Oh my fucking god I'm stuck in what I assume is one of the very last puzzles. This game can be so frustrating at times.
What's the solution? Please no spoilers beyond this point. So much for beating the game tonight...So I'm at the so called "master of the valley". I successfully climbed on top of it. Stopped the blades from spinning enough so Trico can jump over them and now he's higher than me looking from the outside. And I don't know what to do now. The blades start spinning again when I want to move since that results in the mirror being removed from the pedestal. I tried having Trico shoot his tail blasts to the blue column in the center, he hits the target but nothing happens. I've been half an hour in this room and I'm done.
What? Really? I must've missed the tells that the wall is claimable. I'll have to try tomorrow after work though. Thanks a bunch!Just jump onto the wall while on the blades. The boy can actually climb up to Trico.
Well, I just finished the game ten minutes ago as I write this. My emotions from the game, especially of the last few hours of it are still impacting me. Its been a long time since Ive played a game where Ive felt such emotions from a story and characters.
Since Im probably saying whats been said already Ill just keep my thoughts as short as possible. Only negatives are the technical hiccups in the game. But they never really bothered me much, and they are things Ive come to expect from Ueda's games. Aside from that, nothing but glowing praise. A fantastic adventure, wonderful exploration, some of the most wonderful music Ive heard in a game ever, fantastic story, the list goes on and on and on. But most of all, Trico, what a character, companion and friend in this game. Fantastic in every way, and Trico always pulled at my heart and emotions throughout the game.
I heard so many people for years, especially this year, talk about, gleefully at times, how the game could never live up to the hype. Honestly though, and I can't speak for everyone, but for me, those people were wrong. It surpassed my hype! So much so I will say its my favorite between it, Ico, and Shadow of the Colossus.
I haven't yet posted my top ten of the year list yet, but its going to be hard to convince myself this is not number one. A true classic in every way, and one Ill be playing again and again for years to come. What a game! What an adventure!
Thanks so much for that! Bargain.The ICO and SotC HD bundle is on sale on PSN at the moment (63% off).
Has anyone discovered what's the best way to command Trico? Is it R1 + analog stick direction or is it R1 + triangle or x or circle? Ugh. I hate that I don't know how to command this fucker.
All unlocked through barrel collecting. You probably have some costumes already, but to unlock everything you'll need to do one or two more runs. See items menu in the in-game options.EDIT: Man the trophy list says there'spaint? Costumes for the boy? Clearly I've missed some stuff.
Too bad this isnt playable on ps4.The ICO and SotC HD bundle is on sale on PSN at the moment (63% off).
All unlocked through barrel collecting. You probably have some costumes already, but to unlock everything you'll need to do one or two more runs. See items menu in the in-game options.
Agreed.Too bad this isnt playable on ps4.
Too bad this isnt playable on ps4.
Would this be a good game to play with a child? My daughter is almost 5 and I thought she might playing with dad in small spurts.
Just beat the game. Amazing! I found the AI to be very well done. I never got stuck on a puzzle for more than about 10-15 mins and they all had good, organic solutions. Huge feeling of accomplishment when you figure it out.
After beating it I found out I only got 30 out of 96 barrels though. Man! I thought I got them all.
After the middle or so this game becomes very stressful and emotionally draining. There's some very brutal imagery, too, especially towards the end.
I wouldn't do it but I don't know what your daughter usually plays with you, haha. I'm playing Mario Galaxy with my daughter at the moment.
Thanks for the response! Sounds a bit too grown up.
There are only 48 barrels. Collecting 96 is required through multiple playthroughs to unlock the ability topaint Trico.
Would this be a good game to play with a child? My daughter is almost 5 and I thought she might playing with dad in small spurts.
YesOh, so if I played through again and got the same 30 barrels, would those be added to my total for unlocking things?
I got to the part (early spoilers)and I'm finding the game a little monotonous.right after the blue cage thing where you first fight those autonomous soldiers
I loved ICO and SotC, but jeez, something about this one is boring me.
[*]None of the puzzles are difficult or clever enough to make me feel smart for solving them. I feel I knew the solution to literally every contraption as soon as I walked into the room.
I finished the game yesterday, but couldn't find the time to write about it. You know what I find most interesting about Ueda games? The way they have of making you forget all the awful shit in them and focusing on the feels and good stuff.
