Release Date: 08/12/2017
Played On: Win
Available On: Lin / Mac / Win
Time Played: 12h 55m
Progress: Completed
Developer: Zachtronics
Publisher: Zachtronics

I really like the way that Zachtronics have carved out a niche for themselves as the golden child of programming games. In fact, I almost didn't play Opus Magnum, as I had previously attempted their earlier title Shenzhen I/O. The latter focused heavily on programming and electronics in a way that made my head spin. Thankfully though, Opus Magnum is kind of Zachtronics's offering to the more casual flow-chart designers out there.

There's something particular about calling a Zachtronics game "casual" though, so keep that in mind. Another way of saying it would be to call this one of the more "accessible" games they've produced so far. Simply due to its main language of logic focusing more on visual input than programming syntax. This shift from the analytical to the visual makes Opus Magnum a much more enjoyable experience for those of us who think in pictures.

Although, this is still a Zachtronics game, so the entire conceit is to solve logic puzzles by creating machines and production flow-charts that create an end-product. The challenge is in making a system that's efficient, cheap, and fast; even though most of the time you can't get all three in an optimum range.

Thankfully though, there's no penalty for smashing parts together until they work. Whenever I found myself up against a difficult or complex puzzle, I was able to keep progressing by making a Frankenstein style contraption that did nothing more than get the job done.

The context is driven by a story, which is ultimately the weakest part of the game. I began by reading every bit of text shown as characters talked to each other and conveyed a steampunk plot of rebellion and ascension. After the first chapter though, I started clicking through every passage of dialogue, as it added little to the game and took far too long to get through.

I like that there's an attempt made to place the gameplay loop within an interesting context, but the sheer mountain of text the game throws at you makes it overwhelming. This is fine in a game where the lore and context is paramount, but this is essentially a game about making machines, so all the waffling just gets in the way.

It was the same in Shenzhen I/O, but I didn't feel as obligated to read the emails and conversations that were available to me. It seemed to fit the context of the game if I skipped the unimportant stuff and got on with the job. However, skipping dialogue in Opus Magnum feels like I'm missing a large part of the experience, even though I know it's a chore to actually pay attention.

The upside is that the main gameplay loop is fantastic and elegantly put together in a way that remains interesting and challenging to the end. The relevant story beat is that you play as an alchemist who is tasked with creating different compounds and products from base elements. This is achieved by combining and converting resources through a series of tools and mechanical arms. Essentially each puzzle has a required outcome, while you are restricted by the elements you have available to work with.

This is where the challenge comes in, even though it's somewhat mild in the context of Zachtronics games. The product you need to create can be large and complex, requiring specific manipulation of the base elements. Often you'll end up passing elements through a number of stages to position them correctly and mis them appropriately.

I have to say that playing with the mechanical arms and tracks that are used to move elements around is a whole lot of fun. Each moving part has a track where movements can be inserted like keyframes in an animation. This is as "programming" as it gets, as you often need to tell each arm where to move, how to rotate, when to extend, and so on. Eventually you end up with a beautiful display of moving parts that dance around each other in a super satisfying little dance.

Clearly this aesthetic was part of the intended experience as you're offered the option of exporting a GIF animation of your contraption when it's completed. If you've seen my twitter in the past few months you might have seen a few pop up here and there.

The production line from base element to end product feels a lot like every other flow-chart game like Big Pharma, or Factorio. There's not a lot of different in the mechanics here, other than the steam-punk limitations that are baked into the tools available to you. The same process takes place though, and I spent a lot of time working backwards from the end product to break my production line into logical steps.

It's a satisfying experience even when it echoes other production games, as the presentation and simple programming gives it a bit of personality. The fact that the story exists to give context is great as well, even though I skipped a lot of it after the first chapter.

Opus Magnum is a great example of how important design and presentation can be for a game that iterates on familiar elements. It's why I still think the game sits nicely within the Zachtronics niche, as there's enough of an identity to stand on its own. Having this ability to transcend its contemporaries says a lot about the game's elegant execution that makes it a beautiful experience.

Of course, the challenge of Opus Magnum's puzzles will depend greatly on each player's own abilities and familiarity with logic flow charts and production chains. I think it's fair to say that this is probably the game to sell most sceptics on the Zachtronics way of doing things. In fact, after playing Opus Magnum, I went back and had another go at Shenzhen I/O and was able to persist through the rest of the game.

Opus Magnum might well be the gateway drug we all need to overcome the intimidating hurdle of a series of games that focus heavily on programming and complexity. Thanks to the excellent presentation and design, this is the game I'd recommend to anyone who shows a bit of interest in Zachtronics games.

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