![]() I don't know if I agree with Cordeos, while some of the puzzles had specific solutions, there were many where you could kind of fumble around and get it. ![]() Those floating islands you mentioned, Merus, were also affecting to me. That being said, there were some really wonderful moments that pulled me into some of the emotional ideas behind the game. It kept me engaged, and the writing was clever in places, but it felt a lot of the time like the writers were REALLY HITTING YOU OVER THE HEAD WITH THE CONCEPTS. I also didn't understand what the non-linear design added to the game, the in between spaces felt like clutter to me. I find this level of finickyness really annoying. I got the feeling that there was one, precise way to solve the puzzles and if you are a little off in timing or placement of objects you lose. I know what you mean, there was something about the puzzles I found really off putting. ![]() I just clearly wasn't in the mood for it when I played it, and now I have no desire to go back to it. All the pieces are there to make a very good game. I don't think it's a bad game by any possible stretch. As I get older, I have less and less time to game, which means I have less and less patience for open-world games. I preferred the linearity of Portal to this more open design. I didn't want to keep playing out of the hopes that it would get better in case it didn't, and I would have wasted two hours instead of one. The game didn't do anything to capture my attention in the first hour of it, and that's sort of my threshold. I didn't like the environment, the authority figure, the computer system, or the puzzle mechanics. It didn't vary enough from Portal to capture my interest. I think I'm the opposite of folks in this thread. I don't know if this was intentional, that the most depresing audio logs were paired with areas where that's the only thing you can think about, but it worked. It is an experience to have your brain fired up, ready to put two and two together, and be deprived of material other than contemplating oblivion, as you carefully try and solve puzzles in order to disturb the. The music is funereal, and the atmosphere is eerie. The game runs on hypothesis forming and testing, but not these tetromino puzzles, and alongside the puzzles is a very conspicuous collectible that plays an audio message from one of the game's characters, towards the end of her life, and it's clear from context that she doesn't have long to live, and nothing she has done will have any meaning unless some post-human intelligence manages to find it and comprehend it. There's a castle in the distance, or perhaps a tomb, and to open it you have to solve five tetromino puzzles, at least one of which is quite complex. There's a part in the game where you are on a beautiful, peaceful floating island. I appreciate that unlike most puzzle games, the very hardest puzzles are challenges not to execute with more pieces, but to break existing puzzles to send them into a state that shouldn't be possible. Also disliked the final puzzles to unlock the doors/floors, I'm really not that great at solving those, I just gave up at a certain point and looked at the solution in a walkthrough, in my opinion it wasn't needed to have this kind of puzzle when your game mechanic already is to solve puzzles. ![]() I finished it in about 21-22 hours, by the end I was already tired. However, I think the game could be way shorter. But it was pretty good, it's definitely great to see games talking about those subjects. The game kinda left me depressed a little bit, existentialist stuff can do that to me. ![]() What got me into the game though was it's story, it always felt so mysterious and writing is fantastic, I felt so connected with the Alexandra character, her visions about the main subject of the game sounded pretty honest and smart, I share some of the fears and insecurity that she has. The puzzles were smart and only some of them were a but frustrating for me, I guess I'm not really that good with "puzzlers", had to look for walkthrough on some of later levels. I finished the game last week and it was pretty amazing, one of the best of 2014 really - probably my favorite PC title of the year. To be honest, I didn't have any problem with the levels, never got lost or couldn't find where to go. The levels have signs which indicate the pieces in it, and they are marked/crossed when you get the pieces, so you can see if you already got all the sigils. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |