played a bit more of the witness
i gotta say, so far the non-linear nature of the game just feels like a real poor decision. there's the metroid element of "now i know how this works so i can unlock all this new places!" but it's easy to get lost and instead of having a more natural flow of taking note of all the blocked paths in your head the game just greets you with dozens of closed doors of untutorialized mechanics that don't really require you to be clever, but really to, by fortune alone, happen upon the right path that teaches you how to solve them first
like, if you're gonna gate areas based on knowledge (because if i'm not taught how to solve these puzzles through introductory puzzles then i'm never gonna intuitively get the really difficult ones i've randomly stumbled on) then you probably should actually direct me in the right path first so i'm not wasting my time going back and forth trying looking for the tutorial lol.
it's awesome in metroid but here i feel that there's little to be gained from all this walking around. it's undoubtely one of the prettiest games i've ever played and sure there's some audiologs hidden in the environment as well as some secret puzzles but the weird forward acceleration you get when you start moving and all the invisible walls over all the ledges (plus the motion sickness and having to hold a left trigger to run) do their best to discourage from exploring too much. the two things feel at odds, you for sure want to see more of this beautiful environments and you definitely wanna get fed more puzzles but getting there is just boring when it's not sickening
it sucks cos solving the puzzles is both really challenging and rewarding, and i've been enjoying most of the twists on the mechanics i've seen
but i feel like i'm chasing tutorials and that's really weird and i don't think that's right