Opus Magnum Review
So Opus Magnum becomes a game of careful optimization toward each of the tips of that triangle, with different goals requiring completely different designs within the same level. Thankfully, you aren’t locked into only one strategy, as Opus Magnum lets you save and duplicate machines so you can play around and experiment with different solutions.
Matt: Towards the end of the game, Opus Magnum occasionally tasks you with dismantling a molecule rather than putting one together. I like this one because, although it means I score terribly in the ‘area’ category, it’s spread out so that you can clearly see each part of the machine doing its thing.
I also enjoy the stupidly long four-piston journey that one of those salt atoms goes on. That gif doesn’t feature my favourite thing about it though, which is the sweet ‘DUN DUN DA DUN DUN’ rhythm it churns out as each atom gets tucked into a product slot.
Precision Machine Oil by Graham. Graham: I decided to try Opus Magnum after seeing some friends compete over who could make solutions with the lowest number of cycles. They were sharing GIFs like the one above, of clacking machinery doing things I couldn’t follow. So I downloaded it, played far enough to reach the level they were sharing gifs of, and then I got to work. I’ve now been playing ‘Precision Oil Machine’, the level shown above, for about 10 hours, even though I’ve only played the rest of the game around it for about 2.This GIF shows my favourite iteration in my work so far. It’s not my most efficient attempt, but it has an elegance to it that I find more satisfying than the others.
It embodies something I like about the game generally: puzzle solutions have aesthetic qualities that exist separate from the game’s other measures of success. That’s why I was compelled to download it even after seeing solutions I didn’t understand, and why it’s so wonderful that the game has a ‘Make GIF’ button. It’s also why I’d recommend the game to people who don’t normally go in for these engineering-style puzzle games.
In the levels I’ve played so far, finding the solution has never been too tricky and even the sloppiest of designs have made me feel proud of what I’ve constructed. It’s just fun to watch all those arms and atoms clunking back and forth. Mists of Incapacitation by Brendy. Brendan: I was so proud of this creation that I entirely forgot it was producing a toxic gas for the purposes of urban warfare.
When you complete the game’s puzzles, there’s often a moment of dissatisfaction. It slowly dawns on you that your work is flawed, you begin to notice the slow parts, the pauses in the machine, the waste. But with this gizmo, that sensation didn’t come. I like it because it is taut and precise. War commander on facebook. It is so compact that it should, by all rights, collapse in on itself. The arms look as if they ought to collide, the grabbers ought to quarrel, the elemental marbles ought to come spilling out of it like insecure glass eyeballs. And yet none of this occurs.
Everything is timed just so. Ah, my beautiful toxic gas machine.Opus Magnum is on.
Posted: 19 AprilAs a software developer in my day job, many programming games just don't appeal to me— they either feel too much like work (Exapunks), or the interface is clunky (Human Resource Machine) and the primitives of the system are less expressive than I'd like (Opus Magnum). What I want from a good programming game is a series of puzzles where I feel clever for having figured them out, in an interface that gets out of my way so that I can quickly and efficiently implement the solution once I have it.Opus Magnum isn't perfect, but there's a lot to like here— the art and interface is gorgeous, the dialogue before and after each puzzle was unexpectedly excellent, the 'Sigmar's Garden' minigame was a pleasant bonus, and the puzzle design itself is very good.
In particular, I was concerned that later puzzles would just get bigger and more complicated, demanding long, fussy strings of operations that would be finicky to implement without higher level abstractions such as proper loops, subroutines, or the ability to run the machine on fast-forward until a breakpoint. Although these features would have been very welcome, I thought the puzzles in the late game (although complicated) did do a good job of staying within what was reasonable to implement given the tools available to the player.Having now completed the game in 20hrs, I think my biggest complaint is around the stats system; your solution to each puzzle is measured for the cost of all the parts you used, the space taken on the board, and the total time. Upon finishing a puzzle, you see a distribution of where solutions from other players fell, so you can get a sense of whether your machine was typical or slightly better or worse on a particular metric.
I would have liked for this data to be more actionable than basically just telling me what the best-case scenario for each of them on a given puzzle— like, show me what the distribution of time is on solutions that have the optimal space or part cost, or show me what the cost is of solutions that take the least time. Or establish a rubric that maps these three scores onto a total score so that there's a framework other than the user's own taste for making tradeoffs between them.Anyway, that is a fairly minor complaint.
Overall I had a terrific time with Opus Magnum, and very enjoyed spending the last week or two hooked on it.
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