Before writing this, I went back to reread my reviews of Ico and SotC. Just going by memory, I mostly remember Ico as a game where you protect as a precious little girl with tender moments, especially when you potentially get seperated from her. In contrast, I remembered complaining that Yorda was a stupid cow, but I completely forgot the ridiculous lengths she goes to be unhelpful until I reread my own interview detailing the times she just sat on her lazy ass while I did all the work. Similarly, I remember the majesty and loneliness and epicness of Shadow of the Colossus, only dimly remembering how Wander was the pinnacle of suck with his 5 second recovery animation and how he'd flail about at the tiniest movement of the colossus resulting in times where you'd have to wait literal minutes before you stab a weakspot.
It's been only one day, and already TLG is continuing that tradition. So while the frustrations and flaws I felt while playing are still fresh in my mind, when I actually think about the game itself, I think only of the good times I had with the game, and I feel myself getting ready to excuse a great deal that may go wrong.
Like, lets be real, you barely ever get games with complex buddy AI that don't get glitched in some way. So while it annoyed the piss out of me that Trico didn't go to the spot I needed him to for a literal half hour at one point even though I solved the puzzle and knew where to go next, sometimes that shit just happens, so I'm willing to tenaciously forgive it a little. It sill gets maddening sometimes like one memorable time were I am telling Trico to go forward for like 15 seconds, only for him to finally go the opposite direction. I don't accept the "it behaves like a real animal" explanation either, since at that point Trico should be listening to me. Yet, I don't think about that, but instead about how great Trico acts most other times.
It's awe inspiring how much like a real animal Trico acts. There is scarcely a moment where the illusion breaks, and THAT'S what makes it amazing. It reminds me of how Ellie in the Last of Us has a reply for almost any situation, and caused one reviewer to jump after she had a unique response to his meandering around for 15 seconds focusing on one particular object. That kind of consistency creates a kind of immersion that is extremely rare. It's typically easy to break the illusion of reality with companion AI, and Trico doesn't, and that's pretty amazing.
So, don't get me wrong, there are legitimately great things and moments in the game, and it's a unique and excellent experience, pretty much all of them revolving around Trico. Still, ignoring Trico's magnificence, there are extreme and numerous shortcomings that should be standing out to me.
- Framerate. As a PS3 game, this is something that should be easier to run, not harder. Often, the framerate drops just by being outside. It's not like anything is happening with Trico, just as soon as you go to a large area, the fps take a hit. I feel like the best way to play Ueda games is a generation after they release, with a remaster.
- The Camera. Dear lord, the camera. It's literally one of the worst I've EVER used. Why would someone ever program a feature that blacks out and resets it like hit does. Why?! God almighty.
- Why do those help boxes appear to tell me to do things I've been doing all game even to the end, and why is there no option to turn them off? And why are they so goddamn huge? In a game about a minimalism as this is, this is extremely intrusive.
- None of the puzzles are difficult or clever enough to make me feel smart for solving them. I feel I knew the solution to literally every contraption as soon as I walked into the room. Only the
(which i feel makes no sense why it would work that way, which is probably why it took me so long to notice that.) and a scant few other places. I'm not a super good puzzle solver or anything, it was just mostly really obvious.Master of the Valley stumped me before I realized that his orb expands much slower if you don't burn it all the way away- Even though I am willing to be forgiving, all the same, Trico can be a dumb shit. For me, it's mostly in the back half of the game. So many times I am telling him clearly go somewhere and he just stares at me blankly for a while before finally doing it. I feel this is backwards. It's in the beginning that he should be slow as shit because he's not used to all this, while toward the end, he is more familiar with the problems since we've been solving them all game.
Maybe their mostly on the technical side, but these are serious issues that impacted the enjoyment of my game! They should stick in my mind as much as anything, but they just fall away to all the good stuff that the game has to offer. Give it a week, I'll forget these were problems in the first place.
This is frustrating for me because I am very much not the kind of critic that believes "games are only as good as you remember them, so if you forgot it, it must not be important." That's a bad way of thinking about things because it ignores that people are ultimately shitty at remembering things in general. The best way to review a game is to talk about it comprehensively. But Ueda just has a frustrating way of worming himself into the best light possible. I feel like I'm fighting to maintain as objective a view of his work as possible since the flaws (substantial ones) just fall away in front of everything else.
Ultimately, that's the best way to describe the experience this (and Ico and SotC). Experiences that stick with your in a good way, for all the shit they put you through.
