![]() ![]() There's a part in the game where you are on a beautiful, peaceful floating island. I appreciate that unlike most puzzle games, the very hardest puzzles are challenges not to execute with more pieces, but to break existing puzzles to send them into a state that shouldn't be possible. Also disliked the final puzzles to unlock the doors/floors, I'm really not that great at solving those, I just gave up at a certain point and looked at the solution in a walkthrough, in my opinion it wasn't needed to have this kind of puzzle when your game mechanic already is to solve puzzles. I finished it in about 21-22 hours, by the end I was already tired. However, I think the game could be way shorter. But it was pretty good, it's definitely great to see games talking about those subjects. The game kinda left me depressed a little bit, existentialist stuff can do that to me. What got me into the game though was it's story, it always felt so mysterious and writing is fantastic, I felt so connected with the Alexandra character, her visions about the main subject of the game sounded pretty honest and smart, I share some of the fears and insecurity that she has. ![]() The puzzles were smart and only some of them were a but frustrating for me, I guess I'm not really that good with "puzzlers", had to look for walkthrough on some of later levels. I finished the game last week and it was pretty amazing, one of the best of 2014 really - probably my favorite PC title of the year. To be honest, I didn't have any problem with the levels, never got lost or couldn't find where to go. The sheer volume of text employed to argue philosophical points is impressive.The levels have signs which indicate the pieces in it, and they are marked/crossed when you get the pieces, so you can see if you already got all the sigils. Still, there are options to appease or ignore the program altogether, which presumably lead down different narrative paths. ![]() It seems to have a clever retort to just about everything and the player does not get to really “fight back” until near the end. In the same way that a difficult puzzle would stump me for several minutes at a time, I would often carefully consider each question it would pose, and play out how it would react to each of the given responses. In truth, navigating the dialogue trees of discussion with the Milton Library Assistant can become exhausting after a while. It asks fundamental questions about consciousness, morality, purpose, and the like, and even when it seems like the answer is obvious, it will provide a counter example that brings new perspective to the discussion. Interacting with the Milton Library Assistant is easily the most interesting non-puzzle activity in The Talos Principle. Finally, there are QR codes painted on the walls of the puzzle rooms themselves, put there by entities who have passed through previously. ![]() Scattered about, there are audio recordings from a woman whose importance to the story becomes more apparent over time. The Milton Library Assistant is a program created to catalog all of that data, but it ends up with its own thoughts and ideas. Not long after, the player finds computer terminals, which contain catalogs of old emails, websites, and other text that gives clues to the world’s history. Immediately upon waking, the player is greeted by an almighty voice in the sky calling himself Elohim, who gives commands and promises eternal life. The unique thing about The Talos Principle‘s story is that it is delivered through about a half dozen different avenues. In short, the story is about existing as an artificial intelligence in a strange, computer-generated world. Part of the reason I am so intent on seeing all there is to see is that the narrative is thought-provoking, but I feel like I am still missing some pieces of it. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |