![]() ![]() It works wonderfully, though, and is an extraordinary thread of the Samorost 3 cosmos. ![]() The first time you see the gnome take off in its spaceship and hear the launch accompanied by someone roaring through pursed lips to belt out the sound of rockets firing, you can’t help but laugh out loud. It adds such a unique flair to the overall presentation of the world. Nearly every sound effect was done by voice every pop, boom, crash, whoosh, huff, puff, click, and chirp comes from someone’s mouth. Where Samorost 3 sets itself apart from other games of its ilk is in its sound design and musicality. Every screen looks as if it was torn straight from the pages of a classic 19th-century fairy tale and reimagined for modern computer monitors. If Wilhelm and Jacob Grimm were alive today, they would most assuredly lend their stories to the artistic talents of Amanita. The isolation of our hero the gnome in the vast sabal of space beautifully juxtaposes the inviting and enrapturing nature of the art style. The chalk-dust craterous moons, lush Amazonian forests, and cool-tone bioluminescent caves pop with a variety of color and texture that envelops the player in a feeling of uneasy and desolate warmth. Samorost 3 has a palpably brilliant aesthetic. If you’re familiar with developer Amanita Design and its previous works like Machinarium and Botanicula, then you know what to expect from Samorost 3: a beautiful yet menacingly-abstract art style, seemingly simple puzzles that harbor a hidden degree of cleverness, quirky characters that grip your soul with whimsy and charm, and a world that crosses the playfulness of a children’s book with darker adult themes.
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