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There is actually a map you can find in one area of the game. It take the shape of a pond with different flowers that track all collectibles and their general location so that you can return to look for them. The flowers open when you find the collectibles and there are different colors for the different types of collectibles. There is also a white pillar that has the shapes of the hidden puzzles on it and they light up as you find them. Each face of the pillar faces a different direction and the puzzle shapes on the pillar are in the direction of that particular face.
That said, I loathe the feeling I get when I finish a long series of puzzles, but can't actually tell why the hell I even did them. Even worse are all the puzzles that require you to pass them with the boat, because messing up means another 2-4 minutes doing jack-all boating back.
And the last sound puzzle can eat my entire lower half, because it's just wrong.
1. You can turn the boat around at any time.
2. You can quickly ride the boat back at full speed.
3. You can then turn it in the right direction at the right moment.
4. You can drive it at any speed during the actual puzzle attempt.
There's ONE case where you have to set the boat to float without being on it, and yes, if you mess that one, it's going to be annoying, but that's just one case and not very difficult one.
That's what "noped" me out of the game. The game lacks any context or story to motivate you in the first place, so when you complete the latest line puzzle in a long series of line puzzles and there's no indication of what you accomplished or where it leads, it does start to feel monotonous.
The game seems to be either loved or hated, so I wonder if it's just different mindsets.
It's a puzzle game. It's puzzling for puzzling's sake (is that correct? English is not my first language). :)
So, yeah, there is no emphasis on story. (Although I would say that the lasers that activate at the end of each area is nevertheless something like an accomplishment. From one of the very first areas on it is clear that you are working on something bigger. That's more than many other puzzle games give you.)
The abscence of a clear story and the lack of immediate gratification has a long tradition in big and obscure puzzle games, starting with Myst as the first popular one.
I personally love it. I love the slow build-up, the feeling of mystery, not knowing what's going on. But I totally get that many people don't like it.
The freedom of being able to go wherever pretty much whenever is definetly one of the game's strong ponts, but it is also a hindrance at times. If you don't figure out that the weird yellow boxes are the end-goal of most paths, you almost feel like you're chasing shadows at times. The obelisks are awful in that regard, as they give a much clearer feel of results, but have no identifiable purpose.
I also agree the game is over all pretty dang good, but I'd never call it perfect. The audiologs all being pompous poetry and pointless philosophy really irked me, Same with the video puzzles (I sat through that whole guy-with-candle thing before figuring out you could FF or rewind). There were also some puzzles that stumped me solely because of sensory differences between me and the developers (see: the last audio puzzle and the entire color-building), which felt like a low-blow. But as I said, the game is good, maybe even great. Far from perfect, though.