Main game
3.82 average rating based on 1512 ratings
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!
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!
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.
So, seven months and a hundred brain aneurysms later and I've finally beaten this game. I can proudly sad that I slogged through it without peeping at any hints! Not even once! Okay, okay, I did peep once when I was completely dumbfounded on one section. And then regretted it immediately when I realised the answer was extremely simple and staring me right in the face. In some ways, that's a metaphor for this entire game: the answer is always there, right in front of you, waiting patiently for your mind to click. That's one thing I love about The Witness: it has a strange calm. The puzzles aren't ever cruel, obscure or unreasonable. The answer is always hiding in plain sight.

The Witness is a true masterpiece. It's like a strange mixture of Myst and The Talos Principle, two of my very favourite puzzle games, but it's also quite distinct from anything I've played before. It has two key ingredients: it's jam-packed full of ingenious puzzles and it's also incredibly beautiful. Some of the scenes and sights in this game are literally jaw-dropping. It's an artful juxtaposition: wandering this marvellous place, but also going through these intense mental …
So, seven months and a hundred brain aneurysms later and I've finally beaten this game. I can proudly sad that I slogged through it without peeping at any hints! Not even once! Okay, okay, I did peep once when I was completely dumbfounded on one section. And then regretted it immediately when I realised the answer was extremely simple and staring me right in the face. In some ways, that's a metaphor for this entire game: the answer is always there, right in front of you, waiting patiently for your mind to click. That's one thing I love about The Witness: it has a strange calm. The puzzles aren't ever cruel, obscure or unreasonable. The answer is always hiding in plain sight.

The Witness is a true masterpiece. It's like a strange mixture of Myst and The Talos Principle, two of my very favourite puzzle games, but it's also quite distinct from anything I've played before. It has two key ingredients: it's jam-packed full of ingenious puzzles and it's also incredibly beautiful. Some of the scenes and sights in this game are literally jaw-dropping. It's an artful juxtaposition: wandering this marvellous place, but also going through these intense mental workouts. But overall the game has a calm, zen atmosphere. You never feel rushed. In fact, at times I just ignored the puzzles and explored the surroundings instead. As you explore, you find little philosophical audio clips of scattered around, calm voices explaining the theories of ancient Greeks, existentialists or physicists. This is very similar to The Talos Principle, and it's really thought-provoking, massaging the right-brain as well as the left.
The delivery of the puzzles is very accessible. All doors are invitingly open and you can dive as deep (or as shallow) as you wish. The island is populated with puzzles of increasing depth and intensity, but you don't need to do 100% to complete it, in fact you don't even need to do 50%. You can actually choose which sections/areas you prefer and ignore/bypass the areas that are giving you trouble, and complete the areas in any order. You could spend literally hundreds of hours uncovering the secrets of the island, finding all the hidden things, or you could just breeze through casually, doing the bare minimum. This adds to that calm, open atmosphere; the player can rush to the end, or perhaps follow those breadcrumbs for miles off the garden path, deep into the abyss.
When I first started playing, I was kind of disappointed: although the island is magnificent, all of the puzzles are these weird grid-based things, solved on panels. At first it felt dumb, like I was solving a series of Sudokus. But after a while I understood the point: they've taken a very simple idea and pushed it way beyond reasonable limits. It's really hard to describe, but the grid is just a basic foundation, and an unbelievable variety of ideas sprout from it. I can't say more without spoiling the game, but these simple grid-based puzzles become so bizarre, creative and elaborate, it's a wonder to behold.

So, this has been an awful review and I feel like I haven't really explained anything about the game. The Witness is a one-of-a-kind game, unlike anything else, a true unique experience. Breathtaking, haunting and unforgettable. It took me a while to warm to it, and to fully understand it, but I'm glad I came back and gave it a second chance, because it's probably my GotY for 2016.
As someone who likes puzzles and puzzle games in general, I had a blast playing through the first several hours of The Witness. While most puzzle games establish the rules and then ask you to find solutions, The Witness takes things one step further and asks you to figure out the rules themselves. That amps up the excitement when you finally arrive at a solution. Not only have you solved it, but you understand what the puzzle is asking of you.
I honestly wanted to complete all of the puzzles The Witness had to offer, and I got through about 350 of them. After that, the handful of puzzles I could access felt inscrutable to me, and I had to consult a guide. The guide told me the logic behind the puzzle, but it still took a large amount of trial and error to still get through them. That's the point where I felt burned out, and ended my playthrough.
So I hadn't reached an ending, and I was still curious about some elements of the game. That's how I started reading the discussions about the game, and discovered several new things.
As someone who likes puzzles and puzzle games in general, I had a blast playing through the first several hours of The Witness. While most puzzle games establish the rules and then ask you to find solutions, The Witness takes things one step further and asks you to figure out the rules themselves. That amps up the excitement when you finally arrive at a solution. Not only have you solved it, but you understand what the puzzle is asking of you.
I honestly wanted to complete all of the puzzles The Witness had to offer, and I got through about 350 of them. After that, the handful of puzzles I could access felt inscrutable to me, and I had to consult a guide. The guide told me the logic behind the puzzle, but it still took a large amount of trial and error to still get through them. That's the point where I felt burned out, and ended my playthrough.
So I hadn't reached an ending, and I was still curious about some elements of the game. That's how I started reading the discussions about the game, and discovered several new things.
That discovery at least made me understand the subtext/theme of the game. That different perspectives - sometimes backed by new knowledge - produce different results from the same starting point. So the game wants you to be a witness to that change - that shift in perspective that makes you look at the (game) world differently.
While these are great principles to build a game upon, the last thing I want to bring up is a sense of excess. The Witness takes the principles behind it and stretches them to a point that I think is insane. It's difficult to point this out without spoiling the game, but there are three things that drive it home - 1) the complexity (
In a nutshell, The Witness is the hero that lived long enough to see itself become the villain. ;-)
There is a critique/video essay of this game by Joseph Anderson: 'The Witness - A Great Game That You Shouldn't Play'. I recommend it, and you can watch it here:
Much as it looks like there might be, there is no story or conceit here to discover. There are lots of puzzles (like the loose tiles around the map) that seem like they might be part of something or add up and never do.
All the puzzles are the same type. You are staring at a small screen doing maze puzzles the whole game, and there are hundreds of them. Some will make you feel smart, most are a pain.
Unlike others, I like the experience of figuring out the rules on my own. I didn't use hints except on one puzzle and beat the game and did everything except the inner mountain that unlocks after all 11 lasers, so this isn't because I don't like puzzles or couldn't figure it out. I was bored halfway in but thought that the world might have an interesting pay off due to the way it is set up. Or that some things would add up in a meaningful way.
It doesn't, you will be doing line puzzles forever and you will be rewarded with some very monotone datapads and videos you find talking about philosophy and life and whatever. Again, my dismissal …
Much as it looks like there might be, there is no story or conceit here to discover. There are lots of puzzles (like the loose tiles around the map) that seem like they might be part of something or add up and never do.
All the puzzles are the same type. You are staring at a small screen doing maze puzzles the whole game, and there are hundreds of them. Some will make you feel smart, most are a pain.
Unlike others, I like the experience of figuring out the rules on my own. I didn't use hints except on one puzzle and beat the game and did everything except the inner mountain that unlocks after all 11 lasers, so this isn't because I don't like puzzles or couldn't figure it out. I was bored halfway in but thought that the world might have an interesting pay off due to the way it is set up. Or that some things would add up in a meaningful way.
It doesn't, you will be doing line puzzles forever and you will be rewarded with some very monotone datapads and videos you find talking about philosophy and life and whatever. Again, my dismissal here isn't the topic, it's the presentation. There are many more compelling talks out there and way better presentations thereof, it's obtuse with the point of being obtuse.
Also, if I'm going to be running the whole time (even running doesn't seem fast enough, but walking is WAAAY too slow) just make me faster, don't make me hold down a button the entire time I play. And a map and fast travel please. It is annoying to finally know how to do a puzzle on the other side of the island and your best bet is either walking there or taking a boat long ways around.
