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    1. I finished playing through The Witness

      MAJOR SPOILER WARNING What I Did The game took me around twenty hours to beat, and I stretched that out over the course of about two months. Sometimes I would dive in deep and play non-stop for an...

      MAJOR SPOILER WARNING


      What I Did

      The game took me around twenty hours to beat, and I stretched that out over the course of about two months. Sometimes I would dive in deep and play non-stop for an hour or two, but most of the time it was me playing it almost piecemeal, for ten or fifteen minutes at a time. Enough to get through one or two panels that I had been stuck on and then stop again.

      I would have liked to do longer gaming sessions with it, but I found that I sort of had finite mental resources to apply to the game. I would hit a panel, be thoroughly perplexed, stare at it for 10 minutes while trying different solutions in my head, on paper, and in the game. Nothing would work, so I'd stop the game. The next day I would boot it up and, more often than not, have the solution in a minute or two--sometimes even the first try! I think my brain was working on these in the background.

      Something that helped me massively was not letting myself get intimidated by the game. As I would work myself farther and farther down a strand of puzzles, I would instinctively start to feel the pressure that they were getting harder and harder each time. Rather than feed into that feeling, I simply reassured myself that each puzzle was its own thing, and each one had a solution right there, staring me in the face. I just had to find it.

      What I Loved

      I think the game is gorgeous. Stunning. Beautiful. An absolute joy to look at. It made me realize that we don't often get vibrant color in games that aren't pixel art. I also think the world is beautifully designed. The island is a memorable place with lots to explore.

      I also loved the game's ability to teach you its rules wordlessly. The line puzzles aren't just puzzles--they're a language. The whole game felt like some geometric force was trying to communicate with me, but first it had to teach me its alphabet, grammar, and syntax.

      Furthermore, I can't tell you how many times I would fight for a solution to a difficult puzzle, feeling it was nearly impossible all the way, only to find the seemingly one right answer. The only way it could possibly work. The next panel? The same damn layout but with an added rule that ruined my prior solution! I loved that the game made me rethink my own thoughts and forced me to see, quite literally, that there is often more than one way to solve a problem.

      What I Felt

      I was probably 12 to 14 hours into the game when I accidentally stumbled onto the knowledge that there were lines that could be activated outside the panels. I can't remember where I was but holy hell can I remember the feeling. I've got goosebumps right now as I type this from revisiting it in my memory. It was the sublime feeling you get from a great plot twist. There was a sense of revelation, the feeling of frission, and a newfound respect and appreciation for the design that went into the game.

      What's sad is that it shouldn't have taken me that long. I saw the circles and lines throughout the environment as I made my way around the island and just assumed that it was a sort of visual motif, or maybe a stylistic flair, much like the game's sort of cartoony, polygonal look. Finding out that I could, in fact, trace them just like every other line I'd been making for the past ten hours was absolutely flooring to me. Experiencing that moment is one of the high points in all of my gaming history. It was the moment the game went from "this is definitely a clever game!" to "FUCK...this game is SO. DAMN. SMART." After that moment I think I spent two hours frantically running around the island hunting environmental lines. Now that I knew what to look for, they were EVERYWHERE. Hiding in plain sight! I was stunned. In absolute awe.

      At probably about the 15 hour mark, I found the movie room and had the input for one movie. It was a scene in which a man lights a candle and attempts to walk across a courtyard, and each time the candle goes out, he returns to the beginning. I took this to be a metaphor for the game--specifically that it is about the journey rather than the destination. As such, this was the point that I realized I wasn't going to get some revelatory story at the end of the game, and that making it to the end of the game, while definitely a goal, was not what gave the game meaning.

      The sub-takeaway from the film was the idea that the effort is worth it. The man in the film could have just crossed the courtyard and lit the candle at the end. The fact that he didn't showed self-restraint and a committment to the rule. I took this to be a comment on how the game is played. I could have looked up solutions to the puzzles online and just inputted them easily as a way of breezing through the game. While it would get me to where I was going (the end), what was the point? My playthrough was the lit candle route--harder because I was forcing myself to put in the work rather than taking the easy way out.

