![]() ![]() ![]() Now imagine those stars were Tetris pieces that needed to be arranged in a grid before you could proceed, and you more or less have The Talos Principle's approach to gating progress. It was a dubious method of home security, but it worked. You know how doors in Super Mario 64 would only open after you'd amassed a certain number of stars? Sure. Then you have the sigil locks, which seem to only have been included because somebody decided that the connection between completing puzzles and unlocking progress wasn't quite tangible enough. It's nice that you aren't just beaten over the head with an obnoxiously descriptive dialogue box – frankly, I can think of nothing that would ruin the atmosphere quite so effectively – but floundering around hopelessly because the game is asking you to solve the fox-chicken-grain puzzle when you've only just been introduced to the concept of boats isn't fun either. Even if you play through everything as close to sequentially as possible, the game is somewhat poor at introducing new mechanics and elements, often throwing you straight into the deep end with only the most cursory hints as to what the strange new item before you is actually capable of. On one hand, the inability to skip especially devious puzzles and come back to them later would make progress agonisingly slow, but on the other hand, the lack of a distinct order means that the difficulty curve looks like a sheet of paper that my printer just decided wasn't properly inserted. The Talos Principle's non-linearity – wherein you can visit puzzles in more or less any order, barring those currently locked because you don't have enough sigils – is something that's kept me up for several nights, staring in despair at the ceiling as I wonder what to make of it. Certainly not when there are perfectly legitimate things to gripe about, that is. ![]()
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