There are some puzzles that you need to have the sound high up for and some you need to not be colorblind for. There's a few that rely on memory of puzzles you just did (i ended up just taking pictures for some) and some that really require you to work your spatial perception (like a puzzle wrapped around a column or spread out over a large area, not really a great test if you understand the logic of the puzzle and more an annoying exercise for me. Doesn't help that I'm bad at spatial stuff). Also a lot of elements of the game require you to stand in just this precise spot, and that is pretty annoying since you don't know where that spot is except by trial and error.
I kept seeing this on must-play lists and I like puzzles and I have fond memories of Myst back in the day and this seemed inspired by it. It isn't. It's like someone asked "what is myst" and someone said "mysterious island with puzzles" and they tried to do the most boring version of that possible.
You really don't have to play this.
It seems puzzle games are just not my cup of tea. Doesn't matter how many games I try, they just don't click. I just feel dumb and worthless playing these games. Putting that aside, what really bothered me about the game is the fact that you need to learn how to solve some puzzles first, in order to solve other puzzles ahead. And, why is that a problem? Well, the game is "open world". You can explore the areas in the order that you want. The problem with that is that you maybe trying to solve a puzzle without having all the information you need for it. Then get frustrated, and it wasn't even your fault. Some guidance in this game would help immensely. Not all people have the time and patience to be backtracking to who knows which area of the island in order to learn how to solve a puzzle up ahead. And also, is it really that bad to include a small hint system in the game? Come on guys. You made a pretty game, that is bland, boring and most of all frustrating. Not gonna keep wasting my time with this. Un-installed and forgetting it exists.
The witness is a testimony to how far a good game designer can stretch a single concept and how varied a single type of puzzle in a puzzle game can be. However, having player quite a few hours of The Witness, I can say that all puzzle games have a point after which they no longer interest me. For me, at least, harder and harder puzzles simply aren't interesting enough. They must have some additional reqard attached beyond "you can now solve another puzzle". In this regard, the island which contains the Witnesses puzzle is a double edged sword: On the one hand it allows one to roam around and take in views, in addition to the actual puzzle solving, but on the other hand, it wastes your time if you want a break from one puzzle to go and try another. Some sort of teleportation system might have been useful.
In any case, after having solved dozens (hundreds?) of puzzles, I've had enough of its grids and lines. I didn't even have enough of a story to make me want to go to Youtube to watch the ending.
If I had to mention my favorite puzzle games the list right now would be as follows:
-The talos principle -Fire n' ice (nes) -Adventure of lolo 3 (nes) -Portal 2 -The witness
OK so the witness is #5 for me but it is still a really good puzzle game, not as good as the others I mentioned but good. The basic mechanics of tile/board puzzles is a little bit shallow in my opinion (but well exploited) compared with other great mechanics as the ones in talos principle or portal.
Logic puzzles are very good and kinda challenging but there are other styles of puzzles based on observation or about looking at the right angle, those are just plain BS, those puzzles are completely forgettable in my opinion, they are based on keep trying more than on good logic reasoning. Nevertheless, the game makes a great work teaching you how to play without any tutorial, and you really get a felling of discovery which it is rewarding. The open nature of the game is also great, ir really makes you want to explore and try to understand why are you there. Graphically it is a beautiful game, but hey, it …
If I had to mention my favorite puzzle games the list right now would be as follows:
-The talos principle -Fire n' ice (nes) -Adventure of lolo 3 (nes) -Portal 2 -The witness
OK so the witness is #5 for me but it is still a really good puzzle game, not as good as the others I mentioned but good. The basic mechanics of tile/board puzzles is a little bit shallow in my opinion (but well exploited) compared with other great mechanics as the ones in talos principle or portal.
