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	<title>amanita design &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Steam Game Festival is Now Live, Over 500 Free Demos Available</title>
		<link>https://gamingbolt.com/steam-game-festival-is-now-live-over-500-free-demos-available</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Thu, 04 Feb 2021 06:27:29 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[amanita design]]></category>
		<category><![CDATA[Devolver Digital]]></category>
		<category><![CDATA[DotEmu]]></category>
		<category><![CDATA[Happy Game]]></category>
		<category><![CDATA[Loop Hero]]></category>
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		<category><![CDATA[Windjammers 2]]></category>
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					<description><![CDATA[The festival will run till February 9th, 10 AM PST.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/05/Steam.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-397381" src="https://gamingbolt.com/wp-content/uploads/2019/05/Steam.jpg" alt="Steam" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/05/Steam.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/05/Steam-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/05/Steam-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/05/Steam-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>The <a href="https://gamingbolt.com/steam-game-festival-returns-on-february-3rd">Steam Game Festival returns</a> and once again offers quite the number of free demos for players to try. There are more than 500 demos to sift through until February 9th, many of them new and others returning. Numerous developer talks are also being held so that players can learn more about the development processes behind said games.</p>
<p>If you&#8217;re keen on trying out any demos, then there&#8217;s<em> Loop Hero,</em> Devolver Digital&#8217;s upcoming deck-building rogue-lite with a charming pixel art-style. <a href="https://gamingbolt.com/windjammers-2-delayed-to-2021"><em>Windjammers 2</em></a> is also worth checking out to see how the classic has transitioned over to its new art-style. <em>Happy Game</em> is also worth noting &#8211; it&#8217;s a horror adventure title from Amanita Design of <em>Creaks</em> and <em>Botanicula</em> fame.</p>
<p>Following the Steam Game Festival&#8217;s conclusion is the Steam Lunar New Year sale. It&#8217;s rumored to take place on February 11th and will offer numerous sales. Whether the Night Market, which offers a number of different chat stickers, profile backgrounds and more to acquire with Points, will return remains to be seen so stay tuned.</p>
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		<title>Creaks Interview &#8211; Inspiration, Development Challenges, Future Updates, and More</title>
		<link>https://gamingbolt.com/creaks-interview-inspiration-development-challenges-future-updates-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 24 Aug 2020 15:18:25 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[amanita design]]></category>
		<category><![CDATA[Creaks]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=453098</guid>

					<description><![CDATA[A post-launch interview with Creaks' lead designer and artist Radim Jurda. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">H</span>alfway through 2020, <em>Creaks </em>just came out of nowhere and took everyone by surprise. Though Amanita Design&#8217;s puzzle-platforming adventure had been on the radar of some people for a while, thanks to its beautiful visual aesthetic and its promise of a rich world, no one expected it to be quite as good as it turned out to be. With solid puzzle design, effective storytelling, and striking visuals, it&#8217;s quickly become another example of how indie studios are often the greatest sources of creativity.</p>
<p>Recently, we sent across some of our questions about the game, its development, and what the developers have in store for its future to the folks at Amanita Design, hoping to catch up with them and look back on things now that <em>Creaks </em>is out in the hands of players. You can read our conversation with the game&#8217;s artist and lead designer Radim Jurda below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2.jpg"><img decoding="async" class="aligncenter wp-image-450593" src="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2.jpg" alt="creaks" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"It was clear from the initial reactions to trailers that there are people who will enjoy the audiovisual experience, but it wasn&#8217;t clear to us if the game as a whole will impress them until it was out."</p>
<p style="margin: 0in; background: white;"><b><span style="color: #0e101a;">Congratulations on the launch of <i>Creaks</i>! How does it feel to finally have your game out there, and for players to be responding to it in such positive fashion?</span></b></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;">Thank you! It feels great, and it&#8217;s a huge relief. The game was in development for eight long years and it&#8217;s the first released title of our dedicated team within Amanita Design. As the release date got closer, we were getting more nervous about how the game was going to be received. It was clear from the initial reactions to trailers that there are people who will enjoy the audiovisual experience, but it wasn&#8217;t clear to us if the game as a whole will impress them until it was out.</span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><b><span style="color: #0e101a;">The beautiful art style of <i>Creaks</i> is one of the game&#8217;s most notable aspects, especially at first glance. How did you land on that look for the game, and what inspired it?