4 ms·
I'm loving the game so far (playing on the PS4). It's one of the most visually stunning games I've seen in a long time. The only criticism I have of the visuals
by krig 11y ago
I'm loving the game so far (playing on the PS4). It's one of the most visually stunning games I've seen in a long time. The only criticism I have of the visuals is that the game is a bit static. There's no wind, no dust, no animals... It's very much like the old puzzle games in that way. Like walking around in a painting.
The puzzle aspect, though, is in my opinion, close to perfection. The mechanic is extremely simple: Trace a line from A to B. But the way it ramps up the difficulty by introducing new variations and then combining them, and how it integrates the environment in the puzzles.. it's pretty fantastic.
One side effect of playing the game I've noticed is that my brain stays in puzzle mode afterwards, looking for patterns and trying to "solve" anything that looks remotely like a puzzle or a hint in the game.
- emsy 11y ago> The puzzle aspect, though, is in my opinion, close to perfection. I found most of the puzzles so far sudoku-esque (mainly the symbol-puzzles). You don't get the solution by structured, logical thinking, but by trying out what could work. I didn't find it very statisfying. The puzzles that are integrated in the world were good interesting but sometimes needlesly ambigious. What I really liked was how much he did with such a simple concept.
- krig 11y agoI can see how it could play like that, especially with the trivial puzzles in the beginning. I found myself more sitting and staring at puzzles and thinking until it clicked and I figured the mechanic out. But I consciously tried to avoid brute forcing it, since I knew that there was some logic there to unravel.
- mercer 11y ago> The only criticism I have of the visuals is that the game is a bit static. There's no wind, no dust, no animals... It's very much like the old puzzle games in that way. Like walking around in a painting. I had the similar feeling with "Everybody's Gone to the Rapture", although I suppose it's not as bad. The few 'things' that were more dynamic in nature, such as the wheat fields with the winds blowing through them, added so much more life to everything that I wished they'd gone for a simpler style and more interactivity instead of the admittedly beautiful static world they went with. I suppose with both games you could argue that the static quality is an artistic choice, but then I guess I just wish there'd be more games that go for the Myst-like gameplay without being somewhat static. In the Myst series part of why it worked so well was that 1) it was kind of a new thing, and 2) the worlds look so strange that I don't expect normal things from them. On top of that the slideshow gameplay probably affected my expectations too. Contrast that with 'Rapture', where a ball on a field is an immovable object, and many of flimsy gates and fences are more difficult to get through than the Doors of Durin...