![]() ![]() The first few puzzles with this box were all right, but unfortunately they were also the quiet before the storm. With the box I could put a deflector on top of it, place the box on a switch, or jump up on top of it. Later I could even extend the number of clicks before putting it down to branch this out even further. A laser was then formed to connect at a bend through the deflector, e.g. I could click on an energy muzzle, then on another muzzle, and finally a third time to put it down. The first few puzzle areas for the deflector were wonderful since none of those pesky ball mines were hovering about, ready to blow my testicles off. I got the sigils for the deflector and the box. Played a little more this evening before finally leaving it behind. ![]() Maybe I’ll play a bit more still, but I don’t intend to complete it. More sigils had to be collected to open more doors. One snowy section also had a soaring tower that Elohim forbid me to visit. These computer consoles were present in all of the new hub sections I dropped in on. I could read e-mails, documents, error reports, or even answer questionnaires for certifications. Opening the doors led to new areas, new worlds, or new helping devices such as a fan for blowing stuff or a big block to place on buttons.Īpart from the divine comments by Elohim there was also an interesting narrative on QR codes tagged on walls, even beeping retro computers where I could select a few console commands. The pieces could be rotated and the puzzles not too difficult in the short while I played the game. The sigil pieces were totally inspired by Tetris and were used to build a perfect rectangle on a puzzle plate, usually placed on a locked door. Green sigil puzzles were easy, yellow medium, and red harder. The idea of jamming in the right order made for cute puzzles, but I wasn’t fond of how I sometimes had to sprint and sneak around to avoid a ball mine homing in on my face, then dart for the sigil. ![]() If I have to be absolutely honest, I wasn’t entirely happy about the design of these puzzles. Sometimes I needed to be cunning to jam stuff in the proper order, such as pointing the device through small “windows” or open/close force fields for ball mines to traverse a new route. The result would be freeing up three yellow devices to continue swapping and jamming my way through the area. ![]() I could then pick up a third device, double-jam the turret to get close and pick up the one that originally jammed it, then use that to do the same thing to the jammed ball mine. Remember the old video game trope of moving the same two boxes across shallow water to avoid getting electrified? For example, a mine and a turret were already jammed by yellow devices next to them. It didn’t take long until I learned that the puzzles were often based on the box swapping principle. One or more yellow devices could then be picked up and placed to jam any of these three hurdles. These areas had puzzles that typically involved floating balls mines (that exploded when getting near), machine gun turrets (waving a lot of red detection lasers around like crazy), and blue force fields. The small puzzle areas, each contained behind a resetting magenta force field, led to a small “Tetris”-piece at the end. Using the same type of level design and even the fast walk and sprint speeds seemed a bit lazy to begin with, but it looked good and ran very smoothly in 4K resolution on my five year old PC.Įlohim, a narrative voice, bid me welcome to puzzles that might eventually lead to eternal life. This was not too surprising as it’s the same developer. Playing as a robot in first person, I was spawned in environmental ruins that looked like the perfect home for Serious Sam. It has actually much more in common with the Portal series, spawning and moving stuff in small areas to get the sigil. I’ve had it a long time in my backlog with comments about it being sort of a spiritual sibling to The Witness, but that’s not quite warranted. Groan.īut other than that, I actually liked a lot about it. Also, I’ve heard a rumor that there’s a countdown in the end. It’s quite long – about 15-30 hours depending on your puzzle fu – and I’ve decided that the game is too samey to warrant completing. I’ve played a couple of hours of this first person puzzle game. Developer: Croteam | Released: 2014 | Genre: Puzzle, First Person March 4, 2020 ![]()
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