</span></b></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: black;">The aesthetic i</span></span><span style="white-space: pre-wrap;"><span style="color: #0e101a;">s based on book illustrations, traditional animation and painting techniques, that I and my friend and co-artist Jan Chlup explored during our studies at high school and later at university. The art styles that appear in <i>Creaks</i> are actually our favorite techniques, and it was exciting for us to make them come to life in a game. We draw inspiration for our world from different sources, for example, the part of the mansion that we call Palaces was inspired by various collections we observed while visiting several European museums. Many of our colleagues at Amanita grew up in the same environment, attended the same fine arts schools, so naturally, <i>Creaks</i> fits into the studio&#8217;s general aesthetic. I also desired to introduce this style to a genre that&#8217;s different from Amanita&#8217;s usual production.</span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><b><span style="color: #0e101a;">The world that <i>Creaks</i> is set in as something that has drawn a lot of praise from players. Can you talk to us about how you went about conceptualizing it, and what primary goals you had in mind for it while doing so?</span></b></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;">The story begins similarly to </span><i>Alice in Wonderland</i>, as our hero finds a small door to a vast, fantastic world. The world of <i>Creaks</i> has surreal rules, but in contrast to <i>Alice</i>, in which basically anything can happen, it&#8217;s built to be relatively logical and cohesive. We achieved that by using some motifs throughout the entire game. For example, the motif of looking for a book plays a big role in the main storyline, and it also appears in the collectible paintings and various statues. The key theme of <i>Creaks</i> is ambiguity, and my goal was to create a world that feels like a real fantasy place, but can also be perceived as a metaphor for the hero&#8217;s subconsciousness.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-3.jpg"><img decoding="async" class="aligncenter wp-image-450594" src="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-3.jpg" alt="creaks" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-3-1536x864.jpg 1536w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The key theme of <i>Creaks</i> is ambiguity, and my goal was to create a world that feels like a real fantasy place, but can also be perceived as a metaphor for the hero&#8217;s subconsciousness."</p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><b><i><span style="color: #0e101a;">Creaks</span></i><span style="color: #0e101a;"> constantly strikes a deft balance between storytelling and engaging puzzle-platforming gameplay, always focusing on both in equal measure. How hard was it to strike that balance, and ensure that both elements worked in harmony with each other?</span></b></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;">From the beginning, we wanted to offer an adventure experience with a story, and the work on<i> Creaks</i> started with a very thorough storyboard. There are no words in the game, so we made the storyboard very detailed and tested it on our friends to see if the story is understandable just from the pictures. When designing the puzzle gameplay for<i> Creaks</i>, we noticed it could be a bit difficult for players to solve riddles all the time, so adding those story cutscenes or mechanical paintings brings the elements of relief and reward between each puzzle section. Creating each district of the house was quite challenging as we were trying to put the gameplay and story rooms together in a nice and frugal composition.  </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><b><span style="color: #0e101a;">What were the biggest challenges you faced during the development of <i>Creaks</i>?</span></b></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;">One of the biggest challenges was maintaining focus and trust for the game throughout so many years of development. There were moments when it was challenging to find a passion for working hard every day. Luckily, we didn&#8217;t expect it to take so long, so after a few years of development, I thought it would take like one more year, and then we are done. But it actually took many more years. Good that we didn&#8217;t know it at that moment! Maintaining the focus would have been even more difficult&#8230;</span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><b><span style="color: #0e101a;">Since the game&#8217;s launch, is there any particular bit of feedback or criticism from the community that stands out to you and that you are considering addressing with future updates?</span></b></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;">Some people were missing a hint system in the game if they got stuck on a puzzle, but I like it when games bring people together, and those people help each other solve the riddles. There were requests on our Discord server for adding numbers to individual scenes so players can refer to them more easily when they are giving hints to each other without sending spoiler pictures. It was a great idea, and we are preparing this small but useful feature for the next update.</span></span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-450596" src="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image.jpg" alt="creaks" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"One of the biggest challenges was maintaining focus and trust for the game throughout so many years of development. There were moments when it was challenging to find a passion for working hard every day."