I love this game, but it’s one of those games that’s not for everyone. If you are hoping to travel to many vastly different areas and solve puzzles using methods that aren’t presented directly to you, then you won’t like the gameplay. If lacking difficulty is the problem for you, that’ll definitely change down the road. The game has a good difficulty progression. ![]() The more you unlock different tools and progress in the game, the harder the puzzles get. It slowly comes together and most of it happens in backstory. The story has a lot of great themes and philosophical elements. Puzzles from the workshop, though often lacking in aesthetic coherence, tend to be much more difficult than those found in the game since there isn't a requirement to also create basic puzzles explaining the mechanics used. The player-made puzzles are some serious magic as we have free access to the same world development tool that Croteam used to make the game in the first place. Aside from a little (and kinda boring) intro, you can avoid all the story associated with the DLC. In the DLC you start with all tools unlocked any and all of them can be involved in a given puzzle. Like in the base game, there are also bonus 'star' puzzles to solve which are far more difficult to solve (and, often, locate) than their regular brethren. That said, puzzle difficulty does not have any progression in the DLC - they're all difficult, very unique, and require a level of creative thinking. Given the circumstances though this likely isn't worth it, as the DLC has fewer puzzles. These are interspersed throughout the game, do not have discrete little areas assigned to them in the same way as every other puzzle, and tend to require (The spoilers don't give anything away and are just common examples of what is required to solve the bonus puzzles, you may want to steer clear of them nonetheless) "breaking" puzzles and removing tools from their boundaries, combining the tools of multiple puzzles, or a bit of divergent thinking. Focus on solving the bonus puzzles, found as stars in-game. ![]() Keep on keepin' on, content in the knowledge that the puzzles will in fact get more difficult and the early stages are not representative of the later stages.Some possible courses of action I can think of: Given that, the start of the game (puzzle-wise) can be exceptionally slow since you're introducing a large chunk of stuff. For every new puzzle element introduced there is at least one puzzle designed to demonstrate how that element works at the fundamental level. You can read them if you're really interested in that, but I just skimmed them.įirst: the puzzles absolutely start off slow. The emails you find will explain the backstory to the plot, and the literary texts just go with the philosophical themes of the game. ![]() Talking with Milton can change bits of the story though. Using the terminals isn't necessary to finish the game either. There isn't one single "correct" solution. If you find that you have to find a tiny spot to place a connector, you're probably making it harder than it needs to be.īut if you want to do that, that's fine too! Like Portal, each puzzle can have multiple solutions. The intended solutions are pretty forgiving. The laser puzzles generally don't need perfect accuracy. And for some of them, you can't get them the first time you're there. You don't need to get any of the stars at all to finish the game. ![]() I think I had to come back to it three times before I realized you come to that. Ha, I remember Road of Death the first time too. I might at least keep going to get all of the puzzle elements and see if that helps - I did just unlock one before I made this post actually (a little fan, it looked like), but just haven't seen what it does yet. So far I've liked listening to the narrator / disembodied god voice, but I haven't really enjoyed most of the text found at the computer terminals those have felt a bit more like a chore to go through, but I've read them all so as not to miss any potentially key information. I'd prefer to be presented with all of the tools necessary to solve the puzzle and then make of them what I will it's just frustrating to be trying everything to solve a puzzle that wasn't actually solvable without some hidden element you hadn't found. I don't love the exploration elements actually, like when you need to dig into all of the nooks and crannies of the map to find a hidden lever that will allow you to get a star, or when you need to find the perfect little corner to direct a laser through so that beams don't cross each other or hit a wall. The most recent one I did that I felt that way about was the Road of Death puzzle - I didn't know that you could put boxes on top of the floating orbs of death at first, so when I finally thought to do it and it worked I found it really satisfying. The bits I've really liked are when the puzzles have required a particularly creative solution to solve.
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