The Witness (2016)

Thekla, Inc

Mac · PC (Microsoft Windows) · PlayStation 4 · Xbox One · iOS

3.82 from 1514 ratings

5423 members have it in their collection · 299 playing now · 2324 backlogged · 706 wish listed

How long? Main story 24h · with extras 27h · 100% 31h (from 40 logged playthroughs)

The Witness is a single-player game in an open world with dozens of locations to explore and over 500 puzzles. This game respects you as an intelligent player and it treats your time as precious. There's no filler; each of those puzzles brings its own new idea into the mix. So, this is a game full of ideas.
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Release dates

  • Jan 26, 2016 (Worldwide) PC (Microsoft Windows), PlayStation 4
  • Sep 13, 2016 (North_America) Xbox One
  • Sep 13, 2016 (Worldwide) Xbox One
  • Mar 08, 2017 (Worldwide) Mac
  • Mar 12, 2017 (Europe) Mac
  • Sep 21, 2017 (Worldwide) iOS
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Featured in lists

Rating distribution

5 stars
507
4 stars
474
3 stars
325
2 stars
164
1 star
44
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Community All Reviews Statuses

WerqKween

Review WerqKween 4/5 · Sep 15, 2020

Kind of short and semi-sweet.

  • The imagery is beautiful. Wandering around the island is a treat in itself.
  • The puzzles are fun, except the Tetromino ones which can die in a fire, tyvm. My spatial reasoning must suck because some of those took foooorrreverrrr.
  • The flow and structure of the game, how puzzles build on each other, and the discovery …
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Kind of short and semi-sweet.

  • The imagery is beautiful. Wandering around the island is a treat in itself.
  • The puzzles are fun, except the Tetromino ones which can die in a fire, tyvm. My spatial reasoning must suck because some of those took foooorrreverrrr.
  • The flow and structure of the game, how puzzles build on each other, and the discovery of figuring out something new, make the experience enjoyable.
  • Some puzzles are not at all intuitive. I refused to look up solutions, but I did have to look up what a handful of puzzles wanted from me. I just couldn't make sense of them, despite thinking I knew what was going on. Which is disappointing in a game that is all about discovery and scaffolding and then pulls the rug out from under you.

What let me down most was "the story." I expected one, and there was not one. I was expecting a plot involving discovering who you are, why you're there, and finding some evil genius in the mountain. Maybe even a daring escape! Discovering bit by bit that the island was perhaps all a farce of chimerical landscapes and oh my gosh the water is actually painted (!?) was super exciting. But alas, there is no plot, there is no... anything, really. If you're lucky, you'll find hidden recordings of a variety of quotes about philosophy, religion, truth, the pursuit of wisdom, and so on. And if you're even luckier, you'll find a few videos about science versus religion, non-duality, zen, random art film. As you piece these together, you realize the "point" The Witness is making. A sort of verbose quote soup that amounts to - seek the truth - stop looking for the truth - stop looking (outwardly). Also some stuff about god and controllers and the controlled, which further added to my expectation of a climax of some sort. Noble thoughts and I appreciate what they're doing in comparing/contrasting/conflating ideas of religion, science, eastern philosophy. But... for what? Does Jonathan Blow actually have a thesis statement, or are we just to assume he has one? I guess the answer is it doesn't matter, stop looking for the "what." Or, it's all for a ride in a Great Glass Elevator™ of sorts back to the beginning for no reason, whichever works for you.

I give The Witness high marks for visual and sound design, innovative puzzling, and a fun time exploring, but mehs on the wishy washy, hidden away, philosophical-quotes-are-not-a-plot stuff.

Slightly tangential, I'll leave y'all with a comment on one of the game's videos posted to Youtube - "If I...... talk..... really slowly..... with a breathy voice...... full of fake gravitas....... I can convince you that this bullshit eastern philosophy I'm regurgitating without the cultural and historical background to truly understand it....... is actually really profound......."

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toddcity

Review toddcity 3/5 · Feb 16, 2020

The Witness feels like a love letter to iteration, as you're slowly taught basic mechanics that expand to become complex problems- like learning to do math or organic chemistry. The key difference between this game (quite fun) and the latter two activities (a nightmare) is that The Witness gamifies the learning process, from the instant feedback of the next puzzle …

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The Witness feels like a love letter to iteration, as you're slowly taught basic mechanics that expand to become complex problems- like learning to do math or organic chemistry. The key difference between this game (quite fun) and the latter two activities (a nightmare) is that The Witness gamifies the learning process, from the instant feedback of the next puzzle lighting up once one is solved to the broader exploration around the island- and the gamification feels good. Special shout-out to the jungle-y area, because I yelped out loud when I got what the game was trying to tell me. Aside from one clunkier area (the temple building), the puzzle aspect feels well-crafted right up to the end, where a intensely difficult set of procedurally-generated timed puzzles awaits.