      Oh, and did I mention that the film also had an environmental line at the end you could activate if you went behind the screen while it was running? Genius. This game is SO. DAMN. SMART.

      What I Didn't Love

      Because I didn't pay attention to detail and made assumptions when I shouldn't have, I didn't realize that I could enter the mountain without all the beacons activated. My gamer mind simply saw OBVIOUS GATED DESTINATION and OBVIOUS DESTINATION GATE KEYS and went "yup, gotta get all of these to unlock the end!" As such, I overplayed my game a bit by doing all of that first. I was all set for entering the mountain to be the ending, especially because the village beacon felt like a "final exam" to the game, incorporating all of the other puzzle types. I kept coming back to it after learning a new symbol/rule and would chip away here and there until I finally got through all of it.

      As such, when I got into the mountain and there were even more puzzles I was miffed. My steam had run out. Add to that I'm pretty susceptible to motion sickness in games, so the flashing, scrolling, and color-cycling puzzles were deeply unpleasant for me. I literally had to look away from the screen for the scrolling ones. I solved them on paper and inputted them with the panels in my peripheral vision.

      The double-sided room below those was equal parts brilliant and frustrating, though I was impressed as hell with the room with the four sub-puzzles that fed into the larger one on the floor. Unfortunately, I ended the game on quite a low note, as the pillar puzzles at the very end turned my stomach on account of the rotating camera. I was able to power through those only because I knew I was so close to the end.

      What I'm Left With

      While I didn't love the ending, I, as previously mentioned, don't think it's about that. The game gave me 20 hours of puzzle-solving bliss in a beautiful, rich environment. It gave me legitimate chills when I figured out its secret. It made me think, it made me work, and it made me feel legitimately fulfilled. Good puzzle games make you feel baffled and then they turn around and make you feel brilliant. This one made me feel all sorts of brilliant.

      The game has so many legitimately clever moments. I loved the pagoda area where you have to look through branches at the right angle to see the solution. The last puzzle has two pieces of the answer, but a section is missing. After traipsing around, trying every possible visual angle, I look down and find a branch broken off at my feet. The missing piece. Brilliant.

      It was filled with little things like these. Little thoughtful twists or nudges. Each puzzle strand was an iterative sequence, and each time you thought you knew where it was headed, they'd push it further. Then further. More and more. Often in ways you wouldn't expect. It's not just that the idea of the game is good but that its execution is so rich and thoughtful that it makes me reverent.

      As for post-game stuff (because I know there's a ton I haven't gotten to), I'm taking a break from the game right now, but I might return to it a little later. I kept screenshots of puzzles I didn't solve or environmental elements that I was pretty sure were really activatable but that I couldn't quite figure out (the brown railroad tracks in the white limestoney area, for example).

      I have the inputs for a couple more movies that I haven't watched, so I'll probably go back for those. I know there's a challenge area as well, and I'm presumably equipped for it given that I did all of the beacons, but I don't know if I'm up for that. Not just yet, at least.

      What You Can Help Me With

      For those of you that have gone through the post-game content, do you recommend it? Are there certain things I should focus on? I'm not terribly concerned about spoilers, but if there's something "big" like the environmental line revelation, maybe just give me a hint or point me in the right direction.

      I also have a couple of lingering questions. Feel free to answer them unless you feel that it's better if I try to figure it out by myself.

      • What do the individual, standalone panels lying around the island do (the gray ones with the triangles)? I've figured out the rule, I just don't know their purpose.

      • Does finding all the environmental lines serve any larger purpose?

      • Is there story or lore in the game? Does the island or its frozen inhabitants get explained? I activated a few audiologs, but those were mostly philosophical ponderings rather than narrative.

