by adam mathes · subscribe · RSS · archive
I have a problem with puzzle games, and my problem stems from the fact that they will often show you how a mechanic works, then ask you to apply your knowledge.
That’s not a puzzle. In fact, it’s the opposite of a puzzle. That’s homework. Like being told a maths equation, and then proving that you can do it 100 times when the variables change. Games like these want you to feel clever, and will give you all kinds of bells and whistles, achievements and sirens when you do what the designer wanted, but it’s all artificial.
I played one of the earliest versions of Anitchamber when it was still called “Hazard” and my mind was blown, though the difficulty and complexity and bugginness of the game hampered my enjoyment of it. Very much looking forward to trying this refined version at the end of the month.