11/17/2023 0 Comments Talos principle 2 boxes![]() Pieces that you have to stack instead of tile. Or maybe they thought about it and decided not to do anything about it. The designers had a structure, and they forced themselves to put creative puzzles in the structure, and then there's the rest of this boilerplate where they said "Tetrominoes" and never thought about it again. ![]() Going through the tetromino locks - would be exactly as tedious as it was the first time.) ![]() Going through the puzzles would be fast, if I remembered the solutions, or fun, if I had to figure them out again. (I try to imagine replaying Talos, like I've replayed the Portal games. ![]() You just have to put pieces in the grid and shuffle them around until they fit. We're not shouting "Oh, yay, another forty-leven tetromino puzzles!" What you hear are ceaseless mutters: "Not another damn tetromino puzzle." Cleverness is not required in fact it's useless. The tetromino puzzles are all exactly the same. The actual puzzles are creative, engaging, and constantly demand creative thought about new ways to combine the basic mechanics. oh, I didn't count, let's say approximately one hundred and eleventy-one tetromino puzzles in Talos, in between (and gating) the actual puzzles. Music plays, angels cheer, the lock opens. To actually unlock every part of the game, you take your six-to-ten tetrominoes and fit them into a rectangle. See, the reward for every puzzle is a "sigil", a.k.a. So what's wrong with any of that? Nothing, except that word "unlock" which you just read five times in a row. When you get through those, you reach one big final "boss" puzzle. There's an endgame sequence, which is a series of puzzles that you unlock as you complete the body of the game. Then there are some bonus puzzles, which unlock optional puzzle hubs. Some of these mechanics are available immediately others have to be unlocked by solving earlier puzzles. There are a bunch of puzzle mechanics, which interact in clever ways. It's a lot of puzzles, but they open out in a nicely paced way. Talos is a bunch of puzzle areas with a hub-and-spoke structure, and once you unlock a few of those you reach a higher-level hub which leads to six more puzzle hubs, and then you unlock a third level. Talos Principle has some great stuff, but wow, serious case of "Made a large game because it was easier than making a small one." ( Dec 15 2014) I hate to say it because the creators are not lazy. I hate to say this: Talos's problem feels like laziness. So don't freak out just because I complain a lot.) Instead, I focus on particular areas of design that I find interesting - or problematic. (Note: in a "ruminations" post I don't offer an overall review. I recommend it but I wish it had fewer self-inflicted wounds. Talos is a pleasant puzzle game with a nice script and good art and bullet-holes in several of its own feet. Nobody's going to disagree with it, nohow.) (I haven't gone to check whether the designers used the term "Portal-like". wait, you just replayed Portal? You couldn't have waited a couple of weeks in between?" That's gotta be the last thing a game designer wants to hear, right? "We don't use the term 'Portal-like', but, sure, Talos is. The purpose of yours will be to overcome the puzzles as well as find the real answer to the dilemmas, which include your identity and the general meaning of things, if this is possible.As it happens I replayed Portal 2 right before The Talos Principle launched. You can choose your behaviour, from more faithful to more doubtful. While solving puzzles, an unidentifiable beholder, introducing itself as a god, and behaving like an artificial intelligence, talks, opening philosophical questions before you. It is possible to go backwards in time, undoing game play, like in Braid. You exploit your abilities and the environment to do so, reflecting lasers, activating or deactivating fans, moving or stacking blocks. The goal of each area is reaching where a Tetris-like piece lies and collect it, being allowed to advance. You yourself might be a human, or a robot, or half of both. The place is a mixture of past and future. The ruins resemble a Greek mythology setting, but are crowded of lasers, turrets, robotic devices and technological items such as fans. You can not recognize the place, nor, in truth, who or what you are. ![]() In The Talos Principle you awake finding yourself in ruins. ![]()
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