is this good?
i really liked 1 and road to gehenna
but i've played this for like 40 minutes and it's mostly robots talking about what the frick who cares where are the puzzles?
is this good?
i really liked 1 and road to gehenna
but i've played this for like 40 minutes and it's mostly robots talking about what the frick who cares where are the puzzles?
I'm actually on Road to Gehenna right now trying to solve the grey sigil puzzles. They really cranked up the difficulty for the DLC. It's busting my balls.
Well it's supposed to be played by those have already finished the base game so it makes sense.
True. I'm looking forward to playing the sequel afterwards so it can make me feel like an even bigger moron
The sequel is easier I heard with braindead storytelling
Cross beams moron
Most puzzles in Gehenna can be solved by doing that
It's nice. Easier than the first I think.
Also eats way too much resources.
It's just okay. Not as good as the original, let alone gehenna.
The puzzles aren't great, talking to the robots was the fun part for me
Same, the puzzles are way easier and less imaginative than on the first part. Now going through south islands.
Not to say I don't like it. It was 5am and I couldn't solve the Switcheroo level. Kinda lenient on those skips too, won't use them tho.
That's kind of sad. Road to Gehanna had such amazing puzzles.
There's still some hidden stuff around and all those shenanigans. I think since they obviously want to drive the story in so badly they should have opted for more things to do in the city and with the robots. Now the city is like a bethesda world and puzzles lack input. Mediocre croteam you can reach higher.
Talos 2 will probably get a tough DLC one day, same as Talos 1 did.
Already finished the whole game and 99% of them were done under 15min including the star trials. I was waiting for the 'last' stage to create puzzles that brought all the elements altogether however it never was incorporated. You get introduced to one new mechanic but then the next map it forgets about it.
Same, I 100% of the game and I still don't have the achievement for spending 20 minutes in a puzzle.
There was no reason for the golden door puzzles to not use every puzzle mechanics together.
bump...
These games are too high IQ for Ganker to talk about
not as good as the first game, but very good
puzzles are generally not as hard, for some reason they said they are saving the difficulty for a DLC. For some reason they like introducing a puzzle mechanic in an area and then they never use it again which gets really annoying
A bunch of them get used in the penultimate area. What I find interesting is the last area only has mechanics found in the first game.
I thought it was great and personally liked the story stuff.
Puzzles weren't too hard especially if you've already played 1 and Gehenna already and get all the basic stuff it'd teach you there and tries to reteach you in 2.
I'm glad there's no meta out of map starts like 1 but do think there were some harder puzzles needed. Considering there were no puzzles that really had ALL of the maps elements in one I think they'll likely make a DLC later on.
Gay story and not as good as 1
The puzzles weren't particularly difficult but the creative puzzle mechanics were really cool. It sucks that the potential was never fully utilized and those new mechanics were never combined. I really hope for a DLC on the same level as RtG and a level editor of some sort. They've already added a bunch of easter eggs so they're obviously listening.
>added a bunch of easter eggs so they're obviously listening.
Really? Like what? I only played at launch
Me too. They have added a good amount of easter eggs like snowmans, some paintings, holograms/anomalies etc.
Here's a YT playlist of easter eggs.
https://www.youtube.com/playlist?list=PLVRLna-DIbdANP_6n-t19dg4Ol4WCPQ8V
I liked the new elements like rgb connectors and graviwhatever but the first game is still better
It has good music for sure
You can sleep to it
The maps are huge and they don't explain the light beam (pandora) stars at all, so I was a couple maps in before I realized it attached there.
The stars that are 'follow the blue ball around the map a bit' are lame.
The game runs way worse than the original, though it does look nice.
The story is fine, but the intro is a bit heavy, and the social media matchmaker thing was just a bad, bizarre choice you make early that locks you in for the rest of the game.
I realize that the game is about solving puzzles, but the humans venerating puzzles just seemed stupid. Also, the way each consciousness was formed from an original copy leaves a bit too much vagueness considering the colorful characters you meet around the city. You expect me to believe they just walked around those couple easy puzzles and then just got a personality?
It made it seem like a cheap tie in to the first game for an onboarding puzzle, but then each world has an onboarding puzzle anyway, so why did they feel that was needed?
The museum was enough with its three recycled puzzles I would think.
>The maps are huge
This was my biggest gripe. Not having the first games fast forward button made it so damn agitating. Especially on some of the harder star puzzles where you need to explore and look for shit that took like 2 minutes to get from one place to the next. Yeah it was pretty but still
The first game had a fast forward button?