Logic puzzles are very good and kinda challenging but there are other styles of puzzles based on observation or about looking at the right angle, those are just plain BS, those puzzles are completely forgettable in my opinion, they are based on keep trying more than on good logic reasoning. Nevertheless, the game makes a great work teaching you how to play without any tutorial, and you really get a felling of discovery which it is rewarding. The open nature of the game is also great, ir really makes you want to explore and try to understand why are you there. Graphically it is a beautiful game, but hey, it is a puzzle game it does not matter that much.
This game is recommended for anybody that likes puzzles games, it is not a masterpiece (as many people claim) but it is still very enjoyable.
Que decir de este videojuego. Me pillo en un bloqueo en el que no me encajaban varios juegos (Monster Hunter Wilds, GTA 5, Rogue Legacy 2) y que maravilla. Casi todo lo que pueda decir es spoiler la verdad. Una isla llena de puzzles, a veces la isla es el puzzle. Siempre es el mismo puzzle, y se retuerce hasta el infinito. He tenido que dibujar, anotar, hacer fotos, vídeos, e incluso recortar papeles para ver mas fácil algún puzzle. Que puta maravilla, el techo del género, nunca pensé que fuera a encontrar algo mejor que Portal. Cuando repose quiero probar Lorelei y otros para ver si me aportan algo de lo que me ha dado este juego.

This is unironically the scariest game I’ve ever played. I don’t know why but it was eery 😩
Played for about an hour, had a little fun, then got really bored.
It consists entirely of variations on pathfinding puzzles, with a great deal of pattern recognition thrown in to figure out each puzzle's gimmick. Kind of interesting if you like that sort of thing, but for me it got old real fast, and with little payoff for solving each puzzle, it got tedious to continue.
The environment is pretty cool to explore and admire, but just as the puzzles quickly grow tiresome, the world quickly starts to feel lifeless (there's no music, nothing alive or moving except the player, and nothing to interact with except the puzzles, and Insufficient ambient sound).
Additionally it comes off pretty pretentious with its heavy-handed grandiosity and philosophical quotations.
I just "finished" (main story only) The Witness, and I am conflicted.
If I judge this game as purely a work of art, my reactions are overwhelmingly positive. It's beautiful, mysterious, occasionally provocative (in the most zen way possible). At its best, its puzzles gain a rhythmic, meditative quality that goes hand-in-hand with the game's style and recurring themes.
As entertainment, though?
¯\_(ツ)_/¯
It really comes down to whether or not you like the puzzles The Witness consists of. Even when I was a kid, I found mazes to be pretty tedious. And while the mazes in this game are the most well-designed and clever I've ever experienced, they're still just mazes. The handful of "ah ha" moments I experienced while solving them were satisfying, but they were far outnumbered by a feeling of "oh, I guess that's what they wanted that symbol to mean. All righty."
My personal favorite moments from the game involved observing or manipulating the surrounding environment to reveal solutions. But after some thought, I think that's mainly because they're the only time the island and its puzzles felt truly connected.
Here's a weird metaphor: I wanted it to taste like a cherry lifesaver, …
I just "finished" (main story only) The Witness, and I am conflicted.
If I judge this game as purely a work of art, my reactions are overwhelmingly positive. It's beautiful, mysterious, occasionally provocative (in the most zen way possible). At its best, its puzzles gain a rhythmic, meditative quality that goes hand-in-hand with the game's style and recurring themes.
As entertainment, though?
¯\_(ツ)_/¯
It really comes down to whether or not you like the puzzles The Witness consists of. Even when I was a kid, I found mazes to be pretty tedious. And while the mazes in this game are the most well-designed and clever I've ever experienced, they're still just mazes. The handful of "ah ha" moments I experienced while solving them were satisfying, but they were far outnumbered by a feeling of "oh, I guess that's what they wanted that symbol to mean. All righty."
My personal favorite moments from the game involved observing or manipulating the surrounding environment to reveal solutions. But after some thought, I think that's mainly because they're the only time the island and its puzzles felt truly connected.
Here's a weird metaphor: I wanted it to taste like a cherry lifesaver, but it kept tasting a bit more like cherry cough medicine. Less enjoyable, better for you? 😅
All that said, I bet everyone's experience will be a bit different. People who fanatically adore this game aren't wrong. Their brains just like different puzzles than I do.
