero, nor am I tasked with solving difficult puzzles for any sort of self-satisfaction. The game asks something far more humble of me: my desire to experience another world. After I completed what seemed to be the main quest, the game rewarded the gnome (and by extension myself) with the ability to travel more easily among the small planets and their satellites. In other words, the prize for playing Samorost 3 is simply more Samorost 3.
Samorost 3 Online
It seems an appropriate reward because I’m not yet done with Samorost 3. I hope I never am. Even if I somehow uncover every secret, wander through every niche of that world, I’ll still probably come back to it if only to toy around with the sights and sounds of a natural world waiting to divulge its secrets to the patient and curious observer. Maybe the best way to play Samorost 3 is to play with it, to think of it as a bizarrely-shaped thing that prompts one to appreciate the ways oddities can spark and delight the imagination. At least that’s the way I’ll continue to play it, curiously wandering through alien environments, turning each sight and sound over and over in my head, very much like I once did with a strange piece of wood I encountered when I was young.