Is a game too hard if the developers have to include an in-depth hint system?
Machinarium, a 2009 point-and-click adventure by Czech company Amanita Design, is beautiful. Its hand-drawn artwork and quirky robot characters are easy to fall in love with. The game has a cohesive style and minimalist storyline delivered without a single word of text. It’s the sort of game my non-gaming girlfriend was able to immerse herself in for hours.
But is it too obtuse? As Machinarium