The chad Jakub Dvorsky and the virgin Doug TenNapel—not that I actually have anything against The Neverhood so much as its asshole director, but it's nice to know the "funny guys on forested rocks in space" sub-genre found life elsewhere. Amanita Design's first entry in the "self rust" trilogy promised, and delivered, a smaller-scale successor to the bizarre scenes and ambling of a certain mid'-90s cult classic. And unlike that bust, Samorost led to tangible influence and prestige for the bourgeoning indie games scene. This was exactly the kind of Flash-era, outsider art game happy to just invite you into its odd little world, where every screen our gnome reaches has miniature delights and obstacles to overcome. Right as the very notion of "indie game" was coming into being—a reaction against a decline in shareware and rise of industry consolidation—this became an unlikely herald for things to come.

Actually playing the original 2003 game is a bit of a task. Internet Archive's in-browser version breaks after the intro, meaning I had to run the game in Ruffle offline via command line! Otherwise it's as simple as clicking around the screen, presented first to players as a beguiling, fantastic planetoid defying physics and graphical consistency. As I watched our protagonist scope around the void before panicking at the sight of an oncoming world just like theirs, I couldn't help but notice the odd juxtaposition of, well, everything here. Low-res nature photos blown up into scenery; flat-colored munchkins living in and out of more shaded structures; very short music loops, seemingly pulled from anonymous sources and libraries like junk in orbit! Many multimedia CD-based adventures from years before this used far more space to achieve this kind of uncanny valley, yet Dvorsky triumphs in a far stricter filesize.

Our white-frocked fellow's journey from home to hell and back hardly lasts longer than 15 or 20 minutes. Patience, observing the environment, and learning each inhabitants' patterns makes for an engaging time despite its simplicity. An itinerant laborer smokes the herb before throwing away the pipe-key needed to activate a ski lift. The fisherman tosses out a skeleton which the hawk snatches, proudly exhibiting it long enough for us to climb aboard and reach the badlands. What few scenarios Samorost offers feel like forgotten or mangled tall tales, making it fun to solve each puzzle in hopes of something cool. I'll admit that the last couple of screens are less interesting, though. Dvorsky and co-creator Tomas Dvorak wring most of the potential possible from this simple click-action paradigm a bit before the game ends. I hope the sequels introduce just enough verbs and structural changes to freshen things up. Still, this remains as elegant and intuitive as it must have been back in the early-2000s, a pared-down gallery installation in LucasArts form. (Compared to The Neverhood's often overdone riddles and backtracking, something this linear isn't too unwelcome.)

Later stories by the Amanita team(s) would delve into less enigmatic, more overt themes and messaging. Here, the focus is squarely on how one can both explore and interact with alien environments without corrupting or exploiting them in the process. This little world has no prince, yet bears the burden of its own ecosystem and hierarchies which we must acknowledge and work around to save our own land. Yes, one could say it's just a whimsical avoid-the-collision plot with lots of oddities and sight gags, but there's an optimism hiding in plain sight too. Accidents will happen, but a courageous and respectful response to natural disasters like this can work out in the end. As an invisible hand of fate guiding the gnome, we play the most important part in continuing the circle of life, perpetuating predation, survival, and creation in turn.

That's a lot of words to say that I had a good laugh watching the disgruntled man-squirrel finally getting peace of mind after the worms burrowing around him fall prey to a blobby bird. Or how about spooking the goats into the chasm, over and over again, waiting for the angler and some lizards to finish their meal? Samorost indulges maybe a bit too much in these clickpoints at the expense of a meatier adventure, but the commitment to displaying this world's arch antics and irreverence is very endearing. Coupled with unsettling yet comforting library music, the lounge jazz you'd hope to hear in any Eastern European animated film, this clash of styles makes the experience unforgettable. I was sad to leave the suddenly eventful lives of this lil' fella, and everything and everything they chanced upon, but this was one surreal trip I'll think back on fondly.

