![]() For those with no programming background, these same puzzles could take hours of your time. One of Human Resource Machine's only major fault is that there are far too few puzzles its 38 puzzles go very quickly once you have the hang of how to program, leaving a game that could be completed in under an hour depending on your skill level. It requires you to think less like a gamer and more like a developer. It's not difficult for difficulty's sake though, it's difficult because it's different. A big story might have been a nice addition, but the game is still great without it.Human Resource Machine is one of the most difficult puzzle games we've played in quite some time. It was part of the concept that you don't experience much of what is happening, because you are sitting in an office, solving automization problems. I never felt like the game is implying that there will be a lot of story.Īnd what you got from the story, was just perfectly fitting to the game. Yes, I know I can use my imagination to create the story in my head, but I could have done that just fine without the game. Like I was tricked into playing the game always expecting there to be more story content, and that content never came. In Human Resource Machine, the entire story is shown in the trailer. Little Inferno's story was seriously underdeveloped. At least there could be an alternate ending if we finished all the challenges. Originally posted by Petzi:I too feel this game is seriously lacking in story. Maybe because you can't put references in programming I guess. This may sound terribly dumb, but I was sorta expecting more references. In Little Inferno, aside the obvious references like the pack of goo and the casual game of Fisty and the Gems, ( and the valkirye song being part of the whole theme of the Information Superhighway, and "Clampy Bot" being a reference to ' Robot and Cities who built him '), there are quotes, that Sugar Plumps uses, like the famous " What's up there anyway" and the speech of "The fire flickers with possibilities I wonder what would happen if I get a little closer?, a thing taken from Burning Man in Cog in the Machine where the Sign Painter says "Well, you can't stop progress", mirroring the hardships of Sugar Plumps at that point.īut here, I only caught the fact that Tomorrow Corporation's Secretary, the one who wrote the "Terrible Secret" is one of your bosses, and that "Small Divide" is just the name of one level in WoG. Maybe I just need more time to understand.Īnother thing that caught my attention is, there are almost no references of the past games. ![]() I don't want to think that it is like that, when WoG and LI are so plot-driven, but with so little plot. Or are they a reference to "Robot and the cities who built him", that little game-experiment Kyle did way back then? Like "well, we are being invaded by robots, so you being fired to be replaced by an actual computer is a methapor " thing? It is part of the "progress" theme that plays in the games of Kyle Gabler? The interactions with Alice, Betty and Carol.Īre they pointless because we need to experience that kind of empty chatter?Īnd what about the actual fact of robots invading the city? Only to be replaced by an actual computer. It is even crude when you can see your employee aging, spending their whole life in the office. More than 40 years working and you are more or less, the person with the same role from the begining. I mean, I understand that it could be a reference of the horrible world of work ( I mean, a year a floor? Holy. Like on LI? A thing that feels like ramblings but holds deeper meaning? ![]() Now, the one million dolar question, because it has happened before. There is a total of 5 cutscenes in the game. ![]() Mind you, you can get more bits of info with " Tell me more" but, even when the random bits flesh out the boss and the secretary for LI, very little to none relevant-to-the-plot info is told. It surprised me that, when WoG and LI almost from the start hook you up with the story, HRM took it's sweet time to even say something. Definetly the most complex in gameplay aspect of the whole of them. It's a very challenging game, we can tell. "īut in the end, what does Human Resource Machine left us? World of Goo going about the constant ' keep going forward' and Little Inferno, with a little more of ' don't get stuck, go forward but remember, you can't go back. World of Goo and Little Inferno are both games driven by clever plots, that make you think and ponder about the lessons they left you.
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