I only played it about a year ago so not sure if it was at launch, but in the settings you could bind a fast forward to anything and it was great.
I don't think its naturally binded so most probably dont' see it.
I'll have to check later. I had no idea. FRICK that would have been useful.
They're unbound by default, but you can bind fast forward and toggle run to keys. No more holding down shift, and you can speed up the gameplay whenever you want.
>The game runs way worse than the original, though it does look nice.
The technical aspect of the game is godawful
>1/10th of the 60something gigabytes are Bink videos that in total are like 15 minutes long and could've easily done in-engine
>extreme temporal ghosting/artefacting, especially when you talk to the bots, use a terminal or run through forests
>fog, shadows and other effects like water ripples looks like shit
>has to cut corners like freezing every bit of vegetation while walking to save resources
>yes, it looks nice if you just stand around or in photo mode but there's barely anything going on in the environments besides some animal occasionally running around which would warrant the performance - I dread what a Serious Sam game with hundreds of enemies will be like on that engine
>temporal ghosting/artifacting
thanks for this, didn't know what to call it
Wait, it's even worse - that's supposed to be 1/6th, not 1/10th which is more than the first game with all of its DLCs.
>that engine
You realize it's UE5 and not the serious engine anymore?
Yes, hence why I wonder how they'll do it.
SE was more or less tailor-made for large masses of enemies while UE5 already has issues with environments where barely anything is going on.
Will there even be a new SS game?
According to the devs, they have a folder labeled "Serious Sam 7" on their server.
Yeah, it's good. If you don't like the talking, I'm pretty sure you can basically ignore everyone and just follow the objectives to get to the puzzles, though the robots talking philosophy was a vital part of the experience for me at least.
>do the personality quiz for doge
>get matched with the pajeet spiritualist lady
>mfw
I almost feel like I misclicked some of the answers or something, because I truly don't know how I ended up with the grand guru of shitty aphorisms.
I wish there was a way to skip all already completed once before puzzles. I want to go for other endings and talk to other robots but doing all the puzzles and having to walk around the huge maps makes me not want to.
Frick I got assigned the same person. Do you get locked out of endings or something?
You can ask for another person if it bothers you. And no, it's a sidequest that affects who becomes the next mayor of New Jerusalem, but it doesn't affect the ending.
Okay doesn’t sound that bad
The mayor pick does change the ending. There's a 30 second scenes where the mayor you picked will talk about the future of the city and people.
Good catch. It's a minor difference, but it counts.
I'd vote for Rand, by the way.
I don't even remember exactly what Rand stood for, but looking at my achievements, I got him as well. I remember that Byron was all about expanding everywhere and seemed like he didn't give a frick about nature and the planet, and I think the Hermanubis guy was all about just continuing whatever they had done, which meant it was like a dead end.
I don't see how anyone wouldn't pick Rand, if they knew that there was an outright choice to pick.
The robots are so fricking annoying, I swear there were at least three jester-style characters in the small amount i played. Then they make you hunt around for your puzzles, behind rocks, in empty structures, behind a hill, they hid these frickers really well and what's worse is these c**ts keep calling in on the radio. I jumped off a cliff in the end
What?
I beat it and that's it. I don't really want to replay it to get other endings. I also brought back Miranda. Do I get another ending if I go into the megastructure now?
You get some other dialogue options at the end and an extra cutscene if you do.
Its the one where one of the robots tries to ask out Maranda on a date.
Sounds cool. I'll replay that part before deleting the game for now.
It's ok.
I hate the graphics that go to smudge everytime you move your mouse. And the fact that it wastes 70GB on my drive for no reason.
I turned off dialogue volume but they still have the portrait popups because getting immersed in a game is not allowed in modern games, always gotta have some voice telling you what to do and think.
I dunno man, I played the first few zones then quit. Maybe I'll pick it up later but it feels like it's missing the "break the matrix" feel of the first. I have only been able to break out of bounds once to skip a puzzle... out of like 50 or so. It's not the same. Also the story is annoying, supposedly you're in the "real world" but there's still magic bullshit everywhere, it's kinda gay.
Nothing else like it out there so I'd still recommend it.
Oh and the biggest gripe is that they made the secrets from the first game into normal mini-missions that tell you where to go or give you hints. So you have 0 agency throughout the game
2 gave me a headache
It happened to me with Gehenna
it's for brainlets
The big issue is that now that you're in the real world there's no real excuse for not bringing a ladder, rope or any other tool with you.