</p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><b><span style="color: #0e101a;">Of course, <i>Creaks</i> hasn&#8217;t been out for that long, so I understand if this isn&#8217;t a question you&#8217;re prepared to answer just yet, but are you considering making new content for the game, or perhaps working on a sequel, especially given how positively people have responded to the game?</span></b></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;">As you said, it&#8217;s a bit soon to tell. I need to rest now and give myself the freedom to think of ideas for some completely new games. Despite the many years I have spent in the world of <i>Creaks</i>, I like it very much and have got new ideas for interactions between the furniture monsters and even some new creatures sitting in my drawer. Let&#8217;s wait a bit to see if enough ideas and passion for a sequel will rise and if the players would like to see more of <i>Creaks</i>.</span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><b><span style="color: #0e101a;">Given how close we are to the launch of PS5 and Xbox Series X, have you given any consideration to bringing <i>Creaks</i> to next-gen consoles?</span></b></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;"> </span></span></p>
<p style="margin: 0in; background: white;"><span style="white-space: pre-wrap;"><span style="color: #0e101a;">Of course, we would love to bring<i> Creaks</i> and our new and upcoming projects to the new consoles, but it&#8217;s a little bit early for us to be specific about that.</span></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">453098</post-id>	</item>
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		<title>Creaks Review – Through the Floorboards</title>
		<link>https://gamingbolt.com/creaks-review-through-the-floorboards</link>
		
		<dc:creator><![CDATA[Matt Bianucci]]></dc:creator>
		<pubDate>Fri, 31 Jul 2020 17:04:41 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[amanita design]]></category>
		<category><![CDATA[Creaks]]></category>
		<category><![CDATA[nintendo switch]]></category>
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		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=450587</guid>

					<description><![CDATA[Great puzzles prop up other interesting, unexplored ideas. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">R</span>ight off the bat, <em>Creaks </em>is pretty unassuming. Controlling an unnamed everyman in his average bedroom, you fix a shaky lightbulb and a peeling piece of wallpaper. But after the wallpaper peels one too many times, you take a look behind it to find that, against all odds, there’s an entire world on the other side of the wall.</p>
<p>This world is big and intricate, as the wide shot during your descent makes clear, but, like any other hidden world, it’s filled with secrets, lore, and, of course, dozens of complex and satisfying puzzles for you to conquer. While its story may have you end up feeling like a side note in a larger, more interesting world, <em>Creaks</em>’ focus is on its rewarding puzzles, which are impressive in their diversity and complexity without being obtusely difficult. While there are a few missed opportunities, the main puzzles and entertaining interactive paintings make <em>Creaks </em>one of the more interesting indie puzzlers of the year.</p>
<p><iframe loading="lazy" title="Creaks Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/BXwx_Oq1XaE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p class="review-highlite" >"Light adds one of <em>Creaks</em>’ most unique gameplay dynamics. The monsters’ fear of light causes it to be a safe haven for you to stand under in sticky situations, and, because they won’t run through it, it can act as a barrier that keeps them in place."</p>
<p>In classic Apple Arcade fashion, where it was first launched, <em>Creaks </em>is segmented into many small pieces, called scenes, most of which correspond to a single puzzle. Puzzles in <em>Creaks</em> are pretty straightforward. Most of the time, you start on one side of a room and see a ladder on the other side, and your goal is to find a way to get to the ladder safely. Trying to stop you from getting there are monsters that will kill you instantly. Among these are everything from metal dogs that chase after you if you get too close to humanoids that mirror your every move, either in the same direction or the opposite direction.</p>
<p>The twist with each monster is their aversion to light. When caught under a light fixture, enemies will revert to unique household objects like a chair or coat rack. Some puzzles can only be solved by catching certain enemies under a light and standing on them to grab a previously unreachable ladder. Light adds one of <em>Creaks</em>’ most unique gameplay dynamics. The monsters’ fear of light causes it to be a safe haven for you to stand under in sticky situations, and, because they won’t run through it, it can act as a barrier that keeps them in place.</p>
<p>While there are only a handful of total enemy types throughout, the game is successful in diversifying how you have to treat each enemy in every puzzle. In some instances you may have to get a dog to chase you so you can jump down a ledge and sneak behind it before it returns to its resting spot, while in others you’ll have to get them to stand on a switch that activates something else in the level. It’s impressive how many different ways it gets you to use each monster and how consistently clever it makes you feel when you do so.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-450593" src="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2.jpg" alt="creaks" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Light adds one of <em>Creaks</em>’ most unique gameplay dynamics. The monsters’ fear of light causes it to be a safe haven for you to stand under in sticky situations, and, because they won’t run through it, it can act as a barrier that keeps them in place."</p>