This is all well and good, but the game and the island it's on feels like there's a dense cloud of... unpleasant smugness, if I had to put a name to it. The narrative that you get with the game falls pretty flat, and the tapes scattered around the island leaden the experience by giving it an unearned pompousness that can feel off-putting. Very little to complain about as a puzzle game, though.

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V1CGaming

Review V1CGaming 4/5 · Jan 19, 2020

I witnessed it.

If you like puzzle games and are up for a challenge, The Witness is your game. A beautiful island full of hundreds of little puzzles awaits you. And although all puzzles look pretty similar, if you see them on screenshots, there is a lot of variation. Also, while there is no traditional story, there are little story pieces to be …

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If you like puzzle games and are up for a challenge, The Witness is your game. A beautiful island full of hundreds of little puzzles awaits you. And although all puzzles look pretty similar, if you see them on screenshots, there is a lot of variation. Also, while there is no traditional story, there are little story pieces to be discovered, scattered around the world. The Witness may not be a game for everyone.

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paranoodle

Review paranoodle 2/5 · Oct 13, 2018

"mod the parts of games you don't like", they said

played the beginning of this game with a friend in screenshare. some of the puzzles are kinda fun even though they got a bit too repetitive a bit too fast, and the walking-simulator parts were... kind of pretending to be exploration but it didn't really feel like it personally.

the biggest issue for us was the incredibly annoying videos/radios playing …

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played the beginning of this game with a friend in screenshare. some of the puzzles are kinda fun even though they got a bit too repetitive a bit too fast, and the walking-simulator parts were... kind of pretending to be exploration but it didn't really feel like it personally.

the biggest issue for us was the incredibly annoying videos/radios playing bullshit politics about how "art is fake" and whatnot, and long story short, did you know it's reasonably easy to mod the videos out of the game? they're barely encripted.

anyway this is how we replaced every video with a video of "the potion seller" with accidentally garbled audio and it enhanced our experience several-fold, would recommend it to anyone who also didn't enjoy the politics/ranting.

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Xaryi

Review Xaryi 5/5 · Aug 26, 2016

Play it

Just go for it, buy the game and play it, I have no more to say but it's on of the greatest puzzle game of the century.

Derrick_G

Review Derrick_G 4/5 · Mar 26, 2016

Working Review

Hours played according to Steam: 11

Finished?: Not yet

Portal is the Citizen Kane of video games. Maybe. More on that in a future entry. But coming to that tentative conclusion, I am finally ready to write some words on The Witness. The Witness seems destined to be closer in kin to Moby Dick or Joyce's Ulysses, in that I …

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Hours played according to Steam: 11

Finished?: Not yet

Portal is the Citizen Kane of video games. Maybe. More on that in a future entry. But coming to that tentative conclusion, I am finally ready to write some words on The Witness. The Witness seems destined to be closer in kin to Moby Dick or Joyce's Ulysses, in that I suspect it will be much studied and discussed, lauded and listed, but largely left unfinished by the majority of people making such use of it. I do plan to finish it--or, rather, I should say, we plan to finish it, since my wife and I are working our way through it together, as we did with Portal--but this is a game that requires pauses. I have largely avoided the critical discussion happening around the game, but the negative responses I've encountered have been over spikes in difficulty and obtuse signposting throughout. I suspect these frustrations can be avoided by simply taking your time. The designers took seven years to produce this experience, and while a sprint button has been graciously included, it feels like a concession to players who would rather treat the game like a Sudoku book instead of the Myst-ery that it is.

That said, I think the Sudoku players will get their money's worth here. 70% or better of the puzzles that I've solved could have been as easily accomplished on my Atari Flashback and I'll be surprised if some kind of scaled back iPad/iPhone version of this doesn't come out. One of my first favorite games was Atari's Maze Craze and The Witness's puzzles are literally just a series of virtual tablet screens with elaborate iterations on that game's mechanics. Yup, you read that right. This is a video game that takes place in a virtual world that is inexplicably dotted with touch screens: touch screens on doors; touch screens on walls; touch screens on weird little museum pedestals... Dotted is probably not the right word... Awash. The Witness's island is awash with touch screens and--so far, at least--each of those screens presents a single, static maze puzzle.

