Dangansona
Member
2016
The Steam page says the game has "partial controller support". I thought it was coming to PS4 as well. Why not full support?
Doesn't it say if there's even just a benign configuration launcher on startup?The Steam page says the game has "partial controller support". I thought it was coming to PS4 as well. Why not full support?
It looks like to load the game you need to select a few basic options about graphics: Fullscreen, Quality, and V-Sync with a mouse.
https://twitter.com/Jonathan_Blow/status/690754181406203905
It looks like to load the game you need to select a few basic options about graphics: Fullscreen, Quality, and V-Sync with a mouse.
https://twitter.com/Jonathan_Blow/status/690754181406203905
Great post. I agree. I can't see myself having appetite for that nanny puzzles on a console game. I would have preferred a 10-15 hour game with 30 or 40 really impressive world puzzles.It's really cool that so much is going into this game.
I just hope it doesn't result in a bloated game though. The idea of a 50+ hour ~600 puzzle game is more of a deterrent than a feature IMO.
Question: will this game on PC have multiple save slots?
2016
So, The Witness and FFXV on the same year?
What a time to be alive.
Hype really came back around for this game.
Reviews will be make or break for me, because I'm still confused about the concept.
Embargo. Should be up soon.Where the reviews at!
Where the reviews at!
Aww shit tomorrow the quick look is out.............. it's gonna be hard not buying it :/
2016
There's a lot that's not being explained because figuring out the game is the game.
Imagine you're dropped on a deserted island and it's filled to the brim with puzzles. You don't know why the puzzles are there, who put them there, or even always what constitutes a puzzle and what is just a secret you found. In a phrase, the game is the joy of discovery.
Some people simply cannot comprehend why that would be something they'd want to do, and I suspect many of the "is it just line puzzles?" people are the same people who kept asking "but what do you do?" about No Man's Sky.
Quick look might be the only safe thing to watch - I want to get a feel for the game rather than going in blind, but not be spoiled. QL should be ok if it's just the start of the game.
Jonathan Blow said:Once in a while I get a question, from someone who really liked the music in Braid, what the soundtrack in The Witness is like. The answer to this question is that there isn’t one. There is (almost) no music in the game. This is not an arbitrary decision, but is in fact very important to the coherence of the thing we are making.
The Witness is a game about being perceptive: noticing subtleties in the puzzles you find, noticing details in the world around you. If we slather on a layer of music that is just arbitrarily playing, and not really coming from the world, then we’re adding a layer of stuff that works against the game. It’d be like a layer of insulation that you have to hear through in order to be more present in the world.
Instead, we put a great deal of care into the sounds of the world around you, in a way that maximizes immersion in the game.
This work is being done by Wabi Sabi Sound, who did the sound for the very atmospheric Dead Space series, and more recently some smaller, artier games like Ori and the Blind Forest.
Is it really 6pm GMT before the review embargo lifts?
Is it really 6pm GMT before the review embargo lifts?
I'll be watching it anyway, i don't care for spoilers. I do care for my money though, which i don't have much of!
I enjoy puzzle games- this game is pretty cool, but I'm really curious as to why this took 8 years to develop. It's fairly bare bones in terms of content. It's a big island with puzzles scattered everywhere. You don't really interact with much else. Uncharted 4 didn't even take that long. :/
I'm curious, but is it really explained why this took 8 years?
Fabian Giesen said:Heres the thing thats most baffling to me, as a former game developer and current developer of tools for game developers (I guess that makes me a metagame developer?): as a game developer, you know theres a certain semi-industrial process to making games. Things get made somewhat separately and independently, by different parts of the team, and then at some point they get joined together. And if youll allow me an extended metaphor, its a bit like injection-molded bits of plastic. You cast these two or more separate shells to form your shape, and they all come out slightly warped because thats the nature of the process. And then you apply a bit of force and glue it all together along the fault lines, and theres some rough edges that need to be filed off, and once its smooth enough you say good enough and ship it. So as a developer, Im used to that injection-molded plastic process, and I know what works well with that and what doesnt, and you just try to stay away from that. And you think you know things work because you know everything worth knowing about injection-molded plastic. And some people do these tiny jade figurines that are hand-carved but everyone knows you cant do anything big like that!
Cue The Witness, apparently carved out of a single massive slab of marble, a lot more solid than what youre used to, with no visible fault lines, no glue residue, no filed-off corners. And you look at it and its there and it makes no frickin sense to you whatsoever; this is just not How Things Are Done. How did this happen? How can anyone make something this big without slicing it into parts and gluing it together?
Thats where I am right now. I have never seen another game as cohesive as this. Not even close. Without getting into specifics or spoiler territory, I have never seen a game with such manifest intention behind every single detail, nor one where all the details cohere this well into a whole. This goes for the design and gameplay itself, but also across traditional hard boundaries. Game design and art play off each other, and both of these are tightly coupled with some of the engine tech in the game. Its amazing. There is no single detail in the game that would be hard to accomplish by itself, but the whole is much more than the sum of its parts, with no signs of the endless compromise that are normally a reality in every project.
I enjoy puzzle games- this game is pretty cool, but I'm really curious as to why this took 8 years to develop. It's fairly bare bones in terms of content. It's a big island with puzzles scattered everywhere. You don't really interact with much else. Uncharted 4 didn't even take that long. :/
I'm curious, but is it really explained why this took 8 years?
[...]
In one sense, seven years of work seems like a lot of time to spend on developing a game. In another, I don’t see most teams being able to deliver a game this whole, for lack of a better word, in any time frame.
[...]
Man l thought this game was already released? Did l get knocked out?
Wow. Linked the same article!
Man l thought this game was already released? Did l get knocked out?
Man l thought this game was already released? Did l get knocked out?