Seite - 202 - in JRFM - Journal Religion Film Media, Band 03/01
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202 | Christian Wessely www.jrfm.eu 2017, 3/1, 199–205
My OPiNiON
What fascinates me so with Samorost 3 (and has done from the very first mo-
ment) is the complete absence of text, written or spoken. in a sense Samorost 3
is a mute adventure. It contains noise effects that are very well made, interest-
ing music, made with craftsmanship, and babbling sounds when someone is
speaking, but nothing one actually understands. the communication is partly
shifted to a highly symbolic level – icons appear in speech balloons, and riddles
have to be solved in inserted subscreens (see fig. 2 and 4). And no lesser part
is played by music: listening and repeating musical motives and manipulating
various tokens, from ropes to bugs’ antennae (see fig. 5), to produce sound
sequences are vital for the game to progress.
On the surface Samorost 3 is non-violent. i was unable to provoke a killing. the
player cannot die; if one is unable to solve a riddle, one simply gets stuck in the
environment. however, death is somehow present: the wastelands on some
planets speak of catastrophes that may have happened, and the antagonist and
his creature have to be defeated in order to save this little universe, a task dele-
gated, however, to the (mechanical) hero, whom the player has to awake. here
is a wonderful example of the sacrificial process René Girard has described. So,
in the end, for all its fascination Samorost 3 remains stuck in a scapegoat mecha-
Fig. 4: When charmed by the horn, the plant answers.
JRFM
Journal Religion Film Media, Band 03/01
- Titel
- JRFM
- Untertitel
- Journal Religion Film Media
- Band
- 03/01
- Autoren
- Christian Wessely
- Daria Pezzoli-Olgiati
- Herausgeber
- Uni-Graz
- Verlag
- Schüren Verlag GmbH
- Ort
- Graz
- Datum
- 2017
- Sprache
- englisch
- Lizenz
- CC BY-NC 4.0
- Abmessungen
- 14.8 x 21.0 cm
- Seiten
- 214
- Kategorien
- Zeitschriften JRFM