<p>In its level design, <em>Creaks </em>opts to prioritize fewer monsters in its puzzles to retain its simplicity instead of trying to fit a bunch of enemy types in a single puzzle. Each enemy effectively has its own section throughout the game consisting of anywhere between 10 and 20 puzzles, which showcases both the full extent of their attacks and the fluid and emotive animations. Any given puzzle has at most two types of monsters, which ends up feeling like a minor missed opportunity to have so few levels that explore the interplay between monsters since these are the most unique. Scenes where you let a bunch of enemies interact while you sit on the sidelines are fun to watch and add further dynamics that you miss when dealing with a single monster. Later sections feel anticlimactic because they don’t put together everything you’ve learned so far and, instead, start to feel like more of the same.</p>
<p>What the level design lacks in interplay between monsters, though, it makes up for in increased design complexity. The harder puzzles aren’t always the ones with the most enemies to avoid, but often those with the most space to cross, usually with the most verticality and environmental changes and requiring multiple steps to complete. Even at its most difficult, <em>Creaks </em>luckily never becomes infuriatingly difficult, and it toes a thin line between giving you enough information to succeed and making you feel clever for figuring it out yourself. The beautiful soundtrack helps this. It, along with its uniquely pretty yet ominous art style, adds heavily to the game’s mysterious tone, but it also gives audible celebrations when you’ve done something to progress a puzzle. It’s not particularly subtle about it, but it’s rewarding to hear yourself making progress when you’re getting frustrated. While each of the 50 or so puzzles might take just a couple of minutes each if you figure them out quickly, the best feelings are the lightbulb moments after you’ve been stumped and finally figure out a solution. These happen often enough to keep you engaged, but there are enough easy levels to keep the pace from slowing to a halt.</p>
<p>Breaking up the series of puzzles are a litany of moving paintings found throughout, either in plain view or in secret collectible rooms. Occasionally, these turn into interactive paintings that force you to complete some self-contained task within the painting, like finding a correct musical sequence or jumping over obstacles. While these are technically optional, they are some of the highlights of the experience. Filled with robot-armed humanoids, every painting adds to the unsettling tone that the world exudes, and, while they have little direct relation to the story, they are fun and interesting ways to pepper in a different form of gameplay and give a little insight into this other world.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-450596" src="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image.jpg" alt="creaks" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2020/07/creaks-image-1536x864.jpg 1536w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"What the level design lacks in interplay between monsters, it makes up for in increased design complexity. The harder puzzles aren’t always the ones with the most enemies to avoid, but often those with the most space to cross, usually with the most verticality and environmental changes and requiring multiple steps to complete."</p>
<p><em>Creaks</em>’ story isn’t particularly straightforward, especially given how you enter the world, and it understandably doesn’t take center stage. After every few puzzles you’re shown a cutscene of a group of bird-people struggling with some unexplained problem, though it does this without any spoken dialogue. While you eventually understand the larger goal, it doesn’t open up until the last handful of scenes. What’s unfortunate about the overarching story is that the player-character feels like a side note in a plot centered around the other characters shown in the cutscenes. Even though you’re solving puzzles, you have few interactions with them, and it feels like you’re watching from the sidelines while they solve the problem, making your involvement only a coincidence. With that said, the story is well-paced and understands that the game’s focus is on its puzzles. The cutscenes it shows are necessary to understand the world and happen infrequently enough so that I was never tired of them happening. The story also wraps up on a fitting and enjoyable climax that makes sure the game doesn’t overstay its welcome in its 5-6 hour runtime, but still answers many of the questions you’re likely to have.</p>
<p>As an indie puzzle game, <em>Creaks </em>makes a surprisingly successful transition from mobile to consoles. While its story seems to want to tell something a lot bigger than it ultimately does, the puzzles are rewarding and challenging enough to keep you engaged without being irritating. Its level and character designs, despite feeling like they could’ve implemented more interplay between enemies, are impressively diverse and thoroughly explored, especially in its more challenging puzzles, and the paintings that break up the time between puzzles are highlights in themselves. Even through its flaws, <em>Creaks </em>is one of those games that I didn’t want to put down because I felt its mobile “one more puzzle” influences, which is how it succeeds in most of what it sets out to do.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on the PlayStation 4.</strong></em></span></p>
