Infinifactory ending relationship

Infinifactory review (Early Access) | PC Gamer

infinifactory ending relationship

The text below contains spoilers for the game Infinifactory. Zach Barth who is known for his puzzle games where the solutions are open-ended. hammer home the point) are about my relationship with factory-farmed meat. Steam Trading Cards related website featuring a Showcase with all Trading Cards, Emoticons, Backgrounds, Artworks and a Trading Bot. Title says it. The ending let me feeling like 'that's it?'. For one why would you still be able to do the other puzzles since the Overlords are yoru.

And sometimes your character finds themselves doing something unsavoury. Why is that a recurring theme in your games? People love, like, food processing puzzles [laughs] in Infinifactory. And like, people love those puzzles — not mechanically but thematically. I think a lot of people misinterpret that. You know, people make guns and people make toasters.

Zach of Zachtronics: "I really like making my dumb little games that don’t matter"

But is that an intentional message? And that was what the characters explore in it. Carl is maybe some kind of pacifist or something. You once made some educational games for Microsoft.

Infinifactory – Everybody's Talking at Once

But do you prefer doing things this way — making games that people will play for fun? Oh yeah, absolutely… the thing that was really terrible about it is that no one really got to play them.

So give me an example. What were these educational games doing? There were three games.

infinifactory ending relationship

And here we get to the most interesting bit. You need to make a factory in their natural habitat, too — you can see them jumping out of their burrows not far away. The tools and gameplay remain the same, but the story of this level becomes wholly different.

infinifactory ending relationship

The player is tasked to do the same job as the people who work at meat factories and the people who design them. Those very same meat factories that daily bring meat to your plates. So, to ensure that your factory is effective you will build walls around the conveyor. I was seriously impressed by how brilliantly this level portrays this idea of the day-to-day consumption of animal meat.

The Barracks - Infinifactory Walkthrough/Gameplay Part 23

In this unique way it is only possible in a game — the player has to build the factory on their own, not just read about it in a book or watch passively in a movie. I got interested in knowing whether this was the intended message of this level, or just a plot device to progress the story with the aliens. Zach kindly responded with the following: The game is a showcase for imagination as well as intellect.

infinifactory ending relationship

Let's start with the basics. This is a first-person puzzle game where you construct logic-driven machines using blocky components.

The name invokes Infiniminer, the game that inspired Minecraft, but Infinifactory isn't a sandbox in the same sense even though it controls much like Minecraft's creative mode. At the beginning of the game, you are abducted by aliens and set to work building factories in a variety of isolated sci-fi locales: Over the course of the campaign you unlock increasingly complex factory components that you arrange in 3D space to create functioning closed systems. Think conveyor belts, welders, pistons, walls, sensors, and cables to create if-then relationships between objects.

infinifactory ending relationship

Raw materials are spat out by dispensers that you can't move or control in any way, and you have to turn those raw materials into whatever shape is shown in the hologram that serves as the level's exit. In early levels this might simply mean delivering the right blocks to the right exits. Later, it might mean assembling an entire tank or fulfilling darker, stranger contracts still. Infinifactory recalls SpaceChem, another ZachTronics game, in that it combines the satisfaction of building a train set with the intellectual challenge of designing a system to meet a particular challenge or quota.

This is a less abstract game, however. Interactions between factory components are easier to comprehend thanks to the shift to 3D space and the inclusion of physics, which—although heavily simplified—provide a sense of weight which is a benefit both in terms of feedback and clarity.