I got through quite a few post-it notes playing this. Making notes and sketches is absolutely part of it.Tempy wrote:Also I had to literally cut out shapes and hold them against my monitor last night. Is that cheating? I dunno, but it's how I did it.
Tempy wrote:I think that it's an interesting game, in that it is trying to universally teach people its rules, despite the fact that people learn differently. Sometimes I can see the logic, and it's amazing, but because I am not very mechanically or logically minded (I failed A level electronics) I think some of the leaps are beyond my personal level of skill, and they aren't as seamlessly explained to me as maybe they are to others. I also disliked in one area how the panels that taught you the rules then became locked off, and the game made me do a few other panels, and then the exit required me to remember how to do something I hadn't done in like 8 panels and I absolutely couldn't remember it. That's partly because I am an idiot, but also why did the bridge move? Also I had to literally cut out shapes and hold them against my monitor last night. Is that cheating? I dunno, but it's how I did it.
Tempy wrote:finished the Keep. Liked the final puzzle facing the hedges, not so much a fan of the one that faced the life sized puzzles, basically solved it with no reference to them which seems a bit boring considering.
Tempy wrote:It's ultra artificial, and I know that bugged people when it came out. But it's a videogame, they're always artificial. Better to embrace it than to rebel against it. I also like the fact that you can stand somewhere and have the screen be 99% still at any one time, it's very calming.
Tempy wrote:or figuratively: the deletion puzzles being in the quarry.
Tempy wrote:I think the panels are quite interesting because they stand out against the artificial nature of the island. What I mean by that is, regardless of the island being this strange static space, they feel like they've been placed as if it were a real place: in that they're clearly deliberately placed to feel natural within this artificial space. A lot of them are observing something about the world, either literally: the trees or transparent puzzles, or figuratively: the deletion puzzles being in the quarry. It's this weird jarring sensation and I can imagine lots of really interesting writing being done on the philosophy of why Blow and his team chose to make it like it is by people far smarter than me.
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