Not really that hard once you see the solutions, but the Shin Megami Tensei III Nocturne Puzzle Block in Asakusa made me want to pull out my hair. I´m not good at these spatial intelligence tests.
There is a pattern to the symbol development if I recall though. Like fifteen is a composite of the symbols for five and three or something.
Man, this thread has made me remember how utterly awesome Riven was.
My memory of Riven is getting stuck until looking at a cluebook and being told that the way to open a door or something (in a tree?) was clicking on a non-obvious button aka a pixel-hunt. Tainted the game for me.
I got powerfully stuck in two places when playing Braid. Never did have to get a walkthrough though.
http://www.youtube.com/watch?v=HD55Xkx8QpY#t=6m30s
As you assemble a puzzle to form a tapestry that seemingly only exists in the background, you have to realize that one portion of the image is actually solid and can be used as a bridge to cross a large gap.
http://www.youtube.com/watch?v=Kioy_YzCfTI#t=0m55s
In this world, reversing time creates a shadow of yourself that plays back your actions. You have to allow an enemy creature to land on your head, thus killing you, then reverse time. When the enemy kills your doppleganger, he bounces off of your head, at which point you can jump off of his head to reach the final puzzle piece. Throughout the game you have been trained to rewind time to avoid death; deliberately seeking it out is a mental stretch.
I think there's a used bookstore nearby with pictures so I'll check there for what I'm talking about since I can't find it online, but IIRC Riven did not have a context-sensitive mouse pointer which added to the hunting (along with the lack of animation in a lot of screens).I can't remember anything like that. I can't recall any pixel hunting moments in any Myst games.
Do solving some of the Treasure Map hunts in Read Dead Redemption count? Some of those were beyond tough... they required you to memorize minor landmarks across the massive world...
Old PC adventure games were a mental puzzle for your vocabulary skills.
Open door.
Open gate.
Open gateway.
Open hatch.
Pull door.
Push door.
Walk through door.
My memory of Riven is getting stuck until looking at a cluebook and being told that the way to open a door or something (in a tree?) was clicking on a non-obvious button aka a pixel-hunt. Tainted the game for me.
Holy shit, Spacechem looks a little overwhelming! How easy is it to get to grips with, if you have little/no experience in chemistry or programming?!
Holy shit, Spacechem looks a little overwhelming! How easy is it to get to grips with, if you have little/no experience in chemistry or programming?!
Old PC adventure games were a mental puzzle for your vocabulary skills.
Open door.
Open gate.
Open gateway.
Open hatch.
Pull door.
Push door.
Walk through door.
I don't like either of those Braid puzzles because both solutions rest on something that the game never tries to teach you.
I think there's a used bookstore nearby with pictures so I'll check there for what I'm talking about since I can't find it online, but IIRC Riven did not have a context-sensitive mouse pointer which added to the hunting (along with the lack of animation in a lot of screens).
Another great little trick is realizing that the Red waldo can also trigger beta in and omega out, and the Blue waldo can trigger alpha in and phi out.
This thread has reminded me how much I can't stand games like Myst and Riven. I bought a box set of all the games in the series a few years back and the solutions to the puzzles were so hidden and obscure that I found it frustrating rather than fun.
Is it important to play Myst before Riven? I missed out on the PC adventure genre growing up, but have a feeling I'd love it (puzzles, exploration, and story are game elements I'm particularly passionate about). I'm short on time these days, but I'm also sort of OCD about missing out on things or jumping ahead.The solutions in Riven require you to make a lot of connnections across places and puzzles. Everything interconnects in pretty ingenous ways.
Myst, though? Its puzzles are very straightforward. As long as you're not overly impatient, nothing should be overly difficult. You don't have to make any obscure leaps at all. Every age has a theme and the puzzles in that age are built around that theme. The only really bad puzzle I can think of in the game was the ship one where you had to press the right dot on a round dial which corresponded to an object you could view from a telescope. That puzzle felt quite arbitrary.
The only Braid "puzzle" that bothered me was the missable star. It sucks when you figure it out and realize you'll have to restart the game to get it. I still haven't. The second puzzle described above is amazing, as are some of the other star puzzles.
Is it important to play Myst before Riven?