The island itself is gorgeous. Filled with lush, carefully composed vistas and a variety of distinctive foliage and structural themes, it feels like a place that has been shaped over a long period of time by very patient, very resourceful hands. A few years back, I had the good fortune to spend a week biking and hiking around Mount Desert Island, just off the coast of Maine. Celebrated by the Hudson Valley School painters, Mount Desert Island came to the attention and fell under the influence of Gilded Age millionaires, who, in turn, brought landscape architects, gardeners, and engineers. The result is a nature preserve that is subtly but thoroughly manicured and extraordinarily accessible. In many respects, The Witness's island feels like a digitally enhanced version of this--with colors that are impossibly saturated and pushed to the limits of compositional believability, but not to the point of keeping you from thinking that such a place could be created by someone with infinite resources and their pick of soil and geography.

In other words, this is a world that cries out for attention. At times, it cries a bit too loudly. I don't think the Mount Desert Island millionaires would have approved of the bombast in The Witness's statuary, for example. But it could also be that The Witness is trying to use these to tell me some things that I'm just not ready to hear yet. While they are still tablet based, the best puzzles in the game are the ones where the puzzle has some kind of impact on the environment, or the environment has an impact on the puzzle. I won't go into details, but I spent a good 30 minutes working on a puzzle: I knew how it should work because I had been trained to spot the patterns in that particular puzzle type by the previous half dozen puzzles. But something was off. The answer was simple, but there was a clue nearby that simply hadn't entered my awareness yet, I burst out laughing when I spotted it. At its best, The Witness makes observation--careful, thoughtful, deliberate observation--the player's chief verb.

That experience isn't half so rewarding when all that you're looking at is one of the tablets. Unfortunately, that's what you're doing most of the time. Like I said earlier, the player who could do without the beauty and mystery will find the game accommodating. The reflection of gently waving foliage that shows up on the virtual tablet is probably just that. It may be ignored. There's plenty of complexity and variation without it anyway. My wife and I spent half an hour looking at one such puzzle and went to bed thinking we had exhausted every possibility. The answer popped into my head as it hit the pillow. No insight from the game world needed.

This is a let down. So much care has gone into crafting this world, it feels perverse to spend the majority of my time in it staring at screens. But still, it's preferable to the likely alternative given this medium: killing things and blowing stuff up. Maybe these are some of the ideas that the game is trying to address. At this point, my hope is that the non-environmental puzzles are training me for some kind of puzzle gauntlet where I use the mastered concepts in concert with versions that are keyed into the island.

Even so, I don't think it will make up for the time and opportunity lost in getting there. In Portal, studying the environment and solving the puzzle was one and the same. There was not the sense that an arbitrary puzzle mechanic had been grafted onto the game space--or an arbitrary locale created to house the core puzzle mechanic--which is the feeling one often has while traveling from tablet to tablet in The Witness.. It's in the Witness's favor that its puzzle design winds up being more versatile because it is able to shift modes, Its method of teaching and reteaching puzzle rules wordlessly and the diversity of possibilities that it finds in the simple maze format is ingenious and extraordinary. And where The Witness allows its players to wonder and learn at their own pace, Portal was strictly linear. But where Portal's environments were austere for the sake of clarity, that game's designers made a virtue of necessity: they provided a backstory and characters with warmth, levity and pathos, and the contrast between these aesthetics gives the game its unique character.

The Witness features a similar contrast. The saturated, painterly quality of its island oozes warmth, while its tablets are cold and unyielding. But spend enough time crisscrossing the island and it starts to feel rather lonely. While the environment and structures are evidence of a lively and brilliant mind (or minds), they have long since abandoned the place and/or turned to stone. It is possible that a more cogent story will begin to take shape and keep me company as I continue to explore and solve. There are clues galore: in addition to the aforementioned statues, there are scattered audio clips and a little movie theater that has so far played for me a lengthy clip from a Tarkovsky movie and a bit of a BBC documentary. All of these are disjointed--clippings perhaps--a sampling of a few favorite things from the island's creator(s). As of now, it all seems needlessly obtuse.

The Witness wears a suit of lovely but inscrutable armor. To describe my experiences with it in any greater specificity than I have here would feel like robbing potential players of a piece of the game. Ironically, Tom Bissell--a writer who has spoken ardently against the cult of No Spoilers--was at one point hired to work on the game's story. Whatever work he did was--I suppose--discarded or stripped out. What's left are the puzzles. Some of them are extraordinary. A lot of them are pretty good. Others are probably necessary but forgettable. I don't want to take any of them away from you because if you're into puzzles, they are a unique and worthwhile experience. I'm going to keep at it. In a cerebral, patient, dispassionate way, I will keep at it. That's my best guess, for now, anyway.

http://www.chronologicallyperipatetic.com

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Cheezpuff

Review Cheezpuff 4/5 · Feb 23, 2016

Very neat puzzle-solving experiences needlessly diluted.

