![]() ![]() However, he gives you one restriction: you aren't supposed to enter the tower reaching into the sky. He gives you free rein over it and asks you to solve the puzzles so you can be elevated to his status. You awaken as a robot when a voice identifying himself as Elohim welcomes you into the virtual world. If The Talos Principle were nothing more than a series of increasingly difficult but clever puzzles, then it would be considered a solid game, but what elevates it is the story. They also retain the balance in the jammer-only puzzles, where none are outright easy but aren't impossibly hard, either. The good thing about these new tools is that each puzzle gives you exactly what you need to solve it, so you aren't juggling various objects that might be unnecessary for the puzzle. The game isn't bound to a finicky physics system, so guaranteed puzzle solutions won't fail because the physics decided to go awry. Before long, you'll use jammers to open doors, reflector stands to bounce lasers to open another door, and fans to make blocks float to a higher elevation so your recorded clone can manipulate them. The puzzles introduced later in the game offer a variety of ways to use the newfound tools. Laser relays, fans and blocks are just some of the new tools at your disposal, and the later puzzles provide plenty of opportunities to manipulate those items. Along with these new levels come new tools to unlock, so you aren't just exhausting the abilities of the jammer at every opportunity. ![]() On top of that, each of the differently themed hub areas has a set of secret objectives and puzzles to discover, making the game rather long when you compare it to similar puzzle platformers. The hub areas are connected to an even larger hub area that contains even more puzzles. Get past the initial set of puzzles, and you'll discover that your world has multiple areas filled with puzzles, and all are connected to a large hub area. Travel between areas isn't hindered by load screens, and deaths come with instant rewinds to the beginning of the level, so you're not forced to jump through menus or load screens. There are also markers everywhere to make the backtracking process easier, so you know which pieces are where and whether you've already collected them. If you reach a baffling puzzle, you can move on to a different one and return to the troublesome stage when you want to complete it. Though you have some restrictions in the form of locked areas, you can approach the puzzles in any order. In this introductory set of puzzles, the game already demonstrates some nice features that help make it more accessible to those who aren't steeped in the genre. The sentry mines bounce back and forth against walls and gates, but they also blow up when threatened by a turret. ![]() However, they can't be used when an iron gate is blocking them. For example, jammers can be used at any distance and can be teamed with another jammer, so you can freeze an enemy and alternately move the jammers to a new location. ![]() The puzzles teach you about the jammers and obstacles. Even without any other tools, you have a nice assortment of introductory puzzles to wade through, from very simple to deceptively difficult. The goal of each puzzle section is to obtain a tetromino, which can be used to solve a smaller puzzle and open a gate to a new area, creating a nice but expected cycle of progression for the rest of the game. You discover the portable jammer, a device that looks like a camera on a tripod but acts as an EMP to turrets and energy gates and freezes mobile sentries in their tracks. Mobile sentries speed toward you and explode if you stay in their proximity for too long, and turrets spray you with machine gun fire if you're in their line of sight. At first, you discover two energy gate types: one lets you pass while leaving items behind, and one stops you in your tracks. There's no tutorial to guide you, but you have the freedom to wander around and discover things on your own. The game starts off in an open-air structure that appears inspired by Greek architecture, though it's in a state of decay. The Talos Principle proves Croteam can also create big, smart, thought-provoking puzzle games. The Serious Sam franchise garnered acclaim with its strong action and the technically impressive game engine, which was made from scratch by a relatively tiny team of developers. While the developer has worked on other games in the past, mainly of the soccer variety, it gained its fame with a straightforward shooter that starred a parody of the Duke Nukem character. Croteam is known for the Serious Sam series. ![]()
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