A lot of people point out this out and I believe it is greatly misunderstood. The game is meant to be as organic as possible, the fact that you're finding "solution" to every "puzzle" is equivalent to finding a light switch to turning on the light. The game is not an abstract castle where they put "out of reach" switches for the video game player like the original Tomb Raider or Prince ofor Persia.
If anything, it's world building at its finest, you're finding solutions to a structure that is logic based. The only resistance here is the dilapidated structures encourage you to use detours to get to it (mostly with Tico due to its enhanced abilities be it scaling or destroying).
The real puzzle here is Trico and ONLY Trico. The game makes no attempts to inform you that in anything else. The fact that you'received actually having trouble with it highlights the games main purpose: To create a bond between you. It not responding to you could have a lot of determining factors: are you feeding him constantly? Do you try to pet it at times? Do you give it space to let it wander it's curiosities? Because I have almost no issue trying to convey my commands like so many posters which would indicate there is an invisible meter tracking your interaction with the Trico.
Think how easily this game could've gone the way of Scalebound.
*hugs Trico*
Now that you mentioned it, I remember one guy who posted in two different threads about how Scalebound is a better TLG than TLG itself or something like that back in 2015.
Well, about that....
I guess I should just be happy that TLG didn't end up like it.
"hugs Trico's tail"
I wish we could have had both. These games felt like they were both fantastic iterations of a similar concept that had radically different executions.
I mean, you have Trico as your lifelike, genuine feelings, heartstring tugging companion whose gentle and loving and precious.
But then you could also have his cousin Thuban whose a rocking badass who doesn't take shit from anyone and kills 200 enemies before breakfast because those 200 enemies become his breakfast.
I wanted both.
I mean, in terms of pure gameplay design, unless I'm misunderstanding your retort, trying to argue that the game isn't interested in challenging you with puzzles is blatantly untrue. Each room or close enough presents some kind of challenge to the player. Get to that lever, open that door, move to that position. It doesn't matter what the room's justification is, there are puzzles that are meant to challenge in some way for you to do the thing you need to do because otherwise this would just be a walking simulator. You can argue that there isn't a particular need for hte puzzles to be strongly challenging for this type of game, and I would actually agree with that, but that is undoubtedly what they are there for and they lean a bit on the easy side.
I also think the idea of defending this as worldbuilding is kind of misguided. The building structures in the Nest make NO sense whatsoever. I have no idea what could have possibly been the purpose of atleast half the rooms in the game, and not just because the story skimps on details, but because the layout is just bizarre and nonsensical. I like the Nest. I think it looks fantastic, is atmospheric, and so on. But it can only have been designed by a mad man whose irrational thought process cannot be known by any sane mind. No other in-universe justification makes sense.
All I mean by that comment is that the puzzles could have been more challenging than they were. When you walk into a room, look around, and IMMEDIATELY think "oh, I know what to do", it just makes the act of doing it a bit of busy work. Like you said, you can make interesting decisions in regards to Trico in that space, but I would have liked a few moments where, after several minutes of trying unsuccessfully to work out what I'm supposed to do, I just had lay back against Trico, and sit and think. I'd have liked that moment, and the puzzles being too easy didn't allow for that.
I never said there are no puzzles, I said Trico was the puzzle. If you went to a strangers house and look for food and your first instinct was to go to the kitchen would you call this an obvious "puzzle" that you solved? It would be ridiculous to imply such a thing.
There are obstacles, most of which has a lot to do with the destruction of the environment. There are switches and levers, but none are placed on such and way that you have to navigate in a metroidvania like requirements to reach it.
Then you are not being observant enough. This is a fantastical game in a fantasy world where Tricos exist. You can see that there are gates and pressure plates designed for Tricos. Switches and levers are placed behind metallic bars and scarecrows (eye mirrors) are stategically placed to prevent Tricos from moving to fragile bridges under construction. (And you can see them fall when traversed Naturally the nest would accommodate this framework in mind.
I understand what you are saying. But the game is designed under "subtraction" for a reason. Ueda made it specifically clear he is not going for games like Prince of Persia or Tomb Raider. This philosophy breaks down to the most minimal of mechanics that is suffice to traverse from one obstacle to another. This the complete opposite of metroidvania and other bloated RPG design that is prevalent to so many other games. Ueda clearlyclearly wants you to focus on the bond between you (a theme noted for his other titles) and removing any distraction from that framework.