Yeesh, and I had high hopes for this one.
If a game can be dwarfed by its utter pretentiousness and boredom, it's this one. But let's get the good, stellar, "10/10" stuff out of the way first.
Strong puzzle design is found throughout this game. From a single line traced from one side to another expanded to a variety of different aspects such as specular reflections, shadow paths, audio cues, tetronimo and color rules, and everything in between, the game looks as if it's got a wide array of potential.
However, it doesn't know the meaning of diminishing returns. Or rewards, or anything really all that interesting. Mysteries soon lead way to disappointment, as the main prize (save for some very disappointing endings) consists of more puzzles. Its a cycle that may work for some (very niche title) who live for the a-ha! moment, but people looking for fun will be both bored and frustrated at the same time.
I really wanted to like this game, but it pretentiously (gonna use that word for good reason now) tossed audio clips and lectures in a theater into a corner and expected me to dive into its philosophies on the perception of …
Yeesh, and I had high hopes for this one.
If a game can be dwarfed by its utter pretentiousness and boredom, it's this one. But let's get the good, stellar, "10/10" stuff out of the way first.
Strong puzzle design is found throughout this game. From a single line traced from one side to another expanded to a variety of different aspects such as specular reflections, shadow paths, audio cues, tetronimo and color rules, and everything in between, the game looks as if it's got a wide array of potential.
However, it doesn't know the meaning of diminishing returns. Or rewards, or anything really all that interesting. Mysteries soon lead way to disappointment, as the main prize (save for some very disappointing endings) consists of more puzzles. Its a cycle that may work for some (very niche title) who live for the a-ha! moment, but people looking for fun will be both bored and frustrated at the same time.
I really wanted to like this game, but it pretentiously (gonna use that word for good reason now) tossed audio clips and lectures in a theater into a corner and expected me to dive into its philosophies on the perception of truth (and its a thin layer at most). The game is beautifully rendered, but feels empty and lifeless in every corner. After awhile, you get used to the fact that there is no mystery, and that the developers only want to bring up the nature of the creation of the game as the point of the game's secrets.
Worldless, the game comes down to a bunch of brain teasers that may delight at first, but are also placed in frustratingly nonlinear locations. Discovering and using puzzles to explore the island is a great idea, but there ends up not being much to explore, even with the optional obelisks.
Is the Witness great? To some, yes. Is it a solid example of game design? Objectively, yes. To me? Another misfire in the attempt to produce a thought-provoking game. I'd honestly rather take the Picross over this one.
The Witness takes one type of puzzle and pushes and twists it as far as it can go. The island is separated into sections that each provide a different variety of the puzzle type, with each section contributing to the final area of the game. But even the ending of the game does not take the "line-drawing" puzzle type as far as it can go. Players can complete the game without even noticing one of these puzzles.
The Witness shows why puzzle games are great, because one concept can turn into hundreds of challenging puzzles, full of creative twists. I don't really like the audio or visual logs though. They feel out of place and I don't think I understand them. But I'm just here for the puzzles so who cares.
A cool puzzle game, but it's way too long and repetitive and in general has nothing special to it.
Of course the first game I decide to play on my first gaming PC ever is an 8 year old puzzle game (getting a nice 1200 FPS!).
Ignoring all of the issues with the Jonathan Blow, The Witness is an incredible idea, which falters a bit for me in a few areas.
These type of puzzles get easier the more time you spend doing them, but personally this is not the type of game I like to play consistently, so my personal issue is I step away and have to re-teach my brain how to think in these puzzles.
There's maybe just a bit too much going on. Again, could be more of a me problem, but the extra stuff isn't really exciting to me, since I'm not confident there will be a payoff. I'm sure some people enjoy a lot of the hidden story aspects, but for me, the payoff was too obscured.
Generally I found the puzzle design clever and The Witness succeeds in the experience of making you feel really smart when you crack the rules on a puzzle.