      • How on earth do I get that environmental line with the railroad tracks? Of all the ones that I haven't been able to figure out how to get, that one's bothering me the most.

      Finally, to anyone who's played the game (which is hopefully anyone who read this), I'd love to hear your experience and thoughts. What was The Witness like for you?


      EDIT: Writing the post inspired me to go back into the game instead of sleeping. I watched two other videos I had found inputs for. One was a woman talking about freeing yourself from want, and the other was a man talking about science and knowledge. Interesting stuff.

      Then I started exploring and I found an environmental line made by the negative space in the sky when properly bounded by a cloud and wall from the exact right angle. This game is SO. DAMN. SMART.


      EDIT 2: Disregard where I said I was going to take a break from the game. I'm diving back in. I want to explore and find these environmental lines. It's so satisfying when you find one.

      There was one on a bridge leading from the village towards the foresty area with the orange trees. I could see it from the ground and knew it definitely was one, but I could never quite position myself right to actually trace it. I tried climbing in the castle area since it seemed like I needed to be elevated, but that didn't work. I tried it from the rooftops in the village, and that didn't work. Then I looked: the tower in the middle of the village! I'd forgotten to try from there because once I got to the top of that I headed straight for the mountain. Sure enough, that was the spot.

      Also, can we talk about how the sound is so satisfying when you get one? So good.


      EDIT 3: The game might be trying to teach me a lesson in freeing myself from want. Now that I'm fired up to dive back into it, it's hard crashing after I start it up. It loads fine and I can walk a few steps, then it locks up my whole system.

      I'm running it on Linux through Proton and tried all the different Proton versions assuming that was the culprit (it has crashed before) but the outcome is the same. I might be technologically barred from going further, which I guess is in the spirit of the game's ending and philosophy, right?


      EDIT 4: My OS had some graphics library updates for me today, and after installing them I'm back in business--no more crashing! (Sub edit: I spoke too soon. It crashed after about half an hour, but that's way better than what I was getting before). I spent a while traipsing around the island, looking for environmental lines. It's amazing how, in hindsight, so many areas or destinations that I thought were just kind of dead space are actually strategic locations for environmental lines.

      A good example is the very beginning of the game. You can get onto the roof of the overhang you first walk out from. At the beginning of the game I got up there, saw some pillows, and just thought it was set dressing in an ultimately useless space. Nope! Not only is there an environmental line you can get from there, but there's an audiolog as well if you're paying attention to detail (which, of course, I wasn't in my first go-around).

      22 votes
    2. What's the best worst game you've ever played?

      I'm interested in a game that you still loved or enjoyed in spite of its significant flaws or issues. "Best" and "worst" are, of course, based on whatever subjective criteria you choose. What made...

      I'm interested in a game that you still loved or enjoyed in spite of its significant flaws or issues. "Best" and "worst" are, of course, based on whatever subjective criteria you choose.

      • What made the game bad?
      • Why did you keep playing it?
      • What enjoyment or appreciation did it give you?
      14 votes
    3. Tetris 99 rules

      I finally got around to sinking some decent time into it over the last couple of days. I'm addicted. It's fun to go up against so many competitors and watch as people get knocked out of the...

      I finally got around to sinking some decent time into it over the last couple of days. I'm addicted. It's fun to go up against so many competitors and watch as people get knocked out of the competition over time. Not to mention, it's frickin' Tetris so of course it's great! I'm really looking forward to the special event that Nintendo's running this weekend. You can earn an old-school Gameboy theme!

      4 votes
    4. Risk of Rain 2 thoughts and impressions

      Some of you may have heard that the bright minds behind Risk of Rain have made their next effort with the help of an added dimension. Risk of Rain 2 released on Early Access lately, to many...

      Some of you may have heard that the bright minds behind Risk of Rain have made their next effort with the help of an added dimension. Risk of Rain 2 released on Early Access lately, to many peoples' surprise and joy. I played a decent bit of the original, but never managed to get into it. Something about 2D scrollers like that puts me off hard, but I respected the hell out of the awesome art, fantastic music, and neat synergies/shenanigans throughout the game.

