Samorost2 is, as those of you who are sufficiently alert might be sorely tempted to conclude, the sequel to what has subsequently become known as "
Samorost1." It is currently my preferred paradigm for a kinder, gentler, and far more whimsical synthesis of computers, games, learning, and art.
It's a puzzle-game, similar in principal to
Myst - a series of "point-and-click" adventure puzzles. Only, unlike Myst, you can't really die, or even make a mistake. You just go on and on, pointing, clicking, observing, and clicking some more, until you figure out that clicking on this makes that do something which makes the other thing go where you want it to, and you find yourself somewhere you haven't been before.
Graphically, the game is often surprisingly beautiful. The music and sound effects complement the art - rich and enriching. Technically, it is filled with achievements (note especially the use of light) that are bar-raising. But, for me, it's the whimsy, the pervasive humor that keeps you from taking the game or your achievements in it too seriously. Even when you can't figure out what to do next (yes, each level has a code you can use so you can get back to it in case you have to go away for awhile, far, far away), you are constantly reminded that there's nothing really important here - just the fun.
It's the most successful of games from
Amanita Design, founded by Jakub Dvorsky of the Czech Republic. It crosses many borders to come to us. And brings us a newer, and far more promising world to play in.
You can play it online, until you've run out of levels. You can buy it, get many more levels, and give yourself and your children yet one more license to play.