...and plus every time you look at a walkthrough you run the risk of having The Thing spoiled for you, which you do not want.
The Kurt Russell version or the Mary Elizabeth Winstead version?
...and plus every time you look at a walkthrough you run the risk of having The Thing spoiled for you, which you do not want.
Officially it's "No refunds" (including pre-orders, which is utterly ridiculous), but some people have been thrown a bone if they had a good reason. You definitely can't count on that, though, because the far more likely outcome is that you'll just be told that refunds aren't possible.
This post just convinced me to take Tuesday off work. Appreciated.There's something massive about The Witness that won't reveal itself to most players until many many hours in, fyi. To say anything more is a spoiler.
This is a special game, and I strongly encourage everyone to truly let puzzles sit with them, rather than resorting to a walkthrough or wiki. I think most gamers (including me!) are willing to give a tricky puzzle an honest shot, but then if they're stumped, on to an IGN wiki or GameFAQS they go.
Please do not do that, with The Witness. It's an open world game - go mess with another part of the island. Come back after you've slept on it or a few days later. To do anything else is to deprive yourself of something really special. Just this once, really try to let the puzzles and let the game soak in and sit with you.
Think about it like this - you only get to play The Witness for the first time once. If you give in and look up puzzle solutions, you'll enjoy the game. It's very pretty, you'll feel smart at parts, etc. But if you resist doing that, and truly solve everything youself, you'll enjoy it on an entirely different level.
To put it another way - the puzzles are the game. Looking up solutions is akin to letting someone else beat a tough shooter level for you, or giving in to the kiddie star after failing a tough Mario stage enough times.
...and plus every time you look at a walkthrough you run the risk of having The Thing spoiled for you, which you do not want.
Yup. He also has a track record with Braid, which puts The Witness into instapurchase territory for me even before the good previews started coming out.This ain't nothing like Rapture. If you want, you can check out six years of development blog posts to read about Blow's puzzle design philosophy and such, and all that. Dude is a genius at game design. People have been playing builds of this game for years. There are already some impressions from IGN and Eurogamer, 20 hour previews from other places, and of course Justin's comments in this thread; the anticipation here is completely justified
Is it time that we start referring to the line/grid puzzles by what they really are or is it still fun to watch Angry Internet Men rant about? I guess I'll user spoilers to be safe..
, and we have known this for over a year now.They are circuitry/breadboard puzzles for electrical current connectivity (and likely more)The cables laying around EVERWHERE even light up bright-ass neon colors when connections are made. Look at the ground in the video as the dude walks away after finishing the sequence of puzzles. Their purpose is connectivity, not just 'lock mechanism'.
I am glad Blow has not been beating people over the head with this stuff even with the backlash of $40 FOR LINE PUZZLES WTF!? I can't wait to start pulling together this massive puzzle box.
Is this a big spoiler? Or is it just kind of part of the premise of the game. Accidentally clicked on it a while back while scrolling. Screw browsing with touch controls lol.
There's something massive about The Witness that won't reveal itself to most players until many many hours in, fyi. To say anything more is a spoiler.
This is a special game, and I strongly encourage everyone to truly let puzzles sit with them, rather than resorting to a walkthrough or wiki. I think most gamers (including me!) are willing to give a tricky puzzle an honest shot, but then if they're stumped, on to an IGN wiki or GameFAQS they go.
Please do not do that, with The Witness. It's an open world game - go mess with another part of the island. Come back after you've slept on it or a few days later. To do anything else is to deprive yourself of something really special. Just this once, really try to let the puzzles and let the game soak in and sit with you.
Think about it like this - you only get to play The Witness for the first time once. If you give in and look up puzzle solutions, you'll enjoy the game. It's very pretty, you'll feel smart at parts, etc. But if you resist doing that, and truly solve everything youself, you'll enjoy it on an entirely different level.
To put it another way - the puzzles are the game. Looking up solutions is akin to letting someone else beat a tough shooter level for you, or giving in to the kiddie star after failing a tough Mario stage enough times.
...and plus every time you look at a walkthrough you run the risk of having The Thing spoiled for you, which you do not want.
Is it time that we start referring to the line/grid puzzles by what they really are or is it still fun to watch Angry Internet Men rant about? I guess I'll user spoilers to be safe..
, and we have known this for over a year now.They are circuitry/breadboard puzzles for electrical current connectivity (and likely more)The cables laying around EVERWHERE even light up bright-ass neon colors when connections are made. Look at the ground in the video as the dude walks away after finishing the sequence of puzzles. Their purpose is connectivity, not just 'lock mechanism'.
