Thor on 28/1/2016 at 00:49
Quote Posted by Thor
The game itself doesn't seem to have *any* story or narrative at all (unlike The Talos Principle, which had something)
I stand corrected - I just saw something which looked maybe slightly peculiar and potentially relevant relevant, clicked on it (done this several times by now) and this time it actually did something. It has storytelling in a similar fashion to The Talos Principle indeed. At this point it seems more like random utterings that are there to be artsy, but who knows, maybe they actually mean something. Also there doesn't seem to be any indicator of how many there might be, and since the one I found was somewhat sneakishly placed and I barely stumbled upon it, I'm guessing I'm not gonna get them all. I guess this is gonna be one of those games with forums hunting down all this stuff...
I couldn't solve one problem for like half an hour or more, called bullshit on it and gave up, but then I went into another area and solved a set of problems that required some nice out of the box thinking. Felt really satisfying to crack some of them.
At some point I'm gonna have to read what the author was smoking/thinking when he designed this game.
Edit: And yeah, Neb, I've stumbled upon *those* puzzles too now. Where you can't understand the pattern. Like, at one point I think I do understand it, then it turns out that I guess I don't. Feels like an IQ test sometimes.
Starker on 28/1/2016 at 07:59
Okay, so I got to play a bunch of it at a friend's place. We breezed through the early puzzles and found quite a few audio logs, which all seem to be real quotes from real people. No idea so far whether they are part of the hints or the story. And there was a bunch of stuff we couldn't figure out that will probably come into play later. Like for example there's this mysterious black obelisk standing in the middle of nowhere, there's a vase puzzle in a boathouse that seems quite different from the others, we activated some sort of a beam that points to the middle of the island, and we found a diagram/solution for a puzzle we haven't even seen yet.
The island itself is pretty freely explorable, but sections of it are gated away metroidvania style and there seem to be primarily two types of puzzles -- those that teach you the rules on how to solve these types of puzzles and those that activate something. A lot of them only start making sense after you know their rules, so there's really not much point in brute forcing them. You'll only be stumped by more complicated versions later on.
I'm pretty impressed about how many variations of these puzzles there are. It seems that we only scratched the surface in about 7 hours and we constantly found new stuff every step of the way. New rules get introduced constantly and each puzzle seems to be some sort of a twist on the previous one in the series. Some of the twists are quite devious and it definitely helps to take notes/screenshots and to pay attention to the surroundings. An extra pair of eyes helps a lot too. If something seems out of the ordinary, there's probably some significance to it. And sometimes you need to literally take a step back and observe the puzzle from a different angle.
demagogue on 28/1/2016 at 08:21
I watched Indie Game the Movie yesterday, and you really get a sense for these guys' personality and what drives them.
Jonathan Blow is someone that's much better communicating his ideas through games and letting them speak for themselves. But talking to people, well talking at all, isn't what he needs to be doing. I thought his points were all solid, he just always phrases them in the worst way.
zajazd on 28/1/2016 at 19:06
And the autism simulator of the year goes to.
SubJeff on 29/1/2016 at 22:17
Your dad?
Starker on 30/1/2016 at 03:53
Quote Posted by zajazd
And the autism simulator of the year goes to.
The witless.
zajazd on 30/1/2016 at 08:38
Quote Posted by Starker
The witless.
I know you remembered my post when trying to solve the next board puzzle in Witness and asked yourself 'Am I a bit?'. The motion sickness added to it. Then you remembered that you paid 40$ for this indie puzzle game when you could have bought a sudoku magazine for 0.50$ instead and your mood dropped even more. As for myself I played it for 2 hours and got bored. Thankfully it was gifted to me by my cousin on my secondary steam account, if you can believe that.
Starker on 30/1/2016 at 11:37
Quote Posted by zajazd
I know you remembered my post when trying to solve the next board puzzle in Witness and asked yourself 'Am I a bit?'.
Thanks. It really means something, coming from you.
If I had the money to spare, I absolutely would buy the game. And anyone who likes well done puzzles set in a beautiful environment (and taking advantage of that environment in many many ways) should consider it. There's so much to discover and each discovery is unique in some way, whether it's a clever visual reference in the world or a new hidden place or a piece of knowledge that helps you further in the game or opens up a new way of looking at things. It's easy to look at it superficially and say that it's just line puzzles, but there's so much more going on in the game. I've never seen anything like it. Drawing lines is just the input method. The actual puzzles are so much more than that.
Kolya on 30/1/2016 at 23:02
Wake me when they've got some T-Rex in there. Wait is this the correct plural? Okay, T-Rae. Now that sounds sophisticated. Not anymore though when I chop them into little pieces! What? Okay, it's just those line puzzles. (
http://i.imgur.com/5FD1KDh.jpg) Nice view though. Well, wake me up when.