The Witness: The Legitness or The Shitness?
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Not a fan so far, but will try and work my way through it.
Thought it'd be a good idea to have a thread for it especially so that we can ask eachother for help without wandering into spoilers and the confusion of threads that move so quickly, your posts get lost in the maelstrom.
The tetris panels are a real pain in the balls for me so far, and I expected more puzzles with environmental clues.
Thought it'd be a good idea to have a thread for it especially so that we can ask eachother for help without wandering into spoilers and the confusion of threads that move so quickly, your posts get lost in the maelstrom.
The tetris panels are a real pain in the balls for me so far, and I expected more puzzles with environmental clues.
By Yurt Go To Postthe obtuse ones in and around the sand castle were connected
I think I managed to get a gold trophy for them so I assume we weren't supposed to be there that early lol
Is that the one that starts with a 6-spoked wheel? Gave up on that quickly, had no idea what I was doing :P
By Hitch Go To PostIs that the one that starts with a 6-spoked wheel? Gave up on that quickly, had no idea what I was doing :PYes!
its all about angles there and the black monitors
does the game ever get fun
fucking hell there's actually no way jonathon blow knows how to design games
fucking hell there's actually no way jonathon blow knows how to design games
I know it was designed this way on purpose, but the lack of fast travel and progress tracking means I can't be arsed with this. The island may be small, but movement speed is slow and if I'm constantly moving from unfinished puzzle to unfinished puzzle, its a trudge.
By Hitch Go To PostI know it was designed this way on purpose, but the lack of fast travel and progress tracking means I can't be arsed with this. The island may be small, but movement speed is slow and if I'm constantly moving from unfinished puzzle to unfinished puzzle, its a trudge.there's a boat to take you from one place to another but I never used it
I assume it's used for fast travel, I dunno.
there was a map on it as well to track your progress
edit:
A couple hours into the game. I finished the trees, but the last one I did via brute force. I do wonder how many puzzles you can solve via simply trying every option.
I like the hedge maze one. When I realized you found one of the correct paths by listening to the sound of your footsteps it felt pretty cool.
I like the hedge maze one. When I realized you found one of the correct paths by listening to the sound of your footsteps it felt pretty cool.
On the map above I did 1,2,3 and was quite enjoying it. I then went to the windmill which was a bit of waste of time.
Moved on to area 4 now, the ruined temple in the desert and the game is starting to irritate me. You have to stand in a certain spot so the sun reflects off the face of the puzzles. Once you found the solution to the first one the rest are really just working out how to overcome the limitations of the game itself. It turns out the invisible walls and the lack of crouch and jump buttons are in fact a key part of the games design. I just kept thinking in real life or any other first person game I have played I would maneuver around the puzzle and position my head into the right place rather then climb some stairs to stand in the correct designated spot. It turns out if the game gave you the freedom to move like a normal person the puzzles would be too simple. That imo is not good game design.
Moved on to area 4 now, the ruined temple in the desert and the game is starting to irritate me. You have to stand in a certain spot so the sun reflects off the face of the puzzles. Once you found the solution to the first one the rest are really just working out how to overcome the limitations of the game itself. It turns out the invisible walls and the lack of crouch and jump buttons are in fact a key part of the games design. I just kept thinking in real life or any other first person game I have played I would maneuver around the puzzle and position my head into the right place rather then climb some stairs to stand in the correct designated spot. It turns out if the game gave you the freedom to move like a normal person the puzzles would be too simple. That imo is not good game design.
awful, awful game
feels like work, like a job, like something i should be payed to do
it's like working on an assembly line, making i dunno, car doors
you're bored stiff, you finish making a car door, push the button and your reward is making another car door
the game is the polar opposite of fun
feels like work, like a job, like something i should be payed to do
it's like working on an assembly line, making i dunno, car doors
you're bored stiff, you finish making a car door, push the button and your reward is making another car door
the game is the polar opposite of fun
I like solving puzzles. Especially environmental puzzles.
I have done 5 or 6 areas now. Hedge maze is still my favorite. Second favorite is the orange tree area. Least fav are the tetris puzzles because they sometimes have more than one solution, yet only accept one of those solutions, and sometimes they break their own rules. There's one in particular that I felt broke a rule.
As for the sand temple, I agree on the frustration on the first part outside, but it gets better once you gain entrance to the areas below. The problem with the outside puzzles is that the open outside area creates far too many angles and perspectives for which you must account. The smaller areas below don't have that problem simply because the restriction of area limits possibilities.
I would say that having a notepad and pen, or better yet, a graphing pad and pen by your side helps a lot. For one of the tetris puzzles, I actually cut out the shapes and made a 4x4 square to place the shapes in.
I have done 5 or 6 areas now. Hedge maze is still my favorite. Second favorite is the orange tree area. Least fav are the tetris puzzles because they sometimes have more than one solution, yet only accept one of those solutions, and sometimes they break their own rules. There's one in particular that I felt broke a rule.
As for the sand temple, I agree on the frustration on the first part outside, but it gets better once you gain entrance to the areas below. The problem with the outside puzzles is that the open outside area creates far too many angles and perspectives for which you must account. The smaller areas below don't have that problem simply because the restriction of area limits possibilities.
I would say that having a notepad and pen, or better yet, a graphing pad and pen by your side helps a lot. For one of the tetris puzzles, I actually cut out the shapes and made a 4x4 square to place the shapes in.