No it isn't.This is like Professor Layton without the gorgeous drawings, humour and loveable characters.
This is like Professor Layton without the gorgeous drawings, humour and loveable characters.
Ps. Wanna buy the game but don't have the money? I got some leftover sudoku books I can mail to you. I'll draw some trees and a rock on each page to finish it off.
So you haven't played it and have no idea what you're talking about basically?
Saying that's impossible to not pick up on what's going on within a minute in response to someone who was annoyed with that section is a pretty bad response. Also, you can take issue with the design of something without wanting to be spoonfed explanations by the game. Much of what I've played so far has rather explicit tutorialisation and then combines different rules it's taught you to create interesting puzzles. That one bit he mentioned is completely different from that, once figured out leaves the area without any interesting challenge.
Personally I didn't find it all that interesting. It's not like you use deductive reasoning to figure out what's going on.Most likely you either happen to catch a reflection off one of the panels, over-analyse the environment for clues that aren't there, or conclude that there's some trick you don't know about yet. I didn't find it satisfying at all to figure out and it has nothing to do with wanting to be spoonfed.
I listened to his interviews I'm aware of his design.
Sometimes I just stare at the screen and wonder if most of this game could just be an iOS game where you randomly touch a map to pull up a series of line puzzles.
I watched the reviews and listened to the Bombcast. The puzzles don't sound all that diverse. In difficulty, maybe.
But that's factually incorrect. The world, its layout, and various aspects of its different regions are very important. There are several puzzles that incorporate the environment directly, some that require a large amount of space, some that can be solved in different ways to control machinery, and of course there's the numerous+ puzzles hidden throughout the entire island and require you to explore and experiment.
The world is very important.
I watched the reviews and listened to the Bombcast. The puzzles don't sound all that diverse. In difficulty, maybe.
I watched the reviews and listened to the Bombcast. The puzzles don't sound all that diverse. In difficulty, maybe.
So you have no idea what you're actually talking about but still wanted to get in a half-assed hot internet take?
I watched the reviews and listened to the Bombcast. The puzzles don't sound all that diverse. In difficulty, maybe.
I mean, if you're not interested, you're not interested. But the puzzles are enormously varied. The logic, rules, constraints, etc., keep changing and evolving. Saying that the puzzles aren't "diverse" is like saying all card games are the same because they use the same deck of cards.I watched the reviews and listened to the Bombcast. The puzzles don't sound all that diverse. In difficulty, maybe.
I mean, if you're not interested, you're not interested. But the puzzles are enormously varied. The logic, rules, constraints, etc., keep changing and evolving. Saying that the puzzles aren't "diverse" is like saying all card games are the same because they use the same deck of cards.
This is like Professor Layton without the gorgeous drawings, humour and loveable characters.
Ps. Wanna buy the game but don't have the money? I got some leftover sudoku books I can mail to you. I'll draw some trees and a rock on each page to finish it off.
Look at the title. It's the REVIEW THREAD. If I had the game I would be in the OT. What are you doing in here anyway besides preying on people with differing opinions.
Okay, point taken. Just wish it had a more Myst-y approach to atmosphere and having the environment as a character on its own.
Look at the title. It's the REVIEW THREAD. If I had the game I would be in the OT. What are you doing in here anyway besides preying on people with differing opinions.
Hah ok, maybe don't post inflammatory (and wrong) BS if you don't want people who know better to reply.
This is like Professor Layton without the gorgeous drawings, humour and loveable characters.
Ps. Wanna buy the game but don't have the money? I got some leftover sudoku books I can mail to you. I'll draw some trees and a rock on each page to finish it off.
Okay, point taken. Just wish it had a more Myst-y approach to atmosphere and having the environment as a character on its own.
Come on, drawing trees in a sudoku book as a comparison to this game was funny.
Ok, this is much better. Can you give a fuller explanation of what you're looking for because I'm not sure if the game has what you're looking for but I think it does?
That's literally exactly what the Witness is about. GB mentioned this several times in the podcast even.What made Myst so great to me (and sir Blow has stated it's supposed to be a modern day Myst) is the almost surreal environment that constantly made you eager to go around the next corner. A constant amazement of "holy crap what is this place and why is it here?". A game where the puzzles are so aesthetically pleasing, so diverse and so surprising in approach, you can't help but wonder what's next.
The reviews didn't give me even the slightest feeling resembling that.
The game you say you want is the game that The Witness is. It's Riven meets The Talos Principle. I mean, $40 is a lot to take a gamble on if you're not willing to give it a fair shot, so I get it. Why not just wait until it's closer to $20 and call it a day? But my two cents is that if you want a modern-day Myst with much richer, more engaging puzzles and environments, you won't find anything closer to it than The Witness.What made Myst so great to me (and sir Blow has stated it's supposed to be a modern day Myst) is the almost surreal environment that constantly made you eager to go around the next corner. A constant amazement of "holy crap what is this place and why is it here?". A game where the puzzles are so aesthetically pleasing, so diverse and so surprising in approach, you can't help but wonder what's next.