I am glad Blow has not been beating people over the head with this stuff even with the backlash of $40 FOR LINE PUZZLES WTF!? I can't wait to start pulling together this massive puzzle box.
There's something massive about The Witness that won't reveal itself to most players until many many hours in, fyi. To say anything more is a spoiler.
All I know are the basics. Open world island, audio logs and other story bits, the line puzzles and the different mechanics of some of the areas, and whatever was in that release date trailer. But nothing else besides that. Already preordered, not reading any reviewsTo me, this has been incredibly obvious from what has been mentioned and the hesitation to explain much further than the beginning sections of the game.
Plenty of GAF folks seem happy to dismiss anything of this nature as whatever blanket term occurs to them first and seemingly some don't even like the idea of an "indie" game being worthy of a high price, even with such a large amount of playtime illustrated by journalists.
For me this is the stuff I absolutely relish. Can't wait to go through the game with no understanding of where it will go and sat around with a pen and paper musing over the puzzles like with some of the older puzzle games like Myst.
Basically I'm asking if the line puzzles simply correspond to the flow of water or electricity or some basic thing like that? And then you input the answer on the device...or is it something quite different than that?
Where have you been for the last eight yearsI've never even looked at Braid before, but this game has made me look at it....Wow, I need to buy that game.
I also need to top up my PSN account for this too.
I'm not sure what to ask to answer what I want to know...
I really don't want to watch or read too much but I see people saying it isn't just a bunch of line puzzles, or that the lines puzzles are just an input for the answers or whatever...but what does that mean? What are the puzzles then?
Basically I'm asking if the line puzzles simply correspond to the flow of water or electricity or some basic thing like that? And then you input the answer on the device...or is it something quite different than that? Or is that possibly just one example out of many different types of line puzzles?
Is there a good non spoilery video I can watch to help answer my question?
Ugh I just want this game to release. From the little I've seen it just looks so awesome.
The analogy I used earlier in the thread was to imagine the line drawing as the pencil you use to fill out a crossword puzzle. It's just a tool to fill in the answer. Mulling over the crossword clues and figuring out what you need to write with that pencil is the real challengeThis is second-second hand information I heard from the latest Idle Thumbs, but the best description I've heard so far is that the line puzzles are your "answer sheet". It's your way of signalling to the game that you understand something about the island. It isn't, like, walking around and solving a bunch of Picross games or something.
8+ years. It really is amazing. I thought waiting three years for Rain World was tough.It really is hard to believe this game is finally out. (Nearly)
The line puzzles can potentially correspond to anything in the surrounding environment. Two examples we know:, andlines can correspond to the branches of a tree.lines can correspond to the shape of rocks in the background
We can expect that later on the lines will have even more complex relationships to the game world. Figuring out how is the point of the game.
I'm not sure what to ask to answer what I want to know...
I really don't want to watch or read too much but I see people saying it isn't just a bunch of line puzzles, or that the lines puzzles are just an input for the answers or whatever...but what does that mean? What are the puzzles then?
Basically I'm asking if the line puzzles simply correspond to the flow of water or electricity or some basic thing like that? And then you input the answer on the device...or is it something quite different than that? Or is that possibly just one example out of many different types of line puzzles?
Is there a good non spoilery video I can watch to help answer my question?
Ugh I just want this game to release. From the little I've seen it just looks so awesome.
Where have you been for the last eight years
No, but really, the game is great and the twists on the core time mechanics, and the way the puzzles revolve around those twists, are just brilliant
For me this is the stuff I absolutely relish. Can't wait to go through the game with no understanding of where it will go and sat around with a pen and paper musing over the puzzles like with some of the older puzzle games like Myst.
Braid comes Soulja Boy approved.I've never even looked at Braid before, but this game has made me look at it....Wow, I need to buy that game.
I also need to top up my PSN account for this too.
Been getting used to the look controls on the steam controller in anticipation for this! Tuesday is gonna be real exciting, it's been a long long haul.
8+ years. It really is amazing. I thought waiting three years for Rain World was tough.
When do review embargos lift?
The analogy I used earlier in the thread was to imagine the line drawing as the pencil you use to fill out a crossword puzzle.
I've been working my way through the Talos Principle with it. So much fun. I'll definitely be playing with the Steam Controller via BPM and the TV for The Witness. Might as well roll with the "comfy couch" so I can pass out after an inevitable bout of being completely defeated by a puzzle for a while
I'm not sure what to ask to answer what I want to know...
