Submachine 6: The Edge
|Submachine 6: The Edge|
|Point and Click Adventure, Escape from the room, Puzzle|
|International Release Date(s)|
|Awards | Changelog | Cheats | Codes | Codex |
Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches
Ratings | Reviews | Screenshots | Soundtrack
Videos | Walkthrough
Origins[edit | edit source]
The Submachine (meaning "submerged machines") games is a series of point and click, "escape from the room" puzzle games where the player must find objects and clues scattered throughout various settings, figure out what to do with them, and apply them to certain objects and circumstances to open up more areas of each game and to hopefully eventually beat the games.
Basically all the player (who is never shown onscreen) has to do is use the mouse to search for onscreen items and clues and click on them in order to place them somewhere or store them into their inventory for later use, or to press a button or move a lever, switch or other device to perform a function that will help the player solve the mysteries of the game.
The Edge[edit | edit source]
Starting off right where Submachine 5: The Root ends, the intro cutscene shows where the "mover" (what appears to be a cubicle from the end of 5) has been intercepted by something and is sectioned off. It could be this wasn't a full-scale cockpit after all, as some of the game involves disabling a defense systems’ protocols in an infected area of the Submachine subnet, rather than physically manipulating any of the computer systems.
However, some of it is set in a real, physical world, as, at the beginning, you will be scanned, but if you do not perform a certain action, the scanner won't let you pass into the next section (as the player starts off with their notes, wrench, and cipher plates from Submachine 5 in their inventory). Other areas have to be accessed by elevators, as well as other earlier parts of the game also involves more cavern crawling (similar to the sewer section in Submachine 2: The Lighthouse), as puzzles dictate moving various devices to change passageways so the player can access more areas.
However, even though there are no onscreen prompts dictating a change, later settings/puzzles involve disabling defense systems and all, with the possibility of the player performing hacking duties. As there have been hints of the Submachine(s?) possibly altering and/or having something to do with time and space, in one room, when a certain action is performed, the room next to it will change radically, looking like it had been totally destroyed in an instant. The teleporter that was also introduced in the previous game is also not functioning and looks very weathered, although this could be a different teleporter.
Then at the end of the game, in a surprising move, the last message from Murtaugh (obviously the earlier “Mur” from past Submachine games is an abbreviation, whom the character has been following their actions since the very first Submachine game) when the game is beaten is a curt goodbye, as it could be he possibly dumped the player (after all, an earlier note that is found says not to believe his lies). Perhaps more in regards to Mur will be unraveled with the release of Submachine 7: The Core and what his true nature/intentions are.
Notes[edit | edit source]
- Again like in Submachine 3: The Loop, there are very few items to collect in this chapter.
- There are five secret areas to be found in this game.
Links[edit | edit source]
This article uses material from the Submachine series article and is licensed under the Creative Commons Attribution-Share Alike License.