this post was submitted on 15 Jun 2025
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I think the word you're looking for is "puzzle".
No, I don't think so. I love puzzles. Hard puzzles, even. I really, really like Return of the Obra Dinn, I spent the 90s fawning over point and click adventures. I have zero problems blasting through the Portal games and a bunch of their derivatives.
For some reason it's specifically this setup of "figure out the rules of the world and peel off the layers of the game" thing that misses me. I don't know what to tell you there.
You don't have to like it, but out of curiosity, why is this different from a 90s point and click adventure? Isn't Myst and Riven and stuff basically this, but first person and without combat?
Because I was thinking of being a mystified child staring at Myst on my friend's computer more than once while playing Tunic.
Hah. Wasn't into the "multimedia" era as much, either.
But still, I'd say context is important in that distinction. Old point and click was a AAA genre, through and through. Big, cinematic visuals and storytelling were at the core of that.
I'm not saying that's better or that I like it more. In fact, I'd say I'm less into that kind of thing these days. But it was a different moment in time to get hold of one of those compared to an indie release overcomplicating the self-revealing world concept from Myst.
Why I haven't been into that idea since all the way back in Myst is harder to parse for me. Maybe I'm just less metatextually enamoured with the idea of self-revealing games as a flourish than I am about having the reveal be a fully functional narrative? As I said above I adore Obra Dinn. There's a lot of the same connective tissue there, but maybe I'm just more in touch with it when it's a medium for a good, old-timey gothic horror story than when it's this abstract world-in-code thing.
Well if you're going to give them another shot, you should try the Outer Wilds.
Much less abstract puzzle solving, and it tells quite a good narrative (no combat).
Oooh, Outer Wilds. Did a couple of puzzles, I think I got around the loop once or twice, bounced right off.
I swear, I don't know what it is. The sense of wonder just isn't there. Maybe I'm too aware that all the pieces are put in by the designers and that withholding some pieces doesn't inherently make the puzzle more interesting or even harder. I guess I find myself tapping my foot playing first person Lunar Lander while I wait for the thing to get around to the real game while I do rolling ball puzzles or whatnot.
Have you tried Blue Prince?
Yep. Definitely falls into this category. The roguelite stuff is a fun quirk, and I do enjoy unraveling the steps metagame more than I enjoy the "find a clue in a piece of paper and remember it for the next run" or the "doesn't look like a puzzle but it is" bits.
Guys, I've been around a while. You're probably not gonna recommend the game I accidentally missed that changes my mind.