When I first saw the trailer and the mainstream reviews, I was baffled how this game could pull off a solid score while just being this one pipe-drawing puzzle. The Witness is almost fulfilling in this regard, as it varies the concept a surprising amount. The variety is the main draw of the game, as you come up with new …

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When I first saw the trailer and the mainstream reviews, I was baffled how this game could pull off a solid score while just being this one pipe-drawing puzzle. The Witness is almost fulfilling in this regard, as it varies the concept a surprising amount. The variety is the main draw of the game, as you come up with new solutions, you feel smart (like every [good] puzzler). These moments come up especially often during tutorial sections (more on these next) and when solving the puzzles with information from the world (perspective, noticing little things). About tutorials: the game contains no text, so to introduce you to new rules / symbols they give you simple puzzles which allow you to work out how new puzzle elements work, which is pretty neat and works since you get a lot of feedback, allowing you to quickly check new assumptions you make regarding these new elements..

While the puzzle elements are great, the design of the game puts needless waiting or backtracking which dilutes what would otherwise be a near-perfect experience. The game is open world, which adds an unnecessary amount of walking from area to area (the game’s graphics are minimalist, cell-shaded-esque, so it's not for you to take in the landscape). This exacerbates two problems: the first is that your movement speed is really slow for no reason (cf The Talos Principle's run speed) and the second is that the tutorial sections that introduce new puzzle mechanics are also strewn across the map, which means you can get to an area you can't solve yet because you haven't encountered the tutorial yet.

What solves both of these problems is structured levels (cf The Talos Principle's), so you can always solve a puzzle you find and you don't have to wander around an area you have no map for. By losing open world, you don't really lose anything, each of the areas are pretty much isolated so whether they are all on the same island or not doesn't matter. It might impact the story they're going for, but the story in The Witness is abysmal. They hide tiny audio logs and keys for video files which are all either nonsensical or pretentious, and overall detract from the game since it doesn't have a focus on story, so they feel out of place.

A final complaint is that some of the puzzles are difficult solely because they require you to remember information not on the screen, which is annoying in principle since often writing down all the information on pen+paper would make the puzzle trivial, making the puzzle, in essence, one of memory, not of logic. A memo interface (cf Layton, where it lets you actually draw on the puzzle prompt) would fix this, but assembling one on PC would mean you'd have to draw with your mouse (not good). A touchscreen would work, but The Witness as a purely touch experience would not work, as the most satisfying puzzles use the environment.

Overall, The Witness has a multitude of new puzzle concepts, making it a must-play for those who like the genre, despite the poor decisions the devs make for sake of story. Again I'll compare it to The Talos Principle, a game whose story I felt was also unnecessary (but in tTP's case, it did not detract from gameplay) (not every first person puzzler needs to be like Portal)

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peter

Status peter Feb 8, 2016 Completed

There is so much more to this game than I ever realized. Pro tip if you haven't started playing, play in small chunks. When you get frustrated, just quit for a while. You might end up hating the game if you just keep banging your head against a wall.

peter

Status peter Feb 4, 2016 Completed

I'm having withdrawals right now. I haven't played in 2 days because I haven't had time, and it's killing me. If I don't play tonight I'm scared that I'll lose all the puzzle solving magic that I've created in my brain.

peter

Status peter Feb 1, 2016 Completed

I haven't been this obsessed with a game in a while. Some of the puzzle types I'm so good at I can do with my eyes closed, and others I can sit and stare at them for an 30 minutes and not have any clue what I'm doing wrong. The puzzle design is for the most part just brilliant.

peter

Status peter Jan 29, 2016 Completed

This game is going to save me some money on other games for a while because I don't have to ever play anything else! 7 hours in, and I still don't have a clue what's going on with this island. I love it very much though.

peter

Status peter Jan 27, 2016 Completed

OK, forget Nuclear Throne. I'm not playing anything but this until all puzzles are mine! I played for about an hour and 40 minutes last night, and I still really don't know what's going on. It's so cool.

peter

Status peter Jan 26, 2016 Completed

I am beyond excited to come home and play this thing tonight, and then promptly quit because it's too hard :)

Torgo

Status Torgo Jan 20, 2016

Oh wow, I didn't know this was on the horizon! It just appeared on my steam. Only a couple days and The Witness is out. Exciting! I'm hoping this will be like a modern day Riven. :O