This game is a masterpiece, and I don’t mean that in a “it’s so philosophically deep and has such meaning” way, I just mean that everything about the game design, the exploration, the graphics, the puzzle mechanics, comes together to make an incredibly fun experience which is also consistently wowing you with how brilliant it is. It’s a joy to discover every new area, every new type of puzzle, and every puzzle solution. Solving puzzles in this game is its own reward because the answers are just so clever! It also does such a good job taking a single concept and exploring it to its absolute limit. The world is designed in such a way that you’re constantly figuring out how one area connects to the others, not just physically, but in terms of design and how they make you think, it’s sort of metroidvania-like.
There’s no point in saying more, since this is the sort of game you should experience without expectations, but I do have many thoughts I want to write down. Major spoilers, do not click if you haven’t played the game!
The defining moment of the game, and I think the developer has even stated this was the goal, is the moment the player discovers their first EP. The rest of the game is all fantastic, but this is basically the unforgetable part of the game and what elevates it even further. The game would still be great if it only had grid puzzles, but the moment you first click a circle in the world and it sparks up and you realize that not only is it a drawable line, but that this means there have been lines all over the place that you’ve missed up until then? It’s mindblowing. One of the biggest twists in all of gaming. Because “twist” in gaming usually refers to a plot twist. But this isn’t a story twist, it’s a twist in how your mind works! In how you see the world.
And what’s so brilliant about it is that the game does not hold your hand or guide you into it. (With the exception of the river panel at the top of the mountain, which I honestly saw, filled in, and thought “Huh? That did nothing” and moved on, so that’s not where I got the revelation) The Witness is a game, much like recent story-focused games like Her Story or Telling Lies or Gone Home, which lets you discover everything about the game in your own way. It does not do anything to craft your journey through the game. This is a huge risk, because when you give the player this freedom, you risk them finding things in an order that isn’t really satisfying. Maybe X% of players will find their first EP in the first 20 minutes and they won’t get that shock. But because the developer gives up that freedom, it means that the other Y% of players will all get their own unique experience of that game-defining moment. And I just think that’s such a brave decision to make as a developer.
It’s also just incredibly satisfying, because if you’re like me, you’ve spent a lot of time clicking on random stuff, for hours, and none of it does anything. I was playing this co-op with a friend and I sometimes felt bad that I’d always waste time to go into click-y mode and click random things, because it never did anything. Until suddenly it did something. And, whoa. It felt incredibly validating because it gave me a reward for my innate curiousity. Which I think is exactly what was intended.
So, the theme of the game, or, one of them, is about that sort of curiousity. The way the puzzles and exploration work, they are basically encouraging you to always stay curious, try to figure things out on your own, and then give you satisfaction when you do get it. The developer has stated this was a design goal, and it’s why there aren’t any other rewards. You know, you don’t get gems or coins or items. You just get the satisfaction of knowing you made progress. And more puzzles.
Now, I’ll be honest, I didn’t listen to any audio logs or watch the videos while I was playing. I am told these convey the themes of the game, and I’ve heard/watched a few of them after beating the game. I think the audio logs and videos are where the game gets sort of pretentious, I’ll admit. Nothing wrong with pretentious, some people are into it, I don’t have anything against the developer. But it’s not for me. But what makes me give this a super pass is: All of the themes that these audio/video are trying to tell you, are already in the game. These themes are conveyed by the world and the puzzles. I don’t need to listen to the logs to get it.
The themes of the game are… well, as one streamer I watched on twitch said: (paraphrased) “The theme of the game is, basically, like, perspective or some shit”. Yeah, that’s basically it. The puzzles are about teaching you to look at things in different ways. The EPs are definitely about teaching you to look at the world in a different way. Curiousity is a theme. Perseverance is a theme. There’s one video that talks about how you can get what you want when you stop looking for it. Which is exactly what it’s like when you’re trying to solve a puzzle so hard, but then you give up, take a break, open it up again a few hours later, and suddenly the solution is right in front of you.
Another theme that comes through in the puzzles is something like: “Sometimes, something seems like it should be one way, and it would be really simple if it was, but it isn’t – it’s actually way more complicated” Like a tetris puzzle where one shape is on the left and the other is on the right and it should be as simple as that, but you actually need to combine them using the left shape on the right and the right shape on the left, for example. That’s a theme, because you can also view things in life the same way!
The way the puzzles challenge your most basic assumptions is essentially saying “Well, what if you also challenged your most basic assumptions about the world”. You can go through 50% of your playtime not realizing that there’s this huge aspect of the game that you were missing. Can the same thing happen in your life? Etc
And this is where I think a lot of reviews of the game (I’ve read a handful) go wrong, because they try to sum the game’s brilliance up as being this deep philosophical thing about its themes as conveyed by the audio logs and videos, when I think, no, the brilliance is right there in the gameplay. The audio logs are just spelling it out for you if you miss it.
The brilliance is in how intuitively the game teaches you its mechanics at first by starting you off with a simple line, then advancing to mazes, then showing you a panel that lights up in two ways to teach you some puzzles operate doors or switches. Then having you pass by a complex door with a maze full of dots. Then using tutorial puzzles to teach you some basic mechanics, then having you realize you can go back to that first door and suddenly you know how to do it, even though it looked super daunting a few moments ago.