      Risk of Rain 2, so far, has been an absolute blast and I'm super happy for the devs. They received way more support than they initially expected upon launch, and the buy 1 get 1 gift key strategy did wonders for them. I've been steadily playing this game with friends and after the initial Diablo 2 loot stealing shenanigans, we've all managed to memorize items, learn builds, and work out what survivalists we like. This game is a killer time-killer; I've spent what I thought was 10 minutes in one match only to glance at the timer and read that 70 minutes have passed. This game almost feels like it's a finished product, and the devs aren't even done yet. I'm super psyched for all the new stuff we'll get to see and experiment with.

      I'm also curious as to what anyone else thinks. Has anyone played enough to share their opinions? Did anyone not enjoy their time with the game? Please share!

      13 votes
    5. Who do you go to to learn about the state of PC ports?

      I used to watch TotalBiscuit's videos to learn about PC ports of games, to see if they were any good. Obviously I can't do that anymore, and the best replacement I've found so far is looking at...

      I used to watch TotalBiscuit's videos to learn about PC ports of games, to see if they were any good. Obviously I can't do that anymore, and the best replacement I've found so far is looking at PCGamingWiki. If a game has a long page with a lot of issues and workarounds, it is probably a bad port.

      But that doesn't really help if I want to know if a game has improved a lot since launch. Does anyone do a good "state of game x a few years later" series?

      8 votes
    6. Modern board games and tabletop - Some of my favorite 'starter' games

      Hello Tildes, one common thread that I've noticed in a lot of the threads I've been browsing under ~hobbies and ~creative is that it seems like a lot of folks are looking for new hobbies and...

      Hello Tildes, one common thread that I've noticed in a lot of the threads I've been browsing under ~hobbies and ~creative is that it seems like a lot of folks are looking for new hobbies and things to get into.

      To that end one great hobby I've picked up somewhat recently is playing and collecting board games. To some of you, the term 'board game' likely inspires thoughts of old school board games like you may have played in your youth (Clue, Connect 4, Shoots N Ladders, Monopoly, Stratego) "Modern" board games can certainly still be as simple as some of those, but we are actually in a sort of second golden age for board games right now.

      What I mean by the above statement is that quite recently (the last 5 years or so) Tabletop and board games have really become popular again, to the point where if you live in a major city there are most likely several places to buy games, and likely even a couple of places you can go to just hang out and play games that belong to the store. Between that, and the popularity of things like Wil Wheaton's TableTop on Youtube, both major game companies as well as small independent folks are creating more and arguably better games than ever in the past.

      Now - to the actual subject of the post title. The games I'll list below vary from things most people have heard of or played (Cards Against Humanity) to somewhat obscure, but they should all be pretty easy to find, and very easy to pick up and get into. I'll try to include as much relevant information for each of them (Price, Number of players, Game type etc) and a brief description of what the game is like to play.

      If anyone has any other suggestions to contribute please do - One of the best parts of the hobby is the community aspect and finding new games to play.

      Let's start with something popular, but not quite ubiquitous yet -
      Cards Against Humanity: (3-Unlimited(?) players, $25 Base game + Expansions, Play time Varies based on player count and house rules, ~1hr is a safe bet, but can be made shorter or longer by adjusting rules)
      Cards against humanity is a NSFW card game described as 'a party game for horrible people' on the box, which is pretty accurate. Gameplay consists of one player (The judge) playing a black card from the top of a deck with a sentence on it such as "I drink to forget ______" after which the rest of the players will play a white card with things like "My ex-wife" or "Random Erections" or "A bigger, blacker dick" written on them. Once all of the players have played their white cards, they are shuffled, read aloud, and the "Judge" decides which of the white cards is their favorite, awarding a point to the player that played that white card. This is a great icebreaker game because it pretty much forces everyone to get outside of their comfort zone and get weird with it. There are many expansion packs, which are generally themed, but some are just general. These include more cards to keep things fresh after you've played through the originals too many times. - Note: Not recommended for Family Game Night.