For frick's sake, 1K doesn't even have a backpack unlike the others for some reason.
Its a good point really. Should have had some dialogue about one of the other robots trying to cheat and getting blasted or something
If we go by that logic, then there shouldn't be Easter Eggs either. They make since in the simulation world of TTP1, but not TTP2.
Easter eggs can be handwaved by just saying that they were garbage byproducts that Athena came up with.
Meanwhile, there's no explanation why all the limitations of the simulation still apply to the real world when it comes to puzzles or even why and how you can still do shit like reset them.
>make since
I can't take it back. It's over.
There were Easter eggs in 2?
I didn't find a single one other than Sam's cutout in the museum.
They added some in a recent patch due to popular demand.
I played the latest patch for my first run. Still didn't find anything.
You have to switch to the public beta branch.
I don't understand the people who only play TTP for the puzzles. The story and the atmosphere was what made the game special.
I didn't give a shit about the story in TTP1. I was happy to see the Alexandra dying voice log in the tower because I thought that she'd finally shut the frick up, only to realize that they aren't presented in a chronological order. TTP2's story had me invested, though.
>collects audio diary
>"Why all the talking?"
Dumbass.
I needed to know everything, even if I didn't care for it. On my recent replay, I never touched the terminals outside of the Tower and avoided the audio logs.
>I'm angry something exists that I dont care about and despite it being completely optional, I'll deliberately and thoroughly consume it and still be pissy about it
Genuinely hope you get help anon. I can't imagine being that fricking moronic.
>Humanity's fricking dead
>But there's still optimism
I liked it a lot. It's more story oriented, but that doesn't bother me.
Playing TTP2 made me remember that I've never played Road to Gehenna. I played it, and it was pretty good, too. Not as challenging as I expected, though. I then replayed TTP1, and basically breezed through the whole game, even the puzzles I remember struggling with quite a bit. This lead me to believe that TTP2 wasn't easier than TTP1, it's just that I've gotten better at puzzles.
Coolest environments of a game in a while
If you didnt like all the philosophy and text in the original then you'll hate it probably.
If you engage with all the game wants you to engage with the you'll be spending more tome collectively talking to fart huffing robots and running around empty maps than actually doing puzzles.
I hated it and I loved 1 and its dlc.
You never played it. Stop lying.
It's very good and pretty, but I felt like some of the new mechanics were kinda underutilized, as if every new area just focused on a new tool for a bit. Except lasers, that was always there. There were so many ways they could've complicated the puzzles.
I don't remember how easy vanilla was, just that the DLC was hard as balls.
The DLC for this one will probably be the same.
>It's very good and pretty, but I felt like some of the new mechanics were kinda underutilized, as if every new area just focused on a new tool for a bit. Except lasers, that was always there. There were so many ways they could've complicated the puzzles.
this is how the first one was too. it was first in the dlc/expansion that they started making more complicated puzzles.
i didn't get very far cause honestly the performance is pretty bad. feels like 40fps on pretty medium settings, i have a 3070ti too and a good cpu. disappointing considering how awesome the first game is with its options menu and performance. i'm just shelving the game for a few years. i'll give it another go when i have a 5000/6000 series card or something down the line. a shame cause i love the first game, have like 100+ hours in it and 100% the main game. didn't get far in gehenna tho but i don't usually play much dlcs in general
Worked just fine on my 7800XT native 1440p at like 80-90 frames.
Just reduce on the settings that auto enables RT, which looks bad anyway.
The game is great, but to me it wasn't as good as the first one. One of the main reasons for this is because the first one had you wandering around solo and you're trying to figure out what's going on. Meanwhile in 2, you're always with a team that's regularly talking to you and you don't get that feeling of being a lone explorer in a desolate place.
In addition to that, the puzzle difficulty also seems easier overall. Not to mention that I think they missed a HUGE opportunity to include the mechanics that you learn along the way, into the rest of the game. Instead you learn a mechanic, it's isolated to wherever you learned it, then you exit that place and it's almost never used again. Not sure why they did it this way, but I don't like it.
The Talos Principle 1 was a 9/10 puzzle game to me. Talos 2 is more like a 7.5/10 or 8/10. It's still a great puzzle game overall, and if you are really into the dialogues, story, characters, etc. then it could probably be a 9/10 to someone who likes those things.
>the puzzle difficulty also seems easier overall
You already have the entirety of Talos 1 as an experience, of course it would be easier. Not like Talos 1 was that hard without the DLC.
