30 January 2016 4:15pm:
Added Hungarian language support.
Display a warning when the game fails to save your progress.
30 January 2016 10:55am: Experimental Anti-Motion-Sickness Update #1
Wider FOV.
Completely disabled view bob.
Faster acceleration when walking / running.
30 January 2016 10:05am: Just pushed to beta 'future':
We now save your last-selected options in the launcher.
Fixed an incorrect edge in one of the panels at the top of the Keep belltower.
Fixed a mistake in the English subtitles.
Fixed savegame thumbnails being ugly if you are on low graphics settings and dynamic resolution kicks in.
Fixed some lightmap mistakes.
Added support for 16x MSAA and high-quality 4x resolve.
Added some more render_settings variables.
Fixed hairline cracks in the entry tunnel.
Removed a few extra unnecessary files.
Fixed that one of the jungle panels was sometimes blocked by leaves.
Fixed a minor cosmetic texture-repeat bug on one of the panels.
Added a missing [REDACTED] for a [REDACTED].
29 January 2016 7:00pm: Because we had some issues when making the previous patch, I have made a 'future' beta and made that patch live there. We are going to update this future branch later tonight.
28 January 2016 7:20pm: Improve asset streaming at low frame rates (reduces occurrences of low-res geometry for people at lower frame rates). Log more information for Radeon cards so we can try and debug more effectively. REVERTED at 8:09pm due to reported problems, will try again tomorrow.
28 January 2016 4:49pm: Fixed a coloring bug in one of the puzzle panels (it was solvable but a little bit confusing if you did certain kinds of incorrect solutions).
28 January 2016 3:10pm: Fixed a problem where the game would not launch (not even any launcher box visible) on Windows 7 with no service pack. (Most Windows 7 users did not see this since they are on at least Service Pack 1).
Anti-Motion-Sickness update with higher default FoV etc is now live in the main branch.
Quote:
1 February 2016 11:30am:
Moved the 'future' branch to 'default', so now everyone should get the updates listed below.
Next we will be adding new stuff to 'future'.
Quote:
3 Februrary 2016, 6:17pm:
Set the 'default' build to the newest 'future' mentioned below, so people should get all mentioned fixes by default. We are now working on a new batch of stuff to go into the next 'future'.
3 February 2016, 11:56 am:
We have worked around the driver crashes that were preventing us from updating the game. So we are back to straightforward updates. We have modified the 'future' branch to have these fixes:
Fixed a rendering glitch on Intel Iris Graphics 540.
Modified one of the puzzles where some people were feeling stuck and locked in, to provide more of a visual clue to how to get out.
Made the sound effects in one (SPOILER) puzzle a little easier to hear.
Fixed incorrect images on a few of the (SPOILER) icons.
Fixed some artifacts with dynamic resolution rendering.
Fixed a few collision issues.
1 February 2016, 3:57pm:
Reverted 'default' back to an older branch because many Intel graphics drivers seem to crash.
We didn't change anything that major in the game itself, so we don't know why these crashes are triggering now.
Graphics drivers are the worst thing in the world.
We can't really update the game until this gets fixed, so this pretty much sucks.
We are in contact with Intel about the situation.
The.Witness.Update.v20160203-BAT
updates the initial ISO release to the above latest version.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
4 February 2016, 7:55pm: We are switching to a system where patch notes are listed in the News tab instead, since that is more traditional. Un-pinning this list since it is no longer up to date.
4 February 2016, 1:45pm: Pushed the 12:20pm patch to 'default' so everyone gets it.
4 February 2016, 12:20pm: Posted to the 'future' beta:
**** AMD R9 fix ****
We changed the depth format for shadow maps from D16 to D24, which seems to fix the big R9 crashes we have been suffering from all week.
Added Invert X Axis to the options menu.
Added FOV slider to the options menu.
Added gamepad sensitivity to the options menu (if gamepad is plugged in).
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
After hours of desperation that nearly brought me to the verge of complete madness, I finally reached the (kinda disappointing) conclusion
What can I say, I definitely enjoyed the r̶i̶d̶e̶ overdose of puzzles, especially the most logical and inspired parts, though it's undeniable that the game went from being challenging/fun to just plain tiresome in the last phases. Not necessarily abstruse, since once you know the rules, the solutions show themselves sooner or later, but the game felt like doing a math exam, that went on for dozens of hours.
Silly Blowman, that was too much! Eventually you reach the point where you get really bored (the "dammit, not this again" syndrome). This is my #1 complaint, along with the lack of a narrative structure to hold up everything. Still, a solid 8/10 game for me.
The invasion of tetris-infested panels, the multi-solutions, it was mental to figure them out, even had to keep notes like a crazy
Spoiler:
Ended up clearing the last stages with Interstellar's soundtrack playing on the background, losing the conception of time xD, and eventually had to find help for some elaborate panels with 3-4 rulesets involved at the same time (or the psychedelic ones, they'll be damned ), it was inevitable really.
