![]() ![]() A hint is dropped early on that the strategy for most obstacles is to identify and re-examine any assumptions that are being made about the game's mechanics, and that's entirely correct. With so much solid design, it's not surprising that The Talos Principle also features a satisfying, finely tuned challenge level. Additional examples would require spoilers (these ones are already tip-toeing around them), so suffice it to say that the gameplay is at least indirectly connected to the story. Furthermore, using multiples of one tool type to create situations that would appear to be chicken-or-egg scenarios to future observers is a frequently required technique. Limiting the view to that of the character solidifies its role in the story. Many of the puzzles are only puzzles because of perspective, and if the player was ever given a bird's-eye view or had any red herrings identified, they would practically solve themselves. The first-person camera is a particularly inspired choice. Mechanically, the gameplay appears to be completely unrelated to the story, but conceptually, it's brilliantly fitting. ![]() ![]() THE TALOS PRINCIPLE SWITCH FULLActions that are considered full solutions to early obstacles are used as small steps in the enormous apparatus of later areas, and even the enemies (automated explosive drones and turrets) occasionally become problem-solving tools. With 90 core challenges and over 30 secret ones (most of which involve exploiting mechanical quirks to collect hidden stars - hello, Braid influence), the game has an almost obsessive need to make the most of its material. Every mechanic in The Talos Principle interacts with every other mechanic (for example, fans are initially only used to launch players across gaps, but can also launch other tools), vastly widening the options available for puzzle solutions, all of which are used by the game at some point. This functional expansion affords the game a complexity that's virtually unseen in puzzle games. The player-copying mechanic, meanwhile, is embellished with two abilities: creating duplicates of any object the copy interacts with and turning the copy into a mobile platform. The laser puzzles, for example, aren't just about directing beams of light into receptacles they involve strategically blocking and splitting the beams into three or more branches when needed. However, with the exception of the lock puzzles found in each hub area (which involve arranging tetrominoes into larger shapes and never evolve beyond that), each component has a twist or two associated with it that makes it more interesting than it sounds. Said gameplay seems almost pedestrian at first, a jumble of standard puzzle-solving elements (blocks, lasers, switches, even the ability to create a ghostly copy of the player) piled together to fill the time between narrative deductions and introspective debates. This might not have worked in a game with less sophisticated writing, but The Talos Principle is penned by Jonas Kyratzes and Tom Jubert (whose presence in a game's credits is essentially a seal of quality at this point), so these conversations are sometimes even more engaging than the actual gameplay. The Talos Principle strikes the perfect balance by requiring players to fashion practical answers from theoretical questions posed to their surrogate character in plot-central conversations. Using questions as themes is always a dangerous proposition - too much narrative integration risks the audience not thinking about their own answer, while not enough can feel tactless and lazy. While the game is not remotely subtle about its intention to be high art ("Elohim" is almost immediately noted to be the Hebrew word for "god"), it ends up being even more effective for its bluntness. Intentional graphical glitches betray the garden's nature as a computer simulation very early, but anything beyond that is impossible to describe without spoilers. ![]() A disembodied voice, calling itself Elohim, declares itself the robot's maker and instructs it to solve the various puzzles spread throughout the garden, while the occasional computer terminal provides clues regarding a greater scheme. It opens with the robotic protagonist activating in a serene garden populated only by ancient Greek, Egyptian, and medieval ruins. It's also a thoroughly modern game, falling in with the current wave of ludonarrative-driven puzzle games kicked off by Portal and Braid. Whereas Serious Sam looked backward to the days of the hyperkinetic early FPS for inspiration, The Talos Principle looks forward, asking very real, soon-to-be pressing questions about artificial intelligence and the definition of personhood. ![]()
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