The game changes the nature of its puzzles abruptly. The players come for a kind of puzzle, the one they see on the trailers. They (and I) are not prepared or interested in the second kind. That’s bad game design.
I don’t remember there being an abrupt change; it felt like there were secrets under the surface. I didn’t have to read around to figure out that the game brims with coded messages, it felt like a natural part of exploring the world and understanding what happened to it. But perhaps it’s in the eye of the beholder.
That’s the reason I don’t like it.
The game changes the nature of its puzzles abruptly. The players come for a kind of puzzle, the one they see on the trailers. They (and I) are not prepared or interested in the second kind. That’s bad game design.
(Vague spoilers about non-obvious puzzles in Fez)
I don’t remember there being an abrupt change; it felt like there were secrets under the surface. I didn’t have to read around to figure out that the game brims with coded messages, it felt like a natural part of exploring the world and understanding what happened to it. But perhaps it’s in the eye of the beholder.
FWIW I am now much more excited to play it!