The story is that you’re a robot who wakes up in a garden and follows the commands of a god-like figure constantly talking in your head. The icing on the cake is the storytelling. It’s rather mind-blowing and something that I’ve never seen incorporated into a game intentionally before.
#THE TALOS PRINCIPLE C05 HOW TO#
And if you’re particularly clever, the game’s third ending requires you to figure out how to break the level design and take items out of their designated areas to find secrets hidden in closed-away or out-of-bounds places. The puzzles get very challenging near the end, but expert level design makes them all very rewarding to solve. The game’s environments are simply breathtaking with their huge draw distances and ridiculous detail, while the puzzle areas feel aptly like claustrophobic rat mazes while never losing the area’s sense of atmosphere. There are over a hundred of them in all, but each puzzle introduces a new idea or uses old ideas in new ways, so they never feel repetitive or stale. The puzzles themselves are eloquent and very well-tested. The game consists of walking through majestic-looking outdoor areas to find closed-off puzzle areas, then solving puzzles using only a small handful of simple and easy-to-understand machines. I liken it to Dear Esther, but twenty times longer and filled with actual gameplay, while keeping the beauty of the world and the philosophical overtones intact. The Talos Principle is a single-player puzzle game made with full triple-A production values, arguably leaving Portal 2 in the dust at what it does. In today’s world of microtransactions, games releasing before they’re finished, glitch-ridden open world engines, and games that overall fail to live up to their artistic vision, sometimes there will come a game that’s so perfect that it’s hard to believe it even got made.