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As has been brought up in the other threads, there's the Myst/IQ aptitude style of 'puzzles' that rely on pattern recognition, code-breaking practices, and general abstract concepts; and then there's the style of puzzles that we saw in those aforementioned list of 90's games or point'n'click adventure titles.
Tormented Souls has definitely decided to go full hog with the former, which isn't going to be agreeable to a lot of us oldschool survival horror fans who didn't go into this game expecting *that* style of pictograph puzzles to be front and centre all the time.
Probably most players will need a walkthrough for this game to solve a puzzle at least once but never to overcome a difficult fight or something.
Puzzles, it's great but eating them every minute it's boring. We don't have time to appreciate having found the solution that a new one is already there and a following one, ...
I'm even amazed that the notes aren't more useful for decoding some areas. With the amount of text, it would have been interesting, instead of sometimes having to guess how to understand the riddle and solve it.
A good example is the clock. You have the clues on the paintings but the date, it was confusing
Personally, I thought it was that the date of the note or the one written on the calendar in the meeting room because note speaks precisely of this area but in the end, no.
Some are also just unusually finicky, in the sense you know how to solve them, but specific execution is required (the door in maternity ward only opens if you first grease both gears, then for some reason use a hammer, not a crowbar. Then there's the valve puzzle, which is intentionally visually impossible to get to grips with unless you stick your face right up to the monitor.
But I will say I really enjoyed the time loop puzzles, but that's mostly because I have a lot of experience and knew what to expect right away. I would suspect quite a few of them will leave people somewhat lost, especially when you get to a bottleneck. I was also walking around for an hour before I realized what the stephiscope was for. The clues for it are "there" technically, but you stand a massive chance of missing it.
Sometimes when you have a sheer amount of puzzles, you expand the chance for players to be over burdened with remembering just where everything is, which is why I think the map should've been far better, like it was in RE2 in indicating puzzles still left unsolved.
Ok that seems waaaay unfair and ridiculous that The code uses 2 identical numbers, yet have completely different pictures to represent that number each time
Talk about intentionally throwing the player off and making it needlessly more complicated than it should have been. Plus it doesn't even make sense in the context of the real world explanation of why this is the case - in this instance why would that one employee write the code down in the piece of paper like that with different symbols? (I mean, why is the employee writing it in code in the first place.. atleast in RE a lot of the weird puzzles are attempted to be explained by the eccentric millionaire owners or how the police station used to be a gallery etc; Here a lot of these just seem to exist in the game world to serve the purpose of it being a 'video game' without much else rhyme or reason
But yeah like everyone else I moreso have a problem with the clues not being the best written or nearly as helpful as they could be. I tired searching this dev team but it's almost impossible to find any information about them, think I landed on them being from Chile from their twitter, which may account for some of the writing in the clues being unclear and throwing some of us off, perhaps?
I completely forgot about this puzzle! I had to look it up too.
Edit: Regarding the cash register, its literally just how many straight lines pass through the dot. How is that hard or difficult to grasp in any way?
Why so hostile and condescending?
Unfortunately it is indeed something that the devs can't really 'playtest' and workshop themselves since they all obviously know what the answers and what the clues mean.