![]() That’s not to say the puzzles don’t have teeth. Plus the first person view allows you to view the puzzle from every angle. ![]() There’s very little running past bullet-filled turrets. I like this way of doing things, as many of the puzzles have a slower, more methodical pace. Puzzling is done in first person, though the emphasis is more on positioning of other objects in the game world, rather than any major acrobatics on your part. As you beat certain puzzles, you unlock new elements which allows the challenge to ramp up gradually. I’m not sure why this benevolent sounding God saw fit to place AI controlled bombs or fully-loaded defense turrets around the place, but they make things a bit more risky. The first of them involve shield walls and jammers, with the emphasis on learning the basics of positioning and timing. The initial puzzles are as simple as you might expect. These puzzles are presumably created by Elohim (or more accurately, those who programmed Elohim) as the aim of them is to collect his ‘Sigils’ little tetris shapes that allow you to unlock new levels and tools. ![]() That and the puzzles are fascinating, being both challenging and fair. Being able to see the tower makes the goal feel all the more real and is a nice impetus to keep us solving puzzles. As I climbed out of a grubby lift and arrived at the base of the tower, draped in snow, which rose out of the sight, stretching to the clouds above, I knew that I was put here to climb it. The biggest of these rules is to never climb the tower at the centre of the world, on threat of destruction. He lays down the commandments of the simulation, with the promise of a great reward at the end. ![]() Calm, well-spoken (and well voiced), Elohim is your initial guide to the world. The booming voice of Elohim is the first abiding memory that The Talos Principle gave me. The Talos Principle is a great game, probably one of the best puzzle games I’ve played, but it can’t quite link itself together when it really matters. The puzzles too are intelligently designed and the whole thing has a nice air of polish to it. Nihilistic philosophy is thrown in towards the end, where the game knuckles down in an attempt to make you question your own humanity. A shame really, as it touches on some very intelligent notes. As a result, while each part is definitely fun, it feels a little disconnected. There’s the plot in one corner and the puzzles in other. It’s a game of two parts, rather than one proper whole. It explores the question, that’s for sure, but the way it does it feels somewhat underwhelming. The Talos Principle’s intention is to question whether the complex strands of human thought can ever be replicated by AI intelligence. Chucking boxes around the place and standing in laser beams for laughs. The aim here is to make us rethink what it means to be human because, despite those metal hands, we’re still acting as normal. The world around you, synthetic a simulation of a perfect landscape. You awake in a mysterious world, with a loud booming voice talking to you, and the hands you raise in front of your face are mechanical. It’s a bold game that asks the question, ‘What is being human?’ A bolder one that asks, ‘What is life?’ The Talos Principle asks both within a few hours.
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