I totally fucking got that puzzle on my own, laughing all the way at how ridiculous it was. I think I tried every possible combination of inventory item.The worst of all time for me is one near the start of The Longest Journey. I can't possibly believe anyone could figure it out. There is a great picture of it I'm looking for. It's laughable even to look at.
The cat hair mustache is more famous, but I've never played that game.
![]()
Have to say, getting those two on my own was incredibly satisfying; I will never forget moment of "oh my god what if this works oh holy shit it does" for either one.I got powerfully stuck in two places when playing Braid. Never did have to get a walkthrough though.
http://www.youtube.com/watch?v=HD55Xkx8QpY#t=6m30s
As you assemble a puzzle to form a tapestry that seemingly only exists in the background, you have to realize that one portion of the image is actually solid and can be used as a bridge to cross a large gap.
http://www.youtube.com/watch?v=Kioy_YzCfTI#t=0m55s
In this world, reversing time creates a shadow of yourself that plays back your actions. You have to allow an enemy creature to land on your head, thus killing you, then reverse time. When the enemy kills your doppleganger, he bounces off of your head, at which point you can jump off of his head to reach the final puzzle piece. Throughout the game you have been trained to rewind time to avoid death; deliberately seeking it out is a mental stretch.
I have mixed feelings about how poorly information about stars was communicated. Very minor spoiler for the star in question:How about realizing that there are stars in the game in the first place? Quite a few players would complete the entire game and never realize that there were other challenges because nothing in the game tells you that they're there.
So true. It seriously is the most haphazard sequence of events and item combinations ever. Looking back, it's almost as though that puzzle is poking fun at the point-and-click genre in general, because the rest of the game's puzzles are pretty damn logical for an inventory-based adventure game.the longest journey puzzle to get the key... that pictogram sort of doesn't do it justice, because you'd think there'd be some logic to it within the game, but there isn't. i struggled on that for WEEKS. i'd never have the patience to do that in this day and age.
Loved those. They were also a great change of pace from the regular game.Some of the Truth puzzles in AC:B were pretty tough.
The later levels and challenges are indeed intimidating. But the early levels are much easier as the game starts to teach you how the systems work.See, I look at that GIF and it makes me think that I'd only want to participate in something like it if I were getting paid. :lol
http://www.neogaf.com/forum/showthread.php?t=422393
Not enough mentions of SpaceChem in this thread!
The fact that you can solve levels multiple ways is the best part of it. Often, you'll figure out the basic concepts you need to finish a level, and likely brute force a solution. But after you get better in later levels you can go back and take a completely different approach you may not have considered to make a more efficient solution.
Did I mention there hasn't been enough mentions of SpaceChem?
Eventually, your mind "gets it" as you learn new techniques to pass levels, and then suddenly the crazy-looking stuff like the above seem downright approachable. That image was a rather creative solution, if not horribly inefficient.![]()
You eventually get a warp space in Spacechem!?!?
I need to play that game some more.
Did I mention there hasn't been enough mentions of SpaceChem?
That's my initial approach to new levels. Eventually though, my competitiveness makes me go back to earlier levels and come up with a better solution.The only way I can play SpaceChem is to just be happy when I solve the puzzle, regardless of where my solution fits on the curve.![]()
Nah, S.L. posted it in the SpaceChem thread. Snagged it cuz it looks cool.Is that your solution to Tunnels III? That's one of the only puzzles I had what I would call an elegant solution.
Adding more symbols always helps. Always!Everything else I come up with is completely cluttered and ugly. Solution didn't work? ADD MORE SYMBOLS!
Just one (I believe).Oh, um, yeah, I have no idea about there being stars in Braid. :-/
Am I to understand that there are some I can't even go back and get?
Bought this on PSN and this was the farthest I got. Haven't touch it since.Silent hill 1
![]()
that damn Piano puzzle..
That's my initial approach to new levels. Eventually though, my competitiveness makes me go back to earlier levels and come up with a better solution.
Too late I guess...Just one (I believe).Don't complete all of the world jigsaw puzzles immediately. One of them, I forget if it's world 2 or 3, has two pieces you can line up to create a star. Once you've completed the puzzle properly, you can't move the pieces any longer so you can't form the star.
Can I go on record and say I don't think it is ever a good idea for a game to do this? I'm fine with something being HARDER to get if you miss it the first time, but impossible?