If they made the puzzles easier to cater to new people who didn't play the original game, then I feel like that was a mistake for returning players. Maybe they should have had a difficulty option at the beginning that was like "Are you a new player?(Normal difficulty)" and "Are you a returning player from Talos 1?(Hard difficulty)".
Because I think I would have enjoyed the game more if all the puzzle difficulties were on the same level as the golden gate puzzles and the Pandora statues.
>"Are you a new player?(Normal difficulty)" and "Are you a returning player from Talos 1?(Hard difficulty)".
Completely unrealistic because then they would basically need to make 2 separate games
How is it unrealistic when the golden gates are pretty much exactly like a harder difficulty? Changing the puzzles to be a bit harder does not mean that they would need to make 2 separate games. They wouldn't need to do anything different story-wise, they wouldn't need new animations, they wouldn't need new artwork, they wouldn't need new areas, they wouldn't need new dialogue and voice acting, etc. etc.
>just create 2 entirely different sets of puzzles, it's easy.
You have no idea how much of an effort that is.
The puzzles wouldn't even have to be COMPLETELY different. They could just introduce a few extra steps, or introduce 1-2 different mechanics that were already used previously in the game in other areas.
puzzle design in a game like Talos Principle holistic. Every single part of a puzzle affects every other part in various ways. You can't just "put in" a new mechanic, they would have to redesign the entire puzzle to make use of it.
NTA, but there already are easier solutions to most of the puzzles that get removed by the devs extending a wall to block the right angle
That's because they want a specific solution.
Besides, something that is "easy" for you, might stumble someone else and vice versa.
It's very hard to quantify.
It is both unrealistic and a stupid idea.
>Not like Talos 1 was that hard without the DLC.
Correct. It did have a handful of puzzles that most people got stuck on for a while (e.g., Crisscross Conundrum Advanced, Weathertop), but Talos 2 has some of those as well (e.g., Non-Overlapping Magisteria, Hollow). I don't think the difficulty of the two base games is all that different.
>In addition to that, the puzzle difficulty also seems easier overall. Not to mention that I think they missed a HUGE opportunity to include the mechanics that you learn along the way, into the rest of the game. Instead you learn a mechanic, it's isolated to wherever you learned it, then you exit that place and it's almost never used again. Not sure why they did it this way, but I don't like it.
Worst part is that instead of giving you a truly hard puzzle with those mechanics in the megastructure, they go back to the most basic shit you can think of for it.
Not even the final puzzle of the whole game is save from this where every usage of the mechanics is borderline tutorial tier, even despite a certain new one.
The setting is just more mysterious and intriguing in the first. Like it starts out with the big tower and god saying
>okay you can do whatevs you want but you CAN NOT GO UP THAT TOWER
and it just owns okay.
once i got to the gravity flipping mechanic, i dropped the game. it makes me too nauseous. anyone else dislike this mechanic?
Did you try it in third person? I've heard third person in other games can usually alleviate motion sickness.
Motion never really bothered me. The usual preventatives are third-person view, disabling camera shaking and item/view bobbing, setting a wide FOV, and turning on a crosshair or target reticule. That doesn't help everyone, but some people see a benefit from these settings.
Puzzles are good even though many of them are very short.
The bad:
skyrim npcs feed you exposition from start til the end.
The massive islands with huge distances between the puzzles
Some of the voice acting is a bit questionable and a few of the later puzzles got a bit obtuse imo. but I had a very good time with it overall.
It's been 8 years since I played the original so I'm not totally sure how close it stacks up to it, but if you liked the first one you'll probably probably enjoy it. Just skip the robo-dialogue if it bothers you.
It's fricking terrible. It spat in the face of everything I loved about the first game.
>No fast forward button
>Far too easy puzzles
>Suddenly there's superpower ghosts
>Too many cutscenes for a story which is trying too hard to exist for a reason
>Constantly surrounded by talking characters with a dialogue system
>Literally hooked up to a 24/7 livestream with other Marvel-quipping robots that will keep making obvious comments about the most obvious shit you, the player, are already experiencing
Both this game and Sonic Frontiers have blown my mind as to how people think they're "just okay". Like, it's really gotten that bad. No, it's not okay, it's BAD.
I actually like the concept behind the premise too, exploring what makes a civilization a civilization, rather than what makes a human a human. It's a shame it was done in possibly the worst way I could possibly imagine for Talos Principle of all games. A game that was pure genius in it's isolating atmosphere (even when there were many other characters present, such as Gehenna), exploration, and connection between gameplay and story. None of that is present in the 2nd one, and at best, you'll maybe get a decent puzzle game.