The reviews didn't give me even the slightest feeling resembling that.
What made Myst so great to me (and sir Blow has stated it's supposed to be a modern day Myst) is the almost surreal environment that constantly made you eager to go around the next corner. A constant amazement of "holy crap what is this place and why is it here?". A game where the puzzles are so aesthetically pleasing, so diverse and so surprising in approach, you can't help but wonder what's next.
The reviews didn't give me even the slightest feeling resembling that.
What made Myst so great to me (and sir Blow has stated it's supposed to be a modern day Myst) is the almost surreal environment that constantly made you eager to go around the next corner. A constant amazement of "holy crap what is this place and why is it here?". A game where the puzzles are so aesthetically pleasing, so diverse and so surprising in approach, you can't help but wonder what's next.
The reviews didn't give me even the slightest feeling resembling that.
What made Myst so great to me (and sir Blow has stated it's supposed to be a modern day Myst) is the almost surreal environment that constantly made you eager to go around the next corner. A constant amazement of "holy crap what is this place and why is it here?". A game where the puzzles are so aesthetically pleasing, so diverse and so surprising in approach, you can't help but wonder what's next.
The reviews didn't give me even the slightest feeling resembling that.
I watched the reviews and listened to the Bombcast. The puzzles don't sound all that diverse. In difficulty, maybe.
Do you honestly think people would be raving about this game if it simply consisted of puzzles you could find in a newspaper with nothing but a pretty environment surrounding them?
It doesn't take eight years to make something like that.
It's not his fault he did not get that from reviews though. I actually agree with him - critics didn't do a great job of actually advising customers on a purchase. Articles about the game mainly consist of phrases describing how awesome the game is, without every getting into specifics or examples out of the fear of spoiling anything.
It's great they actually care about not spoiling their customer's experience, but in this case it went way too far in my opinion because interested customers just aren't told WHY the game is actually great. They are just supposed to believe that, yeah, sure, it's great but we really can't tell you why, sorry!
Which ones did you read? Grabbing a few from the OP:What made Myst so great to me (and sir Blow has stated it's supposed to be a modern day Myst) is the almost surreal environment that constantly made you eager to go around the next corner. A constant amazement of "holy crap what is this place and why is it here?". A game where the puzzles are so aesthetically pleasing, so diverse and so surprising in approach, you can't help but wonder what's next.
The reviews didn't give me even the slightest feeling resembling that.
IGN said:The Witness is a game brimming with secrets: daunting and multilayered mysteries that sunk into my subconscious, tracing snaking paths across my brain until I was literally seeing mazes every time I closed my eyes. Thats the kind of power The Witness has. It hooked me in with its masterful puzzle design and gorgeous visuals, then compelled me forward as I began to carve out my own purpose on the island. Its a freedom granted by a world as welcomingly open to exploration as it is enjoyably challenging to solve.
.....
Every tree, every rock, feels like it has been placed with a purpose, allowing familiar sights to take on thematic weight when viewed from different angles. Ordinary landmarks became focal points when framed with precise deliberation between a grove of trees, or perfectly centered inside a hollow window frame. Thats kind of what The Witness is about: pointing you toward new ways of seeing.
Giant Bomb said:Slowly and deliberately exploring this resplendent island, picking my way through its elaborately constructed secrets, and occasionally bathing in the warm glow of revelation all cohered into a singular experience I'm not going to forget, or even stop thinking about, anytime soon.
Destructoid said:The reason for this is because The Witness smartly preys on the curiosity of human nature. Every direction has an inviting setting just begging to be explored. It's a given that those settings will contain challenges -- challenges that are imperative to continue exploring. It's cyclical and gives way to a competitive mindset to not be bested even if we're not necessarily mentally equipped yet. It's all in the pursuit of just seeing more. We want to see more because seeing is learning, and that's in the fiber of our being.
What truly makes The Witness everything that it is lies somewhere between the fundamentals of the puzzles and the deeply philosophical of everything else. These two work in tandem, complementing each other even when they seem worlds apart. There are so many layers of separation between the two that it's almost impossible to perceive or even conceive. But, they're there, working hand-in-hand and, on some level, one in the same. You'd be hard-pressed to declare that one of these components is closer to defining The Witness than the other.
GhaleonEB, please tell me you didn't officially give up on this game.
I did. The direction the puzzles went after ~150 or so were such that I couldn't progress at all, in any region. I stopped having fun and felt stupid and frustrated, for hours on end. But I also can't stop thinking about it, because above all else the game is just fascinating, so I might revisit in small doses now and then down the road. But for now I'm onto other things.
It wasn't funny to me at least. I don't think this is one of those games you can get much out of by videos. Even Even though most games you can.Come on, drawing trees in a sudoku book as a comparison to this game was funny.