428 solved (+14), purposely leaving behind tonnes of visual cues for them monoliths, there's no way I'll get those, ever. They would require scavenging sessions of several hours , just.. screw those, I've already Witnessed enough!
I finished the game without writing a single dot (actually I tried to solve a puzzle with writing it down once but I realized it was harder that way for me, so I gave up using notes). But maybe I have good "visual memory". I just remember the correct "road" or used squares counting and/or used my finger as a pointer (for like those ones where you have two lines but the second one is invisible).
Though I made some pictures with my phone for those hexagon drawings that open the movies and those scattered around weird single lonely panels with one or two triangles that I found no use for. Anyone knows what is their purpose? Oh, and I never figured how to solve the garden maze. Also had some audio problems like a weird echo and shuttering and couldn't solve the birds puzzle. This made watching the movies a pain too. And I too didn't bother with finding all clues for those monolits. They are so camoflaged even my trained eyes from playing hidden objects games start hurting when they see a monolith. Good thing that's not obligatory quest.
I agree with the game feeling like a torture towards the end. I was so proud of myself when I made some awesome combos with the tetris figures during the swamp level but in the mountain was thinking too many times to screw it and watch a walkthrough. The end puzzles are just fucking up with the eyes and brain.
Following the release of Jonathan Blow's critically-acclaimed puzzle exploration game earlier this year, developer dustmop has created a demake of The Witness for NES.
The NES ROM, aptly dubbed The Wit.nes, "stands as a reinterpretation and tribute to the original work." A demo is currently available that provides players with a chance explore the starting area. The full game will feature 32 puzzles, an overhead world, and 16 screens worth of map for you to explore.
In order to play the demo, you'll need to download an NES emulator, suggestions for which can be found on the download page for dustmop's demo.
Heh yeah everything can be a puzzle in this game, it's a simple box but the correct "path" can be via sound, visual cues, previous puzzle sequences, colors and numerous other things so the latter puzzles get pretty problematic as they combine several of these elements together.
(The way shadows are cast across a object is apparently a clue for one puzzle for example.)
I really disliked this game. It's just so boring.
It looks great but its way too static and story was just super too artsy bullshit.
And it's all just line puzzles....
3080 | ps5 pro
Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
Following the release of Jonathan Blow's critically-acclaimed puzzle exploration game earlier this year, developer dustmop has created a demake of The Witness for NES.
The NES ROM, aptly dubbed The Wit.nes, "stands as a reinterpretation and tribute to the original work." A demo is currently available that provides players with a chance explore the starting area. The full game will feature 32 puzzles, an overhead world, and 16 screens worth of map for you to explore.
In order to play the demo, you'll need to download an NES emulator, suggestions for which can be found on the download page for dustmop's demo.
nes is too good for it
it's a mobile game!
it needs to be a goddamn mobile game with none of the useless fps fucking about
let me play it on the bus and i'll do it but fuck all this dead air between puzzles
Great video as per usual from Noclip, one may like or dislike the genre (or Blow) but what he achieved is remarkable in terms of pure design. There's a ton of research and hidden stuff that one initially doesn't notice since the focus is on the main puzzles, it's only after some hours that there's the realization that everything is connected, every single asset can be a solution, and discovering all the secrets is like an obscure game inside a more obvious game. It's quite brilliant really, trying to solve the arcane monoliths without leaving anything behind can bring people to insanity.
I just started this game myself... I like puzzles, but I have a sad feeling I'm going to quickly get bored, unless something changes. I DO like the way the puzzles appear to make you think out the box, like certain fruits hanging on certain types of vegetation... that was clever.
Does it get.. I dunno, more varied?
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I just started this game myself... I like puzzles, but I have a sad feeling I'm going to quickly get bored, unless something changes. I DO like the way the puzzles appear to make you think out the box, like certain fruits hanging on certain types of vegetation... that was clever.
Does it get.. I dunno, more varied?
It all depends on your preference.
It does gets varied, even the enviroment varies a bit. You can unlock secrets/secret videos as well.
Also it might be a bit more enjoyable to play it with a friend.
And think the game as a puzzle GTA. You can go wherever you want if you are stuck at a certain puzzle.
But beware: the game is more about the actual journey and less about the ending. If you're only interested about the ending youre gonna be disappointed.
I think the puzzles have good enough variety for a box clicking game. Each zone has its own type and way to solve them and as Ampee said, if you have problems finishing an area you can skip it and go to another one and come back later. For the end you need 70% anyway as far as I remember.
But bear in mind this game has one of the worst ending in history of gaming (I am serious!). Also the last puzzles before the ending are so trippy you will become nauseatic even if you never had a headache before.
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