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The witness guide
The witness guide













the witness guide

Or alternatively, from what I know of Blow's approach to developing this game, it feels like he saw potential in the simple concept of line puzzles and attempted to extract the deeper meaning and the emergent complexity into a puzzle game but ended up forcing incompatible concepts onto it just to complete what has been started. The whole experience feels like the game trying to convince you it's really clever while actually only obfuscating the simple, boring puzzles. Once you've gone through this process for one line of puzzles, all of the remaining puzzles in that line are dead simple and boring, with no real reward. And you never quite know whether you need them or not, so you pick up on patterns that aren't there, or miss other patterns entirely. They could be visual clues, auditory clues, spacial clues, luminal clues. Hint 1: Praise the Sun: The sun is very important here. In Polygon's beginner's guide, our very first tip advises you to learn the language of The Witness.This sequence of puzzles is a perfect example of why that's so important. Sometimes you need to look at puzzles from a different perspective.

the witness guide

Puzzles in the Desert Ruins are shaped like ship wheels and have several possible end points with seemingly no obstacles in between. You have spend hours on finding the puzzles, then you have to spend hours on checking whether the puzzle is solvable without external clues, then you have to spend hours finding the clues. The Desert Ruins are a puzzle area in The Witness. The core design of this game is something I personally just genuinely despise. And what's even worse, the autosave frequently (always, in my experience) happens in the exact moment you fail some sort of a time-based challenge, of which there are way too many to keep backtracking every time. And the autosave overwrites the current loaded one, making it impossible to backtrack without solving the same puzzles over and over and over and over. That's on top of the fact that there is no save feature, only load. This sequence of puzzles is a perfect example of why that's so important. Getting into one such dead end would require a lot of backtracking and remembering where things were, which would be nearly impossible since the journey would've taken a few days by then and this game doesn't have anything particularly memorable. In Polygon's beginner's guide, our very first tip advises you to learn the language of The Witness. One could either spend years looking through the terrain trying to find every hidden thing or one could try to follow a sort of natural path instead which would lead to not only missing majority of the puzzles but also eventually into a dead-end. The navigation in this game is so very tedious and unintuitive. The puzzles themselves, the graphics and the whole atmosphere is really good, but it's not good enough to overlook the basic failings of this game. Navigating through the game is pretty much impossible, you never know whether you're supposed to be solving a puzzle or not which can get you stuck for hours if you think you're supposed to solve a puzzle when you're not, or even days if you thought you were not supposed to solve a puzzle when you were. I loved Jonathan Blow's talks on conferences and I love his philosophy, but this game. I'm so sorry but I just don't understand why everyone likes this game.















The witness guide