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In addition, it is impossible to translate them to other languages. Try to find another popular game that only has english language. There are no non english voiceovers or subtitles, and there never will be.
Usually the game has a few redundant clues.
How is this a negative? Tonnes of works of art lose their meaning when translated from their original language. You wouldn't slight a novel because it's not written in simple English. Blue Prince's puzzles *are* logical, and it's not a bad thing that they play around with language for them to work.
The Freezer sets up the Small Gates / Art puzzle and has a long list of additional rules to guide the player. It's like, 4 or 5 hints that players may not find elsewhere. It clarifies the overall form, with space, with comma, with comment that it relies on the space it is at and you don't need to copy dates down from letters and ♥♥♥♥.
Which sucks, because the Freezer sucks.
Everything with the Freezer and the CASTLE puzzles are going to be thing that leave a really bad taste in the mouths of some players. Seriously, there's like 3 or 4 distinct parts of CASTLE that totally ♥♥♥♥♥♥♥ such in a way this is wildly beneath the rest of the rest of the puzzles in this game, or the absolute worst of what the Myst franchise had to offer.
However, I've found enough puzzles now that are just so forced an unnatural in their logic that they make me legit angry that anybody could be expected to solve them. Some things are intentionally easy to overlook... not as a matter of missing the logic, but literally hard to see in the first place.
Here are some specific examples, and I caution you that I do spoil a lot of things here:
I wasted soooo much time on the clock tower puzzle because I didn't realize handwritten red notes were "fake lies".. I looked at that memo in the security room but it's intentionally hidden in such a way that half of us just aren't going to spot the microprint half-obscured by a notebook line. Yeah there's a magnifying glass, but you can technically see it without that just as well, and it's designed to be missed. It seems almost mean-spirited. And the gaits/gates puzzle in the parlor? How can anyone be expected to make that leap of thought, and THEN be able to translate that into a code by counting certain pictures that are both tiny in frame size, and feature people with short strides (gaits)? The word puzzle room is obscure AF, and I'm half-tempted to look up that spoiler too. Wouldn't be surprised if that one also makes makes me mad. Some puzzles are brilliant, because they can be logically achieved without Google, by thinking things through, maybe a little trial and error to see what happens when I try this and that (like the chessboard puzzle underground - I was always excited to run down to that chamber to test out different pieces on different rooms I drafted that day). The office safe though, omg.. that's another one that had me pulling my hair out. The meta picture puzzle said 8 dates for 8 safes, after the "gate/gates" thing. These are not dates though! These are leaps of logic that make no complete logical progression from the information we are given, and the solution we are expected to process that information into.
Anyway, what started off feeling like such a purely brilliant game of logical deduction, really devolved into obscure overreaching of any semblance of reasonable cognitive connections one should be expected to make.
I don't feel stupid for not being able to solve a lot of this game; I feel frustrated for having been jerked along by a sadistic developer who included elements that were intentionally constructed to lead the player to frustration. Either that, or several of the puzzles were designed by folks who simply don't have the experience or understanding as to what makes a puzzle satisfying or even possible without cheating. As someone who loves puzzles (and there are so many good ones in this game) it really gets to me how badly designed certain puzzles in this game are. It feels like there was an A-team working on one stack of puzzles, and a D-squad working on the other, and they just mixed everyone's work together to complete the final product.
And to continue what you said about the Drawing room, I DID manage to come to the conclusion that I needed the picture's 'gaits' on my own... What I absolutely never would have guessed was that I needed both the old man and the lady. I was so absolutely determined that I needed the SMALLEST gait, which was the old man, so the lady would have absolutely never crossed my mind without looking up the solution.
The hint is just too vague, because the game wanted to try to be clever and use ONE hint to solve 8 (7) different puzzles.
There are additional hints that helps you solve that one.
One is in the freezer behind an icewall.
The other one is in the book a new clue. This clue litterally makes the leap you were talking about for you.
It's technically solvable with one hint, but the game gives you more. I've found quite a few redundant hints.