Is this like The Talos Principle? Haven't seen or heard much about it, really.
I have plenty of paper lying around... and a pile of pencils.
Reminds me of when I freakin' deciphered the symbol language in Fez. After a while I was able to translate it by heart.
Also I assume there will be much less story and readable notes in The Witness compared to Talos.
And I cant believe people level criticism like "I dont want to do 100s of the same puzzle" or "I dont want to do 100 sudoku puzzles"
In a walkthrough from a few years ago, Blow shows how you might come across a puzzle that you don't know how to solve, but then down the road you'll find a series of puzzles that teach you the rules for that previous puzzle.This is highly encouraging; I've seen a great many adventures designed by people who haven't really thought about puzzle design, just come up with a few setpiece ideas they're drawn to without necessarily making them into good puzzles. If Blow's done some thought and research into it, that's a big plus.
Well, if there's guidance and context, it's not really obtuse![]()
No, it's more like Myst or Riven
When playing The Witness, you'll likely be tempted to cheat on at least a few of the games hundreds of puzzles by seeking out a solution on an FAQ site or a YouTube playthrough. Don't. The process of solving this game, and of absorbing its philosophical questions and erudite proclamations, reeks of pretension and haughtiness if you skip through as a "follow these steps" outsider. If you stay inside of The Witness's fully formed puzzle island bubble, howeverone that always, always offers a fair, organic, and logical solutionyou'll be rewarded with the kind of rumination on the world that only an interactive medium can deliver.
It amuses me the basic image that's gone around for Witness Island is the shot with a single notable mountain over on the right. I assume it's deliberately trying to conjure up associations with Myst!
You know the intense satisfaction of the 'eureka moment' you experience when solving a room in Portal, or in a Zelda dungeon? Blow is on a mission to give you that feeling dozens, maybe hundreds of times in the course of his game. People tend to use words like compelling or absorbing to describe puzzle games: playing The Witness is actually thrilling. After a good sequence you sit back as dazed and drained and gratified as from a level in Geometry Wars or a win in Dota 2.
How do you define perfect? How do you define average? What do these definitions mean, if not an arbitrary word you've assigned to how you might feel about a specific puzzle?
After reading the review, I have no idea what "fun" means.Not necessarily. Metro says:
Metro said:The intricately designed puzzles-within-puzzles of The Witness are all very clever, but very little consideration seems to have been given as to whether theyre actually any fun or not.
Everyone is of course entitled to their own opinion, but I genuinely believe the slightly lower scores are coming from people that didn't beat the game. To say anything more is a massive spoiler.
Before then, The Witness is a beautiful and brilliant puzzle game. But it is that moment and what follows that elevates the experience into gaming's top tier.
This is just patently false. We can speak quite clearly about why the cat hair mustache puzzle is poorly designed, and why other puzzles are well designed. Just because we can't give a specific, ordered ranking from 1 to 1,000,000 for how well designed every puzzle or puzzle game is, doesn't mean that we can't come to general agreements. In particular, if the only category assignments we need are: awful, poor, average, good, great, and perfect... it seems clear at the end of the day we'll be able to figure out whether or not The Witness, or some other game, is designed: awfully, poorly, averagely, well, greatly, or perfectly,
The whole "using puzzles to teach a new language and rules to be used in other puzzles" is so Antichamber by the way. That game's also first person, only difference is that Antichamber uses block puzzles instead of line ones.
By the way, buy Antichamber, it's a gem.
After reading the review, I have no idea what "fun" means.
Ars Technica's spoiler-free review (meaning, my review): http://arstechnica.com/gaming/2016/...nd-where-knowledge-mystery-are-the-treasures/
I have been playing a nearly final version of this game since September. I fell in love with it early, and I'm still in love with it. To answer a question I saw earlier in the thread, this game's first-person movement/speed is adjusted VERY well for sickness, compared to The Talos Principle causing more whiplash. I can answer other questions if you have 'em.
Indeed. Amazing puzzle game. One of the best ever. Antichamber and The Talos Principle are two of my favourite games of all time. Have a feeling The Witness may join that list.
Hm... I really don't like the sound of this part:
I'm not a big fan of puzzle games, but I like to play some from time to time... for example, had a rather good time with Portal and Talos Principle. Portal won me over with its writing, and I enjoyed the AI "study" of the Talos Principle, but I find this hint of Witness plot being based on "abstractions" rather off-putting. Will get to it eventually, if anything, I really like the visual style which will hopefully provide enough incentive to explore.I expect the 'real meaning' of The Witness is something the game's community will enjoy debating and piecing together over time, but this thread struck me as self-involved and wilfully obscure, carrying the whiff of alternate reality games: a riddle to be crowdsourced rather than a message to be understood. Personally, I don't find that interesting. At any rate, it's nothing like as interesting as The Witness' magnificent puzzles, which in their abstract way seem to have much more to say about the world: about logic, perception and the laws of physics, about light and dark, and about finding a way forward.
It was the first thing my wife said when I started showing her the game.It amuses me the basic image that's gone around for Witness Island is the shot with a single notable mountain over on the right. I assume it's deliberately trying to conjure up associations with Myst!
Indeed. Amazing puzzle game. One of the best ever. Antichamber and The Talos Principle are two of my favourite games of all time. Have a feeling The Witness may join that list.
It was the first thing my wife said when I started showing her the game.
She said,"Wow that's a lot like Myst", and I said in spirit yes, I think it was deliberate.
Also I want to get this, isnt a physical release coming? I'm not one to %100 a game and it seems like it'd be a good buy the disc, play through it and share it with a friend
Do any reviews have complaints besides it being balls hard?
Sam - enjoyed reading your review and have a question for you. Do you think this game lends itself to playing with someone else? I want to find a game to play with my girlfriend that we both can enjoy and am wondering if The Witness would be a good experience for that.
Do any reviews have complaints besides it being balls hard?
The whole "using puzzles to teach a new language and rules to be used in other puzzles" is so Antichamber by the way. That game's also first person, only difference is that Antichamber uses block puzzles instead of line ones.
By the way, buy Antichamber, it's a gem.
If that person can stay on the couch with you for much of the experience, then yes. However, I handed a copy of the game off to two bf/gf pairs and watched them play the early portion as part of my review process, to check/balance my bias, and one of those pairs almost immediately got into a fight of "no, go here! no, do this!" So, find a way to share the experience that isn't one person being the dominant alpha solver, and you'll have a better time.
There's a lot to figure out depending on the sequence in question, and a lot of the game's beauty is in its teaching systems, which can be ruined by one person on the couch going "oh duh this is so obvious" and taking that a-ha moment away from the other person.
So, I'm about to drop approx. $50 CAD to feel really stupid, aren't I?
The whole "using puzzles to teach a new language and rules to be used in other puzzles" is so Antichamber by the way. That game's also first person, only difference is that Antichamber uses block puzzles instead of line ones.
By the way, buy Antichamber, it's a gem.