>that will keep making obvious comments about the most obvious shit you, the player, are already experiencing
Why do you have to lie?
He's a big Sonic fan, apparently. Those games cause brain damage.
What is he lying about? I remember that happening too.
Because the way he puts that, it implies it's happening all the time and interferes with your gameplay, when it only happens when you finish an area and even then, they aren't commenting on shit you're experiencing, they are discussing it with you.
Do you really expect any honest criticism from someone who uses "marvel-quipping " as an argument?
>it implies it's happening all the time
Oh I see what you mean. Yeah, it's not all the time, but I guess it's regular enough that someone who would be annoyed at it would feel like it was all the time.
A considerable portion of the user base here is presumptuous, irritable, and stubborn.
I'm not lying, watch any walkthrough and pay attention to just how often characters off screen KEEP TALKING for no good reason over the smallest things. Notice a new puzzle mechanic? Comment. Notice a relic or something? Comment. Even when NOTHING was happening, sometimes someone would chime in about something they found during their part of the search somewhere else. Sure, it may not be intrusive in the sense that it literally takes control away from you, but my point is why? Why add something pointless and bad? Take notes from TP1, all you needed to do is LESS, and the game would be better. The characters are never funny, interesting, useful, it's garbage. The first world you go to, there's this big stone structure with a giant golden door with etchings in it. That might've been an actually cool discovery if it was like the first game, but no. Some butthole chimes in on your Zoom call and says something like "W-What is this?.. Could this mean there were some kind of ancient ruins the humans were hiding?.. This is crazy stuff!" I GET IT. I don't give a frick about these characters, STOP TALKING, let me experience the exploration myself. That was one of the best aspects of TP1, and the worst part is that this whole new direction makes me wonder if the atmosphere of TP1 was even intentional, or if it was just due to budget.
I'm not a Sonic fan, I just played the game with a friend on a whim since there was nothing else, and it looked like shitty fun. If I was a Sonic fan, I would've said the game was amazing, or just okay.
Sure, the puzzles might not demand it, I just thought it was a great multipurpose tool. It doesn't matter where you are, at any time the player wants, you can speed up. I found myself using it a lot to traverse the bigger maps when searching for secrets, or even doing it in the middle of any puzzle to try and complete them as fast as possible.
>watch any walkthrough
I don't need to, I played the game, unlike you.
You sat all the way through a $30 piece of shit and are satisfied. What an accomplishment, amazing.
>he admits it
This is what I was talking about with irritability and stubbornness. This guy decided from the beginning that he just didn't like the game, and he's trying to justify that after the fact with reasons no one understands.
Of course, no matter how much of what you're saying is based off objectivity, your conclusion is always going to be your opinion. So I can see why a lot of people are fine with the game. None of it bothers them. But regardless of that, the game is not Talos Principle, which was the biggest let down. I'm a big fan of the first game, so I was incredibly excited once I found out a sequel dropped out of nowhere. I had 0 expectations, and while the first cutscene was already weird, I pushed through all the puzzles within the first two areas, saw how cool the third one looked with the sunset and sculpture of a guy, before I gave up, realizing it had none of what I enjoyed from the first game.
All of the new inclusions and focus on a hub, with a dialogue system, and a story about unity and cooperation, and exploring the world, and now there's a ghost sphinx spirit that you can have a philosophical monologue with- None of that feels like Talos Principle at all. To me, Talos Principle was constructed out of what made practical sense. They could've just made a simple puzzle game and left it at that, but everything fell into place. You can beat the puzzles, ignore the computers and story, and win the game if you want, but if you dig deeper, you pass the turing test. The REAL human consciousness is to want to break the game, to find the secrets, to break the puzzles, and that fit within the story perfectly. It was a puzzle game about puzzle games. I don't know what the frick TP2 is. It's a bunch of features from other games, with philosophy and puzzles thrown in. Let's add a compass at the top of your screen with waypoints to secrets, that way you don't have to explore. Yay. I get it, you're out of the program and into the real world by the 2nd game. I still feel the fundamental idea behind it can be carried somehow. The idea of wanting to dig deeper than what you're simply being presented, and TP2 couldn't be farther from that.
Most of the game time is spent solving puzzle in complete silence (part from the background music), I don't know what you're talking about.