Seeing as this was one of his college projects, Dvorsky likely had no reason to expect Samorost would win a Webby Award. This led to Internet advertising work, the start of a career making similarly weird but wholly considered interactive media. Amanita Design would eventually ride the wave of indie games popularity via storefronts like Steam and the Wii Shop, plus enthusiastic press coverage, driving this kind of entertainment onto peoples' screens. Machinarium and later point-and-click odysseys shared the limelight with oh so many other author-driven darlings up through the turn of the 2010s, and the rest is history. It's fun to revisit the origins of these big cultural movements, back when games like this, Seiklus, and Strange Adventures in Infinite Space were innovators and standouts in an age of crowded big-box gaming. The era of bedroom coders never truly died, transitioning into browser games and then the digital distribution market we know today. Whether we call it "homebrew", "indie", "doujin", or whatever makes more sense in context, that ineffable David vs. Goliath effort of making one's own interactive art shines through in Samorost. Labor of love indeed.

Reviewed on Apr 07, 2023


8 Comments


1 year ago

Amanita Design games just hit different, I absolutely need to get to more of their modern works. Fortunately, I was able to play an archived version of the original via Flashpoint. Thanks for writing this, I've been rather fascinated by early 2000s indie games lately and this was a nice callback and reminder to keep looking around.
@CURS @Drax So, one of the topics I'll try to keep digging into as I play these early-2000s games (like this and Narbacular Drop recently) is the indie label came to be after decades of mostly similar trends in solo/small team development. Essentially, the creators who would have been doing shareware self-publishing, or mail order through publications/newsletters, could now leverage the Internet and digital storefronts to sell directly to players. All the (early) low overhead and storefront cuts into revenue made it viable and desirable to sell a game like Machinarium on Steam or through Humble Bundle. That leads us to recent years where the social media-industrial complex is in overdrive, any hope of equitable curation's thrown out the door, and tons of similarly ambitious software have to compete now. (Plus there's Discord and Itch.io bringing discourse and marketing back to a more grassroots, early Web-like level to some degree.) That "indie" distinction, the high prestige and perceived value separating these games from bedroom coder/smaller-scale software (whether or not a big established publisher sold it), fascinates me the more I read about its history. Liz Ryerson did a very long but rewarding essay on her experiences with and observations of the indie games movement in and outside of SoCal and other tech hubs.

I'm definitely keen on recommendations for what to play and analyze next. My instinct tells me it'll soon be time to tackle Cave Story, which I adamantly think deserves the doujin label more than what nearly everyone uses.

1 year ago

Thanks for the link, definitely gonna have to pore over this in more detail when I'm not as tired!

On my end, Derek Yu's Eternal Daughter has gotten my interest and I also want to do a bit more digging through early Nifflas (probably looking at Within A Deep Forest first) after how much I enjoyed Knytt. I'm gonna have to make a list of all these interesting titles, some of which aren't even on IGDB yet that I spotted from the Independent Games Wiki (https://tig.fandom.com/wiki/List_of_Indie_Games_(by_Year)) and might have to add in myself.

1 year ago

I second early Nifflas, and the Knytt games in particular. (Knytt might be called a Seiklus-like, hehe.)
@Drax I will probably do Eternal Daughter sooner than later, mainly so I can know a thing or two about Derek Yu's beginnings before getting to Spelunky. I'll go ahead and add that game into the last paragraph way above, lol. There's a lot of ancient TIG/Independent Games Festival notables which either aren't in IGDB or need some editing.

@CURS I agree about the vagueness of what I'm pursuing here. It'd be real easy to become a prescriptivist about when and where it's appropriate to call this or that old paid/freeware game "indie" or not. Just like we ain't got a real definition of that term today, a bunch of competing terms also got used to describe things like Samorost for lack of useful equivalents found in gaming press. And I'm definitely counting Jeff Vogel as an edge case of sorts, starting out in the pre-iMac shareware scene and quietly blending into the indie CRPG scene as it developed with or without his influence. Geneforge was an awesome game and has me excited to try the sequels.

@Xantha_Page Def going to play Knytt once I'm done with Seiklus. I just need to run through a bunch of these shorter games the way I do my MAME arcade stuff.

1 year ago

Forgot to mention re: Derek Yu, I dearly love Aquaria, but I sometimes suspect I might be the only one because it usually gets a clobbering on sites like this, admittedly for understandable reasons.
Oh, this actually gives a clue. I have Machinarium and saw Samorost 2 and 3 on Gog, but I was wondering how to get my hands on the first one to start. Very pleasant read.
Samorost 1 is also on GOG with some light remastering work, and it's free like before. I think only the sequels got a lot of reworking; if you're already hooked after the first game, then it makes sense to pay a bit for the upgraded follow-ups.