![]() ![]() If you don't know anyone personally, feel free to message me and I'll gladly help you get unstuck. If you ever need help, your best bet is just talking to someone who has already beat the game. So, I would strongly advise you to keep very much away from looking stuff up on the internet, or reading forum discussions about it. Am I supposed to like all story-focused games just because I like and The game genre we were talking about concerns something we tentatively and. (PS.: This game has some of the most incredible discovery moments I ever had playing video games in my life, but they can only work if you discover them yourself. The game first establishes a kind of "puzzle language", with every single puzzle panel teaching you a specific aspect or nuance in this language (especially the first ones you can find on each area of the island), then it gets incredibly creative in using this language you've been learning to propose many different kinds of puzzles. Nearly every free surface has a panel stuck on it, and each panel is a line puzzle, a. In The Witness, the puzzles all involve tracing lines, but they get incredibly diverse within this framework. The Witness, developed by a team led by well-known indie game designer Jonathan Blow, is a puzzle game. With this common framework, many different puzzles can be proposed and solved, from crosswords to sudoku and many others. It's just that they are all based on this concept we call "writing", or tracing lines with a pen or pencil. Underwater facility PATHOS-II has suffered an intolerable isolation and we’re going to have to make some tough decisions. The radio is dead, food is running out, and the machines have started to think they are people. So, yes, they are indeed all "like that", in the sense that all puzzles in the entire game involve tracing a line through a path.Ĭrucially, though, they are not all "the same".Įvery single puzzle anyone has ever found printed on a newspaper involves tracing lines, doesn't it? Yet, they are not all the same. SOMA is a sci-fi horror game from Frictional Games, creators of the groundbreaking Amnesia and Penumbra series. That said, I wanted to comment to perhaps nudge your thinking in the right direction: The Witness is a puzzle game that uses the "tracing a line through a path" sort of like a language. This is my favorite game of all time, so please take my opinions with a grain of salt. Can I look forward to any variation? At all? FYI I'm comparing to Myst, The Room, Aporia, The House of Da Vinci which all have a variety of types of puzzles. OK they've got a wee bit more difficult, but it's the same principle. Each chapter of Edith Finch basically examines one of the fundamental conventions of modern first-person games - movement, camera control, combat, etc. I've played for a couple of hours now and they're all track and trace type games on a little TV. Edith Finch is an album of design experiments with different mechanics woven together into an overarching story, like the Witness Island or Tim's house in Braid. Originally posted by lir7:I mean the format. ![]()
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