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Again, the quality of the experience is solely dependent on what the player feels and sees, however it also doesn't leave the same impression of care and effort that the original game enjoyed This time two robots are pulled underground, and they work together to move through the underground labyrinth that awaits. Rather than focusing on the dynamics found within the first game, it looks at relationships. This updated version also provides players with a new episode entitled Extended. And, while there’s not much to be said about the music, the sound effects help cement the player in their immersion. You can see tiny details in the environment around you, and it transforms Unmechanical from a 2D game into something which much more depth. Although I haven’t experienced the iOS version, I feel that having Unmechanical played on a high-definition system really allows players to experience the true intention of the developer. The visuals are really what allows the game to be looked by players in certain ways. Aside from that however, the lack of creativity results in the tired and tested puzzles of layers and mirrors, Simon says, etc. There is one really good puzzle near the end of the game that really forces you to think about what you’re doing it and how it’s affecting things around you. The puzzles do tend to be on the easier side of the scale, but combined with the simplistic control scheme (control stick to move and any button to use your tractor beam to help navigate through the game's various problems), it allows the puzzles to step aside while the player looks beyond. There’s no goal, you’re just slowly progressing through the levels. You control a robot that has been taken underground by unknown forces. Unmechanical is first and foremost a puzzle game. Nothing makes me happier then seeing small development teams try to push for something much larger and in the process create a game that transcends being a game.
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With so many different ways to approach Unmechanical, as there is nothing that players are being forced to look at or understand, there is room to hold discussions about this game beyond the game that help us enrich our experience of it. Much like any form of art, meaning is derived from how the player feels and what they witnesses. What I presumed to be a game about clashing forces, ended up being more of a mutual symbiosis between the two. In the centre of all this is a beating heart that is being kept alive by all the machines around it. Tunnels have been caved out of underground lakes, while buildings have been digested by giant organisms. When players start to delve deeper into the game's underground, they find a mix of both organic and industrial, further highlighting the contrast between the two. A natural environment, filled with rolling green hills is overshadowed by a booming industrial landscape in the background. From the opening moments, the player is introduced to two clashing themes. Unmechanical is a puzzle game that has an incredibly strong emphasis on its art and themes.