I didn't like the game although I spend 20 hours on it. I kinda enjoyed the traveling and explorations, but I had expectations about the ending, about the achievement. I wanted some meaning. But I got only buddhism kind of explanation about enjoying the path, contemplation and humility. The amount of puzzles if vast and they are just the same over and over again. I didn't like spent so much time on the same puzzles to get nothing. I didn't get satisfaction just from solving the challenge. I'm tired of solving logic puzzles just to solve it without any output. I'm tired of non-transferable learnt skills.
Hours played : 2
Some puzzles are super hard for me.
Rated : E Adventure/Puzzle/Unique/Art/Experimental
I only played this because it was free and figured it would be a relaxing experience based on the title image. It started off poorly with no introduction of any kind, and no the description on the store page does not count. The first puzzles were easy mazes. Then I found the black and white puzzle door followed by the series of simple tutorial puzzles that taught the rules. One thing I was impressed with was how the game never directly told the puzzle rules, instead relying on very creative simple puzzles to teach the rules. That was a much more satisfying way to learn. Then I moved to the symmetry peninsula and ran into my first troubles with the optional blank translucent panels. I eventually figured out the solution was based on the scenery in the background. I could not solve the last one though and had to look it up. Then I went into the desert. While I understood how to find the solutions by seeing the scratches on the panel, I could not figure out how to reveal the entire panels. I solved the first using trial and error but then failing the next one powered off …
I only played this because it was free and figured it would be a relaxing experience based on the title image. It started off poorly with no introduction of any kind, and no the description on the store page does not count. The first puzzles were easy mazes. Then I found the black and white puzzle door followed by the series of simple tutorial puzzles that taught the rules. One thing I was impressed with was how the game never directly told the puzzle rules, instead relying on very creative simple puzzles to teach the rules. That was a much more satisfying way to learn. Then I moved to the symmetry peninsula and ran into my first troubles with the optional blank translucent panels. I eventually figured out the solution was based on the scenery in the background. I could not solve the last one though and had to look it up. Then I went into the desert. While I understood how to find the solutions by seeing the scratches on the panel, I could not figure out how to reveal the entire panels. I solved the first using trial and error but then failing the next one powered off that panel and forced me to redo the previous puzzle. This killed the game for me and was nothing short of obnoxious disrespect for my time. So fuck it, for the rest of this area (any any other area with this feature) I just looked up the solutions.
I kinda went clockwise around the island, skipping the quarry because I was not taught tetris yet. At this point I gave each puzzle a few minutes and attempts before looking up the answers; some I solved on my own and some I did not. But when I did look up the solutions I made sure to understand how they were derived. Some puzzles required moving back and forth from the panel and a different perspective, and really needed a photo or sketch, so I took the easiest route of coping off the walkthrough. The puzzles about walking the path instead of directly using the panel were interesting, though it was a pain to have to go back to look at the panel to make sure I was doing it correctly. I looked up the tetris solutions to learn how they worked because I did not want to spend time backtracking. Many of the big puzzles overwhelmed me (like the 1 on top of the castle that combined the 4 previous solutions), so I just looked up the solutions without even trying to solve on my own. I noticed the circles with paths in the shipwreck and wondered what they were for. I thought maybe they were for puzzle solutions inside the ship, and then after realizing there was no way to get inside I wondered if it was unfinished. So I completed every puzzle from shadow forest, to greenhouse bunker, to swamp, to temple, to jungle, to town, to orchard, then quarry and finally the ending. Even though I lacked the patience to solve every puzzle on my own, I was very impressed with the design of the puzzles and how they pushed the creative limits of what line drawing puzzles could be. The environment was gorgeous and I was impressed at how it was incorporated into the puzzles, though the permanence of the world felt contrived. In some places were damage or removed features that had to be accounted for, while others just so happened to be frozen in the perfect sun placement and trees that seemingly did not grow. A puzzle that really stood out to me was a bird chirp audio puzzle where the speaker was broken, so you had to look at the debris and realize that the different sized speakers represented the different pitches.