      Cthulu Dice (3-Unlimited(?) players, $11, Play time ~5-10 minutes):
      Cthulu dice is what is called a "micro-game" it consists of just a single plastic (or metal, if you want to dent your table) die with some symbols on it. It's a variant of the old "put and take" game with a bit of a cthulu twist to it, this kind of game is great because it's simple, portable, can be taught to new players in minutes, and also makes a great drinking game. You can also add house rules or look up other variants to keep things fresh

      Next up - Dixit (3-6 Players, $30 base game plus standalone expansions, Play time ~30-45 Minutes):
      The gameplay of Dixit is somewhat similar to Cards Against Humanity with one player acting as a judge, but from there things get different and rather interesting. Whereas Cards Against Humanity has cards with absurd, obscure, or obscene sentences or words, Dixit has cards with pictures on them. The pictures are generally bizarre, surreal, and kind of whimsical art (Like these examples: https://i.imgur.com/VHtISAZ.png). The way the game is played is the "Judge" player will select a card from their hand and say a single word or phrase that describes something about the picture on the card (It could be a color, an object in the picture, the way the picture makes you feel, what the picture makes you think of, anything that makes sense really) and then plays the card face down. The other players then try to select a card from their hand that matches the judges phrase as best they can in order to fool the other players into picking their card instead of the judges. Once all players have played their face down cards, they are laid out and all players vote on which card they think is the original one played by the Judge, Points are handed out accordingly. Similar to Cards Against humanity, the expansions for this game are additional packs of cards, often following some loose theme to freshen up the game. Most of the expansions contain enough cards that they could be used to play the game standalone. This is a great game to play with people of any age or maturity, it can be as clean or as dirty as the people playing the game but is just generally always a good time.

      For the next few games, the actual mechanics of gameplay can get pretty complex, and so rather than explain what the gameplay is like, I'll just link a relevant episode of TableTop for anyone who is interested enough to check them out.

      Red Dragon Inn (2-4 Players, $35 Plus Expansions, Play time ~30-60 Minutes) Unfortunately, no TableTop of this one, I can expand if there's interest:
      Red Dragon Inn is a game about what the adventurers from DnD do during their 'long rests' at the inn. It's intended to be a drinking game, with players assuming the roles of characters at the inn ( The base game comes with a Wizard, a Rogue, a Priestess, and Warrior ) and are given decks of cards containing context-sensitive actions and abilities. The goal of the game is to be the last person at the inn that isn't broke or passed out from injury or alcohol. The three main resources tracked are a characters health, sobriety, and coins and various cards can affect each of these in various ways. There's also a gambling mini-game that is a lot of fun. The expansions come in 2 types, main releases which consist of 4 new characters (later ones, 4+ seem not to work as well with the earlier ones, and may do better as standalones) as well as single character decks that aren't included in any of the main releases.

      Tokaido(2-5 Players 3+ preferable, $30 + Expansion, Play time ~45-60 Minutes):
      Tabletop: https://www.youtube.com/watch?v=pipFRzGYgdk

      Tokaido is a bit different than the rest of the games on this list so far in that it isn't explicitly competitive. At its' core, Tokaido is a game about seeing who can have the best vacation. Each player assumes the role of a different traveler (each with their own benefits and abilities) and proceeds on their way, trying to stop at the different available locations in such a way that they end the game with the most points (how points are scored is kinda complex, Watch the TableTop for this) but it tends to be a nice, low stress game as there's few ways to really 'attack' other players. There is currently one expansion out for it which introduces some new mechanics and does a good job of freshening up the game for players who have had it a while.

