10/20/2023 0 Comments Talos principle star in 2![]() Going through the tetromino locks - would be exactly as tedious as it was the first time.) Going through the puzzles would be fast, if I remembered the solutions, or fun, if I had to figure them out again. (I try to imagine replaying Talos, like I've replayed the Portal games. You just have to put pieces in the grid and shuffle them around until they fit. ![]() We're not shouting "Oh, yay, another forty-leven tetromino puzzles!" What you hear are ceaseless mutters: "Not another damn tetromino puzzle." Cleverness is not required in fact it's useless. The tetromino puzzles are all exactly the same. The actual puzzles are creative, engaging, and constantly demand creative thought about new ways to combine the basic mechanics. oh, I didn't count, let's say approximately one hundred and eleventy-one tetromino puzzles in Talos, in between (and gating) the actual puzzles. Music plays, angels cheer, the lock opens. To actually unlock every part of the game, you take your six-to-ten tetrominoes and fit them into a rectangle. See, the reward for every puzzle is a "sigil", a.k.a. ![]() So what's wrong with any of that? Nothing, except that word "unlock" which you just read five times in a row. When you get through those, you reach one big final "boss" puzzle. There's an endgame sequence, which is a series of puzzles that you unlock as you complete the body of the game. Then there are some bonus puzzles, which unlock optional puzzle hubs. Some of these mechanics are available immediately others have to be unlocked by solving earlier puzzles. There are a bunch of puzzle mechanics, which interact in clever ways. It's a lot of puzzles, but they open out in a nicely paced way. Talos is a bunch of puzzle areas with a hub-and-spoke structure, and once you unlock a few of those you reach a higher-level hub which leads to six more puzzle hubs, and then you unlock a third level. Talos Principle has some great stuff, but wow, serious case of "Made a large game because it was easier than making a small one." ( Dec 15 2014) I hate to say it because the creators are not lazy. I hate to say this: Talos's problem feels like laziness. So don't freak out just because I complain a lot.) Instead, I focus on particular areas of design that I find interesting - or problematic. (Note: in a "ruminations" post I don't offer an overall review. I recommend it but I wish it had fewer self-inflicted wounds. Talos is a pleasant puzzle game with a nice script and good art and bullet-holes in several of its own feet. Nobody's going to disagree with it, nohow.) (I haven't gone to check whether the designers used the term "Portal-like". wait, you just replayed Portal? You couldn't have waited a couple of weeks in between?" That's gotta be the last thing a game designer wants to hear, right? "We don't use the term 'Portal-like', but, sure, Talos is. As it happens I replayed Portal 2 right before The Talos Principle launched.
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