They sometimes congratulate you after a puzzle, sometimes talk when you're walking between puzzles or finding things, they talk if you go talk to them but that's mostly it.
>>No fast forward button
None of the puzzles in 2 need this though. I mean, that's a problem by itself, some of the best puzzles in 1 were very "set up something and wait for things to unfold, intervening at specific times".
I hated anything to do with the recording machine.
All the world's a stage
So can we expect Talos 3 to be set in space?
I liked the first one a lot, especially the ending where there is all that buildup toward the door and you feel human by not doing what Elohim wants, but the second one feels too watered out, the puzzles are easier and the story is somewhat boring to follow with all the slow pacings they throw between.
WAY easier than the 1st. Like in the 1st, I would get stuck on puzzles and skip them, but in 2nd, never took more than 10 minutes on any puzzle, including the gates 'endgame' ones. There's an achievement for getting stuck for more than 20 minutes, and the global stats show 45%.
Besides that crippling flaw, great sequel.
It’s good, but it doesn’t do the things I adored about the first one. Has its own identity but I just don’t prefer it. Still had fun. Same opinion I had about hotline Miami 1 and 2.
Yeah it's great but it leans more on its characters than the first one but in a good way.
It's a bit off-putting at first because of the tonal shift and because the first game and its DLC had a perfect ending but in the end I found the characters' optimism and reverence toward their ancestor infectious, which was a nice change from all the other games I play that have sadfrick stories with characters that hate themselves.
it's great, one of the most enjoyable games in the last five years at least even though some of the puzzles were too easy and one dimensional and the story tonally is a little too sweet perhaps
first one has such a kino lonely exploring feeling
this one has uh funny robots...
No Elohim, no purchase. Simple as
so, you bought it
Elohim is with you always
How would you even fit Elohim in a sequel?
Elohim is in the sequel though.
He has a minor role in TTP2 as a helpful voice that the androids speak to when they go into sleep mode.
Part of Elohim was included in the gold disk upload at the end of TTP1, along with parts of the citizens of Gehenna, and perhaps Milton, depending on how your dialogues with him went. None of this should be surprising if you paid attention.
Talos 1's level design is better. There is more interaction between the puzzles and the surrounding world. In Talos 2 you have some interaction but most of the time the world is just a place for you to walk around and admire the scenery.
The game's writer is also the kind of homosexual who thinks that technology should be used to end "suffering" in the world, which reminds me of that meme of the lion in the cage with food and security VS the lion in the wild, but that's another discussion.
Finally, the graphics are a mess. You need global illumination because the game was made with it in mind, but at the same time, practically no PC in the world will run the game in native resolution without upscalers. ALL upscalers are based on "temporal" solutions, which means that it uses the previous frames to predict the next ones or something, which results in a game with no clarity and an absurd amount of ghosting. The game is beautiful, but because Unreal Engine 5 is taking a bigger step than it can, the end result is a game that needs aggressive upscaling unless you have an RTX4090, and in the end you get something blurry and full of ghosting, which is terrible if you have standards. I think the rest of humanity and the guys at Digital Foundry will love it, though.
>but i've played this for like 40 minutes and it's mostly robots talking about what the frick who cares where are the puzzles?
yep I get it. But it calms down after a while. It's much more story focused than 1 but you can always skip through most of the dialog.
The new 3d tetris constructions puzzles are such a piece of shit
cons
>moron huge file size
>maps are too big, too much walking
>the tetris bridge puzzles are silly
>all the other robots aren't needed
pros
>puzzles are good
>awesome megastructures
>more tools to play with
>beautiful areas
i quit after 12 hours, the story got too much in the way and was tired of all the walking between puzzles
>Your player character from 1 is canonically a woman because uhhhhhh
Because only women can be mothers and give birth to civilizations.
Because of Alexandra Drennan's favorite novel.
Just finished the first game. Why were there recordings in world A3 and again with the screaming robot in world B but never again? I was expecting to see them crop up later on and lead to something: did I just miss it?
I know of recordings in A2, A3, A4, and then the screaming one in B1. That's it.
It's a Serious Sam easter egg, plus it makes you feel weary that other spooky shit could happen at any point, thus making you uneasy.
You probably missed like 5 other Serious Sam easter eggs.
I wonder if Croteam understands that many if not most Talos Principle fans do not know or care about Serious Sam.
Nobody asked. It's their game and they can do whatever they want.
And I can question it if I want. Great post, stupid.
You can question it, but you won't hear anything you like.