The derelict spaceship setting and the constant death – of both the real you and of your clones, if you can even remember which one the “real you” is – provide a ponderous backdrop to the puzzling, and make you think about the nature of consciousness. By switching between them you can fling your soul across entire rooms and walk your creations off sharp drops if necessary, all in the name of reaching the next puzzle. You can generate up to four clones, and they’ll all mimic your actions exactly, which is handy for pushing blocks and pulling levers. With its titular Swapper, you create a clone of yourself with a single click, and warp your consciousness into that clone with a second. The Swapperĭeveloper: Olli Harjola, Otto Hantula, Tom Jubert, and Carlo Castellano And thanks to the release of the Ultra Deluxe version, there's more to discover and experience. Just don’t expect the narrator to approve. When the narrator says, “Stanley took the first open door on his left to get back to business,” you can obey, or you can pass by the door in search of secrets and one of its many multiple endings. The narration happens in real-time, and the voice will both pre-empt and react to the choices you make with hilarious, playful results. The Stanley Parable isn’t even really a puzzle game, but if it’s the interaction between Portal’s protagonist and G.L.A.D.O.S. The Stanley Parable shares a game engine, some locations, and even dialogue lines with Portal, but what reminds us most of Valve’s puzzler is its narrator - a sarcastic, funny, all-seeing voice that is both your friend and enemy. You could not read about it outside of the game and really 'get it.Platform(s): PC, Xbox One, Xbox Series X/S, PS4, PS5, Nintendo Switch But the game's 'story' does not stand on its own. You can find audiologs that recite quotes from scientists and philosophers, and there are many hidden answers as to 'why' things are the way they are. There is no classical narrative - at least not one that exists in words. It's also got a lot to say about how solutions come about after you simply stop trying to find the answer and just exist for a few moments. The puzzles are all maze puzzles in some shape or form and there is a huge emphasis on the way we come to understand complex systems over a series of gradual moments of epiphany. The Witness is a puzzle game about mazes, perspective, and learning. The Talos Principle is a classical platforming-puzzler with a variety of different and quite distinct mechanics, with several distinct (some inventive, some trite) narrative devices that give the game it's story-feel. Portal is an inventive puzzle game that might stump you for fifteen or so minutes on some of the harder puzzles and the game is dragged along by a classical narrative about an evil robot.
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