However, I don't think the puzzles are "puzzles" if anybody can guess the "solution" right off the bat. None of the "puzzles" I encountered were head scratches of any kind. The only challenge here is to try and convince an AI to do what you intended to do.
This is kind of spoiler-y so I'll tag it. Includes some spoilers concerning the ending. But on the architecture of the Nest:
It seemed to me the Nest was a place some ancient race lived together in harmony with the Tricos. So the architecture was built to accommodate both. It was built so tall with the assistance of the Tricos. Then the master came in, took the place over, and set up mind control to take over the Tricos, kill the peaceful race, and get the Tricos to do his bidding taking the kids and such. That's why the shield is harmful to the enemies and to the Master- it's something that's a remnant of the original peaceful race that built the place. Likewise the place is crumbling as a result of the battle between the original peaceful inhabitants and the mind-controlled Tricos.
I still don't think you're getting what I'm saying here. You're trying to justify the lack of challenge to the puzzle mechanics themselves with a narrative justification.
If someone were to make a game about going into the strangers house where the answer to is to go to the kitchen, that game designer still has to make getting to the kitchen the right amount of challenge. The context of the narrative doesn't matter because I'm not criticizing the narrative, but the difficulty of the challenge presented.
You can view Trico as being the real puzzle element, but it doesn't address the criticism I am making. If anything, telling Trico to do something is even easier than figuring out the puzzles themselves, and the only frustration that comes is Trico either being too slow or his AI fucking up and not doing what you want him to for no real reason.
I'm not going to replay the game just to prove this point, but I could probably pull a room at random and you wouldn't be able to tell me what it's for. Like, you can make educated guesses about some elements, but not much.
To take your example, okay, you have scarecrows being placed at fragile bridges under construction. Okay, what were the bridges used to transport? Why did they need to suspend it high above there when simply making an elevator in the buildings and moving things at ground level would have been safer? Why do they make levers to doors in inconvenient places to reach? How the hell did they even make buildings this tall? And who made them? And that doesn't even consider the rooms that just seem to be there for no reason.
There's some clever stuff going on, but no, the Nest makes very little sense when you apply any meaningful degree of scrutiny to it's architecture.
No, they were puzzles, they just weren't strong ones, arguably because Ueda wanted the focus to be on trico and the boy. You can use that justification if you want, but when you start trying to bend over backwards and redefine a word to excuse a relatively small complaint about the game the conversation just becomes nonsensical. A spade is a spade, a puzzle is a puzzle. Lack of emphasis on puzzles in favor of something else doesn't stop them from being puzzles, any more than the game disc stops being a game disc if you decide to start using it as a frisbee.
Beyond that, intentions mean little to me. The maker of art doesn't own the art once it's out of it's hands. Even if you're interpretation of Ueda's will is entirely accurate, it doesn't change that my experience was such that the lack of challenge to the puzzle rooms was a detriment to my experience, nor do I agree with your implication that a challenging puzzle would have been detrimental to further developing the bond with Trico.
I haven't encountered an issue with Trico's AI yet and so far has been most responsive. The only setback I'be experienced was the water section but that mitigated upon commanding via his neck.
I'm no architect but tall building u
sually means to compact space with dense population. Plus it is in a mountainous region inside some sort of crater. Most levers are actually easy to reach. The destruction of the environment (or rather the lack of completion) may not provide all the context it needs. But what it does tell us that Trico's can turn on the golem soldiers and it is treated as a dangerous animal. (That explains why some switches are far from gates)
You don't need to passive-agressively shit sling just because I offer a different ppint of view. Also can you provide examples? If it was an intended puzzle game I can easily determine in Portal that the game is designed right off the bat due to its abstract progression requirements. Here is simply a matter of using Trico to navigate to places you can't reach or assistance that you have no strength of. The tools around you is more motivational to Trico save for the mirror which clears out obstacles for most of its usage. If you can call that a puzzle, sure. But the source here is usually around Trico.
That wasn'the my interpretation. Design by subtraction waa a term that directly came from Ueda frim ICO. If you had read his Glixel interview you can read that literally stated he wanted to "remove as many game mechanics as possible". If there would be more "challenging" puzzles. It would most likely be likeand to design it while being organic is going to be a difficult task in and of itself.the final boas encounter
I feel like a better person after playing and thinking about this game. Love you GAF!
The further I get the more curious I am about connections to the other games. That's the mystery that is the most intriguing to me, even more than who I am as the character or where the hell are we.