![]() Many puzzles require you stand in a very precise spot in order to solve them and finding that can be clumsy with these controls. They help, but they’re not nearly as perfect as simply using a joystick to get that perfect vantage point. You can pinch to zoom in and out or use two fingers to inch forward, back, left or right. I’ve since gotten into the habit of holding before drawing, but the controls still leave a lot to be desired. I kept forgetting to hold and instead would move the camera. You can do this from pretty much any distance, but it took a lot of getting used to at first. If you do have motion sickness, playing on an iPhone does seem to help with that, but it has its own issues.įor instance, to interact with a puzzle, you tap and hold the little round spot and then trace the lines with your finger to the exit. It’s hard to just sit back and relax instead of moving the camera around to see if there are any puzzles nearby. And to make it worse, this is a game where puzzles can be hidden anywhere. But the lack of control while that’s happening exacerbates my motion sickness. For instance, if you don’t want to have to figure out how to navigate your way over to an area, just tap there and the game will find the path for you while you sit back and relax. The developers scrapped the joystick for tap-to-move. But the controls leave something to be desired, especially on iPhone. On iPhone, I think the screen is too small to fool my brain. It fools my brain into thinking I’m actually outside in that world, but my body isn’t moving along with it. I’m guessing the reason it bothers me more on my iPad than on my iPhone is because of the bigger, more engrossing screen. I haven’t gotten that on an iOS game before, but I have experienced it sometimes from first-person 3D games on PC. Like I said, I was getting motion sickness playing on my iPad. Then another group of puzzles will introduce another set of rules and after completing both groups of puzzles, the one you skipped earlier will make sense.īut there are a few ways this port suffers. So you walk off and stumble across a whole group of puzzles that start off simple and gradually increase in difficulty so you can grasp the rules. Sometimes there’s a single puzzle all alone that’s seemingly impossible at first glance. But once you start roaming around, you’ll encounter similar puzzles but with all sorts of twists. At first, it seems boring and perhaps the game could have ramped the difficulty up a bit in the beginning. I’ve solved seventy-five of the five hundred puzzles in the game, and they’ve all been line-drawing mazes. I spent some time with it now, about three hours total between my two devices, so I wanted to share some impressions so far.įirst off, the puzzles. But just when I was ready to throw in the towel and admit defeat, I managed to get my save file to sync over to my iPhone, which wasn’t working at first. My two first half hour sessions left me reeling, even after messing with some settings. The game seems practically unplayable for me on iPad because of the motion sickness. The game has been giving me some motion sickness, but I keep getting drawn back to it for the puzzles and mysteries. Well, that day arrived this week and it’s been a bit of a rollercoaster ride. I don’t enjoy playing games on my PC, so I waited patiently for it to arrive on iOS. I’d been looking forward to playing Jonathan Blow’s puzzle adventure, The Witness, for quite some time now.
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