It wasn't funny to me at least. I don't think this is one of those games you can get much out of by videos. Even Even though most games you can.
I haven't played it yet nor watched videos.
I only felt braid wasn't that great and the hype for that was high. I can't say anything in this game but I understand it could end up liking or disliking it.
Feel like the game may have too much and wouldn't finish it anyways. So I haven't bothered to try.
Think the game would have been better suited shorter, cheaper with a sequel and different world coming
In the end I'll wait for a sale but interested to try.
Hopefully you come back to it. No harm in taking a break, as the game can be really exhausting.
I watched the reviews and listened to the Bombcast. The puzzles don't sound all that diverse. In difficulty, maybe.
I don't even know what these kinds posts really are trying to say. Every puzzle is the same in that it's input onto a line panel, sure. That doesn't mean they're all the same "style." The solutions can vary from sound cues, visual cues, shape-based logic or otherwise.Bought the game. Played for an hour or two with my girlfriend ... got through the puzzles we came across.
Became really bored and googled if every puzzle would be the same sort of style as I had been coming across.
Got my refund from Steam.
Just not diverse enough for me. Same for my girlfriend who owns, operates and maintains an Escape Room ... she loves her puzzles.
Let me suggest something with which you may disagree violently: that at best, the opinions on the Giant Bombcast, are interpretations of the world, that tell you more about the guy who's talking, than about the world he's talking about.
That's pretty much exactly what this game is though.
Fabien Giesen posted some thoughts on the game that deftly address what this game is, and I believe unintentionally addresses many of the complaints.
https://fgiesen.wordpress.com/2016/01/30/thoughts-on-the-witness/
"To some players, this evidently feels like the game is intentionally messing with them, being deliberately vague and then getting annoyed with them when they get it wrong. This is unfortunate; but really the game generally goes out of its way to avoid bottlenecking you on a single puzzle that eludes you, and if you’re stuck on a particularly difficult problem, there’s usually another, simpler puzzle elsewhere that lets you figure out things more gradually. There are plenty of things to do at any given time, and while any individual idea might not be obvious from the puzzle you’re looking at, rest assured that for every concept in the game, there are plenty of puzzles allowing you to discover and understand its meaning.
But why do this in the first place? Simply said, because the joy and satisfaction of figuring out the rules, of realizing the thing that you’ve been missing even though it’s been in front of you the whole time, is far greater than the more mechanical pleasure of becoming good at solving any particular kind of puzzle well that is the bread and butter of most puzzle games (though no worries, The Witness does give you enough of that satisfaction as well). The Witness is a game about discovery, careful observation and, most of all, epiphany—that sudden feeling of clarity as you realize something and suddenly everything clicks into place. It may seem distant and withholding at first, but it only does what it needs to do to truly let you feel the exhilaration of actually discovering something about the world. Where other games all too often tell you exactly what to do and then pat you on the back as soon as you accomplish some trivial task. The Witness respects you enough to simply trust that you are smart enough to figure it out, and never talks down to you.
The game makes it fairly obvious early on through some "tutorial" puzzles that panels without symbols are likely based onIt's why thethe environment.puzzles are accessible very, very early on. Those are tutorial puzzles fortreepanels and you are very explicitly being taught toenvironmentalobserve your surroundings if you don't see a clear symbol on a panel
If you don't grasp that concept after it being handed to you on a silver platter, that's not the game's fault. And to be clear, I'm not saying I'm smart or anything. In fact, I failed to grasp that concept entirely myself at first. But that's not an issue with the game.
Two quick questions:
1) Does progression in this game tend to come in eureka moments or gradual learning? After breezing through the first couple of sub-regions I got completely stuck and now I'm wandering the map able to do the first 2-3 puzzles of each sub-region before again, getting stuck. I'm taking breaks from the game and coming back still non-the-wiser.
Should I just keep at it in one place and hope to "eventually get there" or should I just move around trying different areas until suddenly something clicks?
2) Right now I see a beautiful environment but the game still feels to me like "just puzzle", the game around the game hasn't revealed any of itself to me, at least not enough to immerse me. I mean I foundnear the start and I've found a few audiotapes, I sort of get thatthat little too with the S shaped drawingbut I still don't feel like I have anywhere near enough context to feel like I'm a part of a narrative. Does that come eventually?I'm part of some kind of experiment
Oh sure there's always going to be some personal bias. But a good reviewer in any medium will seek to temper it and aim to bring their general appreciation of the medium into play.Ok I can understand that and mostly agree although the "beyond personal taste" is very hard to achieve unless we are talking about somewhat objective things like production values, the technical side and such. Personal preference is always going to impact a review no matter how professional the reviewer is. Anyway props to you for the detailed non passive aggressive answer.
Let me suggest something with which you may disagree violently: that at best, the opinions on the Giant Bombcast, are interpretations of the world, that tell you more about the guy who's talking, than about the world he's talking about.
Second hand interpretation, made third hand.