Most of the end game puzzles were too annoying to solve on my own, and I was left very dissatisfied with the ending. Especially how it reset everything and expected me to solve many puzzles again. I knew something was up with those humming black obelisks, and that there was a secret challenge area, but damned if I am repeating content. I found 2 audio logs and watched the clips in the theatre, and I can't believe that someone actually wasted my time by putting that nonsense in a game. 1 video was just a guy walking back and forth for minutes not saying anything. I was eating wondering when he would talk, then got up to put away dishes and wash up, and when I got back he was still pacing without a word uttered. WTF. I turned that garbage off. If I wanted to listen to some random podcast or watch videos from the 70s that are probably played in university philosophy classes, then I would go look them up. I expect games to have original content, to tell me some kind of narrative about the fictional world that was created. The best that I could come up with as the plot to this game was: some pretentious asshole or assholes made a fake island full of puzzles, that may or may not have alienated them from more sensible people. Maybe the player is that asshole and is stuck in a memory wipe loop or something, or maybe the player is a lab rat. The lack of narrative context means the game lacks the glue needed to hold its components together. It might as well be a series of abstract puzzles without a 3D world and avatar. I imagine if this game replaced the puzzles with gameplay that I would find more fun; first person shooting. It would be the same map only with enemies instead of puzzles. That would still be a boring pretentious game.
5.0/10
I wanted to finish a few games on the back burner before moving on to something new, so I wrapped this one up tonight. I found the "secret" ending in the beginning area you get the code for in the cave area. I didn't finish all the obelisks, but all that's left for me is to finish "The Challenge." I've tried about a dozen times and I give up. I found a few more hidden recordings with actual interactions between the "characters," but no more of the plot is really developed. So, I'm officially moving this into my played stack.
I'm loving this game so much, although I'm taking it in small doses. It reminds me of the first time I played Myst, which was one the earliest catalysts to me loving PC gaming as a wee child.
Un juego con una estética bellísima y unos puzles impecables. Los puzles integrados en la naturaleza son una auténtica locura. La única pega es que el argumento es muy disperso y complejo, contiene pocas pistas sobre lo que el autor pretende transmitir. Un must play sin lugar a dudas.
Started tonight as a palette cleanser after a bunch of Final Fantasies. Seems nice enough, I see the potential of getting frustrated without directions and not finding... whatever it is I’m looking for next. Puzzles so far have been easy, but I see the game is much longer than I anticipated, so I figure it’ll ramp up.
I also experienced something a lot of y’all have been talking about recently that I never experienced in gaming before, and that’s motion sickness. I need to cut back on the dashing and twirling around so much.
Different from what I expected, not in the mood for this one rn. It looks beautiful but the lack of a sense of direction or marked path is a deal-breaker for me. A tutorial for new puzzles would be great, especially since, for the most part, I didn't even know what I was doing wrong.
Got the “bad ending” after 20 hours. A bit frustrating but fun overall.
This has been sitting on my backlog for a while and now with the recent Epic Games givaway I decided to give it a try. ITts quite beautiful, calm and I appreciate that it goes right into the puzzles. There's no instructions anywhere so part of the puzzle is actually figuring out the rules of the game. At least in the beginning, the game does a decent job of introducing concepts slowly and clearly. I'm stuck in one of them, however, but I suspect that is because I'm not sure of what to do.
In any case, it's becoming increasingly clear that puzzle games are my favourite and that I should spend less time trying other genres.
The Witness is available for free on the Epic Store until 18-4:
https://www.epicgames.com/store/en-US/product/the-witness/home
The next free game after this is Transistor.
I'm finally able to play this game. First impression I'm really overwhelmed but I don't say that it's a bad thing. I've heard as a complaint that this game doesn't tell you anything and I can see that. For fun I have just been running around and noticed that if I encounter a puzzle where I don't have slightest clue what to do then somewhere is much easier version of that puzzle that will tell me the mechanics, so I don’t have to try to do something and be frustrated that I don’t understand. I’m really having a blast but my brain is getting a bit sore.