Machinarium Returns After 17 Years
The original Amanita Design team will work on Machinarium 2, bringing back the game's signature hand-drawn world.
Amanita Design announced that a sequel to the 2009 hand-drawn adventure Machinarium is in development, and the game already has a Steam page.
The sequel, announced 17 years after the original puzzle adventure, features the same characters and steampunk art style and will be developed by the same core team. Jakub Dvorský returns as the Game Director, Adolf Lachman is creating handcrafted backgrounds and characters, Václav Blín is bringing it all to life with his charming animations, and Tomáš Dvořák, aka Floex, is composing the soundtrack.
The plot continues where the first game ended: Josef and Berta crash-land in the barrens and discover a valley inhabited by two peculiar robot tribes. The game features new locations: the Elektrona monastery, the city of Oilton, and their surroundings.
Amanita Design
This time, the developers will give players the opportunity to switch between the two protagonists and use their unique abilities. The devs say the best way to play is with a gamepad, but a regular mouse setup still provides an enjoyable gaming experience.
Amanita Design
Machinarium's signature art style also returns. Each element in the game's world, from rusty pipes to trees and industrial architecture to quirky robots, is entirely hand-drawn. The game artists drew inspiration from old master drawings and Renaissance landscape paintings. The hand-drawn robotic world is accompanied by a distinctive sound design, now enhanced by orchestral arrangements that sometimes draw on Renaissance music.
"When I composed the first Machinarium soundtrack years ago, I never anticipated such a huge response," Tomáš Dvořák, the game's composer, told PC Gamer. "I was simply trying to have fun and enjoy the creative process – and I believe that is the exact same approach I need for the sequel."
Amanita Design
Amanita Design
Amanita Design
Jakub Dvorský, CEO of Amanita Design, told PC Gamer that the decision to create a sequel was driven more by intuition than rational thinking:
"I just had this feeling that the world of the robots was knocking on the door, asking to come out again. It seemed like a good idea, and little by little, I got really excited about it."
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