The game approaches the flesh nature of the creature with grotesque imagery, such as the room with the beast’s beating heart. Dark lighting, shadows, and a mix of different far off backgrounds give the 2D game a 3D experience, as players can stare at a far-off volcano in a cavern or an endless clog of steam and gears in the distance. The graphics have seen an improvement for next-gen consoles, but remain subtly simple and well-used to establish the atmospheric, ever-changing world. The best advice for this is to try every door, and every path, until one opens up a new location, and a new puzzle to solve. Navigating through the game is non-linear, which is great for replayability, but makes it difficult to know where players need to go next. However, this feature cannot be used to find the ‘right’ path or tunnel within the level. The robot can provide minor solution hints at the push of a button, should players have need of it. The puzzles are balanced with standard problems, like memorizing a particular sequence, to more abstract problem-solving, such as jamming alternating doors to keep both at least partially open. With this ability, the robot interacts with the world, flicking switches, moving weights to buttons, jamming steel rods into mechanisms, and so on. The bot is able to fly anywhere on the 2D screen, and can pick up moveable objects like rocks, steel rods, and bombs. Each room is filled with several different physics-based puzzles, each unique to the other through the premise, solution, and avail-able objects. Unmechanical: Extended puts players in control of a small robot that is pulled into an underground beast made up of dark caverns, mechanizations, pipes, caverns, and eerie fleshy environments.
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