I really don't want to watch or read too much but I see people saying it isn't just a bunch of line puzzles, or that the lines puzzles are just an input for the answers or whatever...but what does that mean? What are the puzzles then?
This is second-second hand information I heard from the latest Idle Thumbs, but the best description I've heard so far is that the line puzzles are your "answer sheet". It's your way of signalling to the game that you understand something about the island. It isn't, like, walking around and solving a bunch of Picross games or something.
Given the frequent comparisons to Myst, I'm guessing (or maybe just hoping) that it'll be something like the way puzzles work in Myst 2: Riven, where there are only a handful of puzzle "solutions" to enter, but the process of discovering those solutions involves a very involved process of exploration, observation, and deduction of how things work and what they signify in the world. Anyone who's completed Riven probably remembers the marble dome puzzle, which is "just" putting a bunch of marbles onto a table in a certain configuration, but figuring out that configuration takes up at least half the game and requires you to piece together a lot of disparate pieces of information across all of the game's islands. The moment when it dawns on you exactly what the puzzle represents and how the game has been subtly leading you to the solution is one of my favorite moments in any video game.
If the puzzles in The Witness are half as cohesive and well-integrated into the game world as that, I will be very happy.
To me, this has been incredibly obvious from what has been mentioned and the hesitation to explain much further than the beginning sections of the game.
Plenty of GAF folks seem happy to dismiss anything of this nature as whatever blanket term occurs to them first and seemingly some don't even like the idea of an "indie" game being worthy of a high price, even with such a large amount of playtime illustrated by journalists.
For me this is the stuff I absolutely relish. Can't wait to go through the game with no understanding of where it will go and sat around with a pen and paper musing over the puzzles like with some of the older puzzle games like Myst.
There's something massive about The Witness that won't reveal itself to most players until many many hours in, fyi. To say anything more is a spoiler.
This is a special game, and I strongly encourage everyone to truly let puzzles sit with them, rather than resorting to a walkthrough or wiki. I think most gamers (including me!) are willing to give a tricky puzzle an honest shot, but then if they're stumped, on to an IGN wiki or GameFAQS they go.
Please do not do that, with The Witness. It's an open world game - go mess with another part of the island. Come back after you've slept on it or a few days later. To do anything else is to deprive yourself of something really special. Just this once, really try to let the puzzles and let the game soak in and sit with you.
Think about it like this - you only get to play The Witness for the first time once. If you give in and look up puzzle solutions, you'll enjoy the game. It's very pretty, you'll feel smart at parts, etc. But if you resist doing that, and truly solve everything youself, you'll enjoy it on an entirely different level.
To put it another way - the puzzles are the game. Looking up solutions is akin to letting someone else beat a tough shooter level for you, or giving in to the kiddie star after failing a tough Mario stage enough times.
...and plus every time you look at a walkthrough you run the risk of having The Thing spoiled for you, which you do not want.
I've never actually played Myst or Riven, which is kind of embarrassing at this point. I bought Myst yesterday and will probably play it today. Are there any things I should look for as a first-timer playing it in 2016 (re anything from obscure gameplay things that may have been obvious at the time of release, through to weird modern PC compatibility issues)?
I've never actually played Myst or Riven, which is kind of embarrassing at this point. I bought Myst yesterday and will probably play it today. Are there any things I should look for as a first-timer playing it in 2016 (re anything from obscure gameplay things that may have been obvious at the time of release, through to weird modern PC compatibility issues)?
Ah thanks...I'm a little cautious but that sounds good to me. I don't know about 600 puzzles fun, but definitely should be fun.
Braid comes Soulja Boy approved.
I just started playing Riven today (for the first time) and the world is incredible. If Witness can capture this similar feeling of exploration and discovery...I would skip Myst and go straight to Riven, honestly. Myst is kind of abstract and arbitrary, where it feels like the developer said "here, solve these puzzles" without thinking very deeply about why those puzzles would be there. I mean, there's a story and some level of justification, but...
Riven is on another level entirely. It's possibly the most cohesive game world I've experienced, in the sense that every detail of the environment has a reason for being there and some information to impart to you, which is often both "lore" and something that you'll need to solve a puzzle down the road. And the puzzles rarely feel like puzzles, but rather (as faceless007 said earlier) tests of your understanding of the world and how it works. It's amazingly nuanced and subtle in its gameplay, which for the most part simply involves wandering around, exploring, and noticing things.
HilariousBraid comes Soulja Boy approved.