      The Resistance/Avalon/Werewolf/Mafia and similar games (Many players, ~$15, Price varies, Play time ~30 minutes, depending on the variant):
      Tabletop: https://www.youtube.com/watch?v=g_QRczGzXqw

      The Resistance and similar are games about lying to your friends and trying to convince them that you are somebody that you're not. Or maybe they're games about telling the truth and trying to get people to believe you, that all really depends on the cards you draw. These are some of my favorite party games to play in a big group because it can really show you who among your friends has the best poker face. Games tend to go pretty quick so when a player is eliminated it's generally not a big deal (this can sometimes not be the case if the group is way large). Of the different variants I've played, Avalon is my personal favorite of the different variants due to the interesting mechanics that the additional roles bring to the table in this one.

      Finally - Betrayal at the house on the hill (3-6 Players, more is better, $35 plus expansions, Play time ~60+ minutes )
      Tabletop (Part 1 of 2): https://www.youtube.com/watch?v=MINNKyE4fjs

      Betrayal is my go-to example of how great a modern board game can be. It's a moderately complex game, but don't let that scare you off - after you play it once you'll get it just fine, and setup is relatively quick and easy compared to a lot of the other sort of "DnD Lite" games that exist (Lookin at you here, Arkham Horror!). The game consists of players exploring rooms in a spooky house, building out the map as they go from a stack of game tiles with rooms on them. The rooms will have different effects and trigger different types of events as the players explore through the house collecting items and discovering 'omens'. These 'omens' tie into the whole point of the game implied in the title, the "Betrayal". What this translates to in real terms is that for the first half of the game, all of the player characters are cooperating, trying to help each other get as many useful items and to position themselves in the house in such a way that when one of the other players inevitably fails the 'omen' check and triggers the 'haunt' and begins the second half of the game that the non-betrayers can survive and/or escape. Survive and/or escape what you might ask? That is one of my favorite parts about this game, in the base version there are over 50 different scenarios depending on a bunch of different factors. These scenarios can be everything from demonic possession, ghosts, werewolves, 'the blob' and many other creatures, monsters, and horrific situations and do an absolutely fantastic job of giving the base game a TON of replayability. On top of that, they released an expansion for the first game (Widow's Walk) which introduced even MORE scenarios, as well as new rooms and an entirely new floor to the house, as well as Betrayal at Baldur's Gate, which has similar gameplay but takes place in that universe.

      I could really keep going all day, but I think this post has gotten well long enough. Let me know in the comments what games you guys play and love, or if you want to hear about some other kinds of games (There are too many to think about even coming close to touching on all of them: Deck building games, Dice building games, Pandemic-like games, Classics like Catan, Ticket to Ride, Dominion, Milles Borne etc etc etc)

      11 votes
    7. Jurassic World: Evolution feels like a copy paste of Operation Genesis

      So I picked up Jurassic World: Evolution recently because I loved Jurassic Park: Operation Genesis as a kid and have a "dinosaur park sim"-shaped hole in my heart. I'm enjoying it for what it's...

      So I picked up Jurassic World: Evolution recently because I loved Jurassic Park: Operation Genesis as a kid and have a "dinosaur park sim"-shaped hole in my heart. I'm enjoying it for what it's worth. I think 60 bucks is a little steep for what it's offering, so I can't recommend you pick it up right now unless you REALLY want a Jurassic Park sim game with potential for future growth.

      Anyways, that being said, I am 99% convinced this game is just a reskin of the old one. Everything from the dinosaur animations, to the mission types, to the vehicle controls, to how the general flow of gameplay goes feels almost identical to Operation Genesis. I get that there's only so much you can do when you're making what is essentially the same game with from the same property, but take this from a man who put an ungodly amount of time into OG as a child: it feels 100% the same. Like I think all they did was take OG and give the dinosaurs a very nice new paint job and then give everything else a half-hearted coat of paint.

      I don't mind all that much since I can't play OG anymore, but I still found it odd how shockingly similar this games feels to OG. Anyone else notice this? Or am I just crazy/supplanting my memories of the old game onto the new one?

      8 votes