Compara los precios de DEUS EX MACHINA 2 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Automata Source. Publicado por Automata Source. Lanzado el 11/3/2015. Disponible en PC, Mac. Géneros: Indie.

Less a game than a one-hour existential rock opera with loose WASD steering, Christopher Lee narrates your birth to death, and the soundtrack is genuinely worth the runtime even if the controller input is nearly ceremonial.

I went in expecting something niche and came out genuinely unsure what genre label to staple on the box, which, in the right mood, is a compliment. Deus Ex Machina 2 is the 2015 sequel to Mel Croucher's cult 1984 ZX Spectrum oddity, one of the first games ever to synchronise gameplay to a recorded soundtrack. The sequel carries that same DNA forward: your entire playtime is spent riding a linear sequence of loosely interactive stages that map the arc of a human life, from fertilisation through adolescence, adulthood, decline, and death. The structure is lifted, consciously, from Shakespeare's Seven Ages of Man. That contextual weight is real, and it matters to how you receive what follows. The audio is the centrepiece, and it is legitimately striking. Sir Christopher Lee voices The Programmer, and his presence across the soundtrack lends the whole thing a weight that most games costing ten times more simply cannot buy. The rock album score, written by Croucher, has a darkly playful quality, swinging between absurdist humour and genuine melancholy. It also carries the rare distinction of being the final video game performance released during Christopher Lee's lifetime, recorded before his death in 2015. If you are the kind of person who sits with headphones on and lets a soundscape move through you, there are passages here that will stay with you. Now, the honest part. The interactivity is about as thin as it gets. Each stage gives you a character to nudge using basic WASD movement, asking you to collect or dodge things, with a shifting "degree of ideal entity" score reacting to your choices. But the game completes itself regardless of your inputs. You can set the controller down and the credits will still roll. Community voices are split almost down the middle on whether this is a design philosophy worth respecting or a fatal flaw, and that mixed reception across player reviews reflects exactly that tension. For anyone hoping for meaningful consequence or mechanical depth, this will feel like paying for a screensaver with narration. The visual presentation is also divisive, relying on 3D polygonal chapters that lean rough and jarring rather than intentionally lo-fi. Who is this actually for? Retrocomputing historians, people who love the original 1984 game, fans of avant-garde interactive audio experiences, and anyone who wants to spend an hour inside something that genuinely could not exist outside the medium of games, even if it barely uses that medium. It is not for players who measure value in mechanics, agency, or replayability. Approach it the way you would an experimental short film with a controller attached. If that framing makes you curious rather than frustrated, you are the right audience. If it makes you reach for a refund, respect that instinct. Kai, Scout Team

DEUS EX MACHINA 2

DEUS EX MACHINA 2

11 mar 2015Automata Source
GamerScout opina

Less a game than a one-hour existential rock opera with loose WASD steering, Christopher Lee narrates your birth to death, and the soundtrack is genuinely worth the runtime even if the controller input is nearly ceremonial.

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I went in expecting something niche and came out genuinely unsure what genre label to staple on the box, which, in the right mood, is a compliment. Deus Ex Machina 2 is the 2015 sequel to Mel Croucher's cult 1984 ZX Spectrum oddity, one of the first games ever to synchronise gameplay to a recorded soundtrack. The sequel carries that same DNA forward: your entire playtime is spent riding a linear sequence of loosely interactive stages that map the arc of a human life, from fertilisation through adolescence, adulthood, decline, and death. The structure is lifted, consciously, from Shakespeare's Seven Ages of Man. That contextual weight is real, and it matters to how you receive what follows. The audio is the centrepiece, and it is legitimately striking. Sir Christopher Lee voices The Programmer, and his presence across the soundtrack lends the whole thing a weight that most games costing ten times more simply cannot buy. The rock album score, written by Croucher, has a darkly playful quality, swinging between absurdist humour and genuine melancholy. It also carries the rare distinction of being the final video game performance released during Christopher Lee's lifetime, recorded before his death in 2015. If you are the kind of person who sits with headphones on and lets a soundscape move through you, there are passages here that will stay with you. Now, the honest part. The interactivity is about as thin as it gets. Each stage gives you a character to nudge using basic WASD movement, asking you to collect or dodge things, with a shifting "degree of ideal entity" score reacting to your choices. But the game completes itself regardless of your inputs. You can set the controller down and the credits will still roll. Community voices are split almost down the middle on whether this is a design philosophy worth respecting or a fatal flaw, and that mixed reception across player reviews reflects exactly that tension. For anyone hoping for meaningful consequence or mechanical depth, this will feel like paying for a screensaver with narration. The visual presentation is also divisive, relying on 3D polygonal chapters that lean rough and jarring rather than intentionally lo-fi. Who is this actually for? Retrocomputing historians, people who love the original 1984 game, fans of avant-garde interactive audio experiences, and anyone who wants to spend an hour inside something that genuinely could not exist outside the medium of games, even if it barely uses that medium. It is not for players who measure value in mechanics, agency, or replayability. Approach it the way you would an experimental short film with a controller attached. If that framing makes you curious rather than frustrated, you are the right audience. If it makes you reach for a refund, respect that instinct.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:indieInteractive ExperienceAudiovisualLinear NarrativeRetro RevivalCult ClassicMusic-DrivenChristopher LeeDark Comedy

Requisitos del sistema

Mínimos

OS
Windows 8, Windows 7, Windows Vista, Windows XP
Memory
2 MB RAM
Storage
4 MB available space
Graphics
Hardware accelerated graphics with dedicated memory
Processor
2GHZ Dual Core

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Información del juego

Desarrolladora
Automata Source
Distribuidora
Automata Source
Fecha de lanzamiento
11 mar 2015

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¿En qué plataformas está disponible DEUS EX MACHINA 2?

DEUS EX MACHINA 2 está disponible en PC, Mac.

¿Cuándo se lanzó DEUS EX MACHINA 2?

DEUS EX MACHINA 2 se lanzó el 11 de marzo de 2015.

¿Quién desarrolló DEUS EX MACHINA 2?

DEUS EX MACHINA 2 fue desarrollado por Automata Source.