The brilliance is in all the ways the EPs are hidden. An EP formed by the negative space between the heads of trees, only from one small vantage point. Two EPs formed by the way a bunch of spaces out flowers in a field can be brought together from one viewpoint. EPs made out of the castle puzzles where you realize you need to re-solve the puzzles you already solved with even more restrictions due to blocked paths. The EP that you have to get by sending the boat halfway around the island and waiting for it! The EP that is hidden right at the start of the game in the first corridor, and the mixed feelings you get from it of “Oh wow there’s an EP there” and also “Of course there’s an EP there”. And of course, it didn’t take long after discovering EPs to wonder if the sun would be a starting point, and as soon as I thought about it, I realized there was no way it wouldn’t be. And of course, the game delivered, though I have to say that by that point, I had been building up the sun so much in my mind that it was sort of underwhelming.
Tied to that, I also want to say I think the choice of how to access the secret ending is a little weird. Because beating the game kicks you out and puts you in a new file, any player can find it immediately after getting the first ending. I don’t really understand this – I feel it should’ve been only possible to get it once you get all 11 lasers and go down into the cave and find the pattern. As it is currently, finding that pattern is totally useless, because you don’t actually need to resolve that puzzle to make the gate shiny.
So many of the puzzle symbols are really cool. I loved finding all the triangle ones and eventually realizing they are a Slither Link puzzle. I love Slither Link so I was looking forward to them showing up, and it somehow took me ages to realize the triangles were it. The cancellers were such a fantastic twist. The stars are cool because they are the most complex symbol – I love how the treehouse messes with you by making you think that stars just mean “pair with one other star” until suddenly you get somewhere where that doesn’t work, and have to adapt, and learn there was more to it. This is another example of brilliance in gameplay but also a way to convey the theme of “things aren’t what they seem, even if you’re really convinced they are a certain thing”. Finding cancellers after you’ve done the other areas was also wonderful.
I thought the ending was very nice as well. The game has no story, but taking one final trip through the entire island and revisiting everything and admiring how gorgeous it all is one more time was nice. No comment on the secret ending, which was, uh, again, y’know, sort of pretentious, sort of, uh… something… I mean, I get it, I’m seeing circles and paths everywhere too now. But I’m not hitting them with spoons.
Other highlights I haven’t mentioned:
- The puzzles that serve as mechanical operators for bridges. This was just brilliant!
- The building by the quarry with the crane and slanted platform you have to control to multiple spots to hit EPs.
- The variety of tree puzzles in both the cherry blossom area and the temple. I like how these puzzles have more variety than the symbol puzzles because they constantly build on their concept in new ways.
- EPs using the movie player. Are you kidding me?! My reaction to this was also “Oh, of course there are.”
- Just how great it was to go back to all the early areas after discovering EPs and find new things you completely missed the first time around
- The neat visual perspective things you can do with statues and rocks and other things
- The cloud EP! God, that one was satisfying because you could totally see that some clouds were circular or path-like, but then you finally stumble on the spot it can be viewed from. And of course it also uses the satellite thing. I love how this game includes things that are only useful for one small puzzle which half the players might never even find.
- The puzzle inside the mountain where you have to draw blue and yellow bridges from both sides, making multiple trips back and forth to reach the exit. Brilliant, and super hard to solve even once you realize what you have to do.
- Oh, and The Challenge of course! I can’t believe I forgot about that until now. God, what a brilliant concept to end the game with. It was shocking enough when after completing the mountain, I thought the caves were probably just a nice small bonus area with (seemingly) puzzles that hadn’t been good enough to make the rest of the game. I was shocked when I entered the passageway and saw a crazy crypt thing, and then the the maze area. I love how the game shows you this stuff without you having any idea what it really is. I spend probably 3 minutes exploring the challenge area at first because its really loopy and I always explore every nook and cranny before moving on. Little did I know how much time I’d be spending in that area. And even with that, it was still confusing for a while how to navigate to the 4 random-order puzzles there. The way they use the fourth puzzle to give you the maze layout is brilliant, and I love the impossible puzzle mechanic. This was super intuitive to me, as soon as I saw 3 of them light up, I just said “Only 1 of these is possible”. I love playing the challenge, it took me a few hours to beat, and I’ve still opened the game every day since then to do a few runs of it. Though I suck at the left pillar, it’s kind of just luck if I get a solveable one. I love it when you get a right pillar that lets you literally just draw a straight line – I literally won one run with 5 seconds left because I just reached that pillar, drew a straight line, and hoped. Haha.
One moment I was super proud of was that I somehow missed the environmental symmetry puzzles in the symmetry area (finding rocks/trees in the background that get reflected), and yet despite that, I was able to figure out the solution to the palm tree symmetry puzzle in town, the one that kickstarts the whole chain of various puzzles. (I was hopelessly unable to get the apple tree one though, minutes later)
I am colorblind and very bad at hearing audio pitch, but luckily I was playing with a friend who is a) not colorblind and b) an auditory expert with highly attuned hearing, so it worked out just fine. Teamwork. (Well, okay, I didn’t have any special skills of my own to contribute other than an uncanny ability to sometimes just stumble into correct answers at random)
I’m probably forgetting some things, but I suppose that’s enough raving about this game for now. In conclusion, as I have made clear, I absolutely loved it, down to pretty much every single puzzle, location, every little detail. A truly unforgetable experience.