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		<title>Machinarium Pocket Edition Now Available for iPhone</title>
		<link>https://gamingbolt.com/machinarium-pocket-edition-now-available-for-iphone</link>
					<comments>https://gamingbolt.com/machinarium-pocket-edition-now-available-for-iphone#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 18 Oct 2013 09:05:18 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[amanita design]]></category>
		<category><![CDATA[Apple App Store]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[machinarium]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=175756</guid>

					<description><![CDATA[iPad owners can download the game for free.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/10/machinarium.jpg"><img loading="lazy" decoding="async" src="https://gamingbolt.com/wp-content/uploads/2013/10/machinarium.jpg" alt="machinarium" width="620" height="349" class="aligncenter size-full wp-image-175757" srcset="https://gamingbolt.com/wp-content/uploads/2013/10/machinarium.jpg 800w, https://gamingbolt.com/wp-content/uploads/2013/10/machinarium-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><br />
If you enjoyed the game on iPad, then you&#8217;ll be pleased to know that Machinarium, developed by Amanita Design, is now available for play on iPhone. The game has now been classified as a Universal App &#8211; this means that if you already have the game for iPad, you can download it to the iPhone without paying any additional cost. Machinarium will support Apple&#8217;s Retinal Display, Game Center achievements, iCloud saves and the ability to pinch-to-zoom.</p>
<p>Though you&#8217;ll have to wipe your current save file if you download it to iPhone, there will be six saves available offering different positions from where you can continue your game. Machinarium is available on the Apple App Store for $1.99.</p>
<p>Released originally in 2009 for PC to much critical acclaim, Machinarium is also available for PlayStation 3, PlayStation Vita, BlackBerry Playbook and Android, though the Xbox 360 and WiiWare versions were cancelled midway. What are your thoughts on being able to play it for iPhone? Let us know below.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">175756</post-id>	</item>
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		<title>ESRB listing reveals Machinarium on Vita</title>
		<link>https://gamingbolt.com/esrb-listing-reveals-machinarium-on-vita</link>
					<comments>https://gamingbolt.com/esrb-listing-reveals-machinarium-on-vita#comments</comments>
		
		<dc:creator><![CDATA[Jordan Garland]]></dc:creator>
		<pubDate>Mon, 16 Jul 2012 23:56:56 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[amanita design]]></category>
		<category><![CDATA[machinarium]]></category>
		<category><![CDATA[PS Vita]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=97410</guid>

					<description><![CDATA[The charming point-and-click Machinarium is coming to PlayStation Vita, according to a listing on the Entertainment Software Rating Board site. The ESRB carries a listing for the game for release on Mac, PC, PlayStation 3, but also the PS Vita. It grants an E for Everyone rating, which isn&#8217;t a surprise to anybody, even though it [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>The charming point-and-click Machinarium is coming to PlayStation Vita, according to a listing on the Entertainment Software Rating Board site.</p>
<p><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-97429" src="https://gamingbolt.com/wp-content/uploads/2012/07/Machinarium_predherna505thumb.jpg" alt="" width="505" height="198" srcset="https://gamingbolt.com/wp-content/uploads/2012/07/Machinarium_predherna505thumb.jpg 505w, https://gamingbolt.com/wp-content/uploads/2012/07/Machinarium_predherna505thumb-300x117.jpg 300w" sizes="auto, (max-width: 505px) 100vw, 505px" />The ESRB carries a listing for the game for release on Mac, PC, PlayStation 3, but also the PS Vita.</p>
<p>It grants an E for Everyone rating, which isn&#8217;t a surprise to anybody, even though it contains &#8216;comic mischief&#8217; and the &#8216;use of tobacco&#8217;.</p>
<p>The rating summary states:</p>
<p>&#8216;[Machinarium] is an adventure-puzzle game in which players assume the role of a discarded robot (Josef) that must defuse a bomb and rescue its girlfriend.</p>
<p>&#8220;Players sometimes advance the storyline by playing tricks on other robots (e.g., scattering marbles to make one character slip and fall, electrocuting a robot cat); one cutscene depicts a character getting hit with a slingshot, resulting in a &#8216;dizzy-stars&#8217; effect.</p>
<p>&#8220;During one extended sequence, players must construct a makeshift cigarette for another robot to smoke; another sequence depicts a character smoking a pussy-willow plant like a cigar or cigarette.</p>
<p>Machinarium was originally due to come to PlayStation 3 in February 2012, however this never materialised. The game was originally released in October 2009.</p>
<p>Source: <a href="http://www.esrb.org/ratings/synopsis.jsp?Certificate=32356&amp;Title=Machinarium&amp;searchkeyword=" target="_blank">ESRB</a> via <a href="http://www.psnstores.com/2012/07/esrb-rating-machinarium-is-psvita-bound/" target="_blank">PSNStores</a></p>
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