![]() ![]() Suffice to say, they’re probably the highlight of the game. Eventually you’ll enco unter the environmental puzzles, w hich I won’ t spoil because t here’s an immense sense of achievement in discovering these for yourself. However, as you progress, the game introduces new challenges: some puzzles require you to separate black and w hite dots, others require the use of the surrounding environment in discovering the solution. The initial goal is to complete the maze without crossing your own path. The A-button engages the puzzle-solving mode, in which the character cannot move, and the thumbsticks control the movement through the maze. The game’s puzzles are based upon a general maze mechanic, whereby players must navigate from a starting point – symbolised by a circle – to an end point – a line with a rounded end. It’s a simple strategy: if you can’t do it, come back later. I know, I know: the obvious flaw in the ‘ text book’ metaphor is that The Witness doesn’t have page number s. And you’ll reap that feeling of joy and achievement when you’re done. I f you follow the right process, this game will prepare you and condition you, s o that when you do reach these final challenges, you’ll be more than competent. But even if you succeed, you’ll have a bad time. Sure you can jump to the final pages and hope to stumble or fluke your way through. Like a textbook, The Witness should be tackled systematically. If played right, The Witness’ puzzles will progress logically, introducing you to new elements and strategies. The elements are there for The Witness to be an incredibly difficult game, but that’s only if you’re approaching it wrong. ![]() If you find yourself in this position, it’s the game telling you that you’ve taken a wrong turn. Alternatively you could encounter puzzles with combinations of symbols that you haven’t seen before. So, it’s very possible that you could stumble, stra ight from the introductory area, into some of The Witness’ most challenging puzzles. Of course, there’s no map guiding you through the island. Some puzzles introduce new symbols or mechanics, while others combine elements you’ve previously encountered. The island (or, at least that’s what I’m calling The Witness’ world) is divided into distinct biomes, each with its own unique environment and set of puzzles. ![]()
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