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Ein Übersetzungsproblem melden
That being said, other than maybe a couple of puzzles, you don't need to decipher the language at all. More than enough of it is already translated, and most of the things the game wants you to figure out it simply shows you, and expects you to be observant.
I would suggest to try it for 2 hours and return it if it doesn't suit your taste. It's a game about knowledge and observation. I think using a guide for specific things you feel frustrated you're stuck on might work better (looking up specific puzzle solutions), but one for the whole game will take an integral part of what makes this game unique out of the equation. Doesn't seem worth it to me, but you do you.
But there are some moments of realization that you would definitely be missing out on.
I think solving a certain puzzle in the game felt like the greatest moment in my entire history with gaming and the idea of just seeing that puzzle, looking up the solution and applying it is abhorrent to me.
My main concern other than the language barrier is that not being able to read anything will make it boring. I tend to prefer games with a good storyline, so if everything, including cutscene or character dialogue, is in an unintelligible language, then I might grow bored of the game. I was never really a fan of 8-bit/16-bit action/adventure games. I played the original Zelda because I wanted to know where the series’ roots came from, but growing up with a Nintendo 64, it was really hard to go back to retro games after playing Ocarina of Time.
Almost the entirety of the story is told through environmental storytelling, or through images. The backstory is written almost entirely in that language, but you can sort of piece it together without it. I haven't learned to read it btw, I know 1 word that I can recognize "THE". So don't worry about it. And if you ever want to read the manual, there are already fully translated captures out there for you to read it. Is just not needed to progress, nor to get a grasp of what happened and a decent idea of what’s happening when you're playing.
I'll see if I can come up with an example of the thing that would bother me.
I don't necessarily need a game to tell me *everything* from the get-go. It's okay for new stuff to be worked into gameplay naturally, or if I'm playing something like Bayonetta or God of War, I don't mind if combos are listed somewhere in the pause menu so if I really want to utilize them, I can look them up and study them.
A good example of the kind of thing that would bug me would be like the parry mechanic from Metal Gear Rising: Revengeance. I can remember back in college my friend was nearly in tears because he was stuck on this one boss fight where you need to parry, but he couldn't figure out how to do it right. The game said, "Press the left stick and the O button toward the enemy to parry," but even though he was doing that, it wasn't working at all, and he thought it was bugged.
I looked it up online. Even after looking it up, it took me some time to get used to doing it, and it was kind of tricky. Turns out that game didn't explain it right at all. You didn't need to just hold the stick in the direction of the enemy and press O (or whatever button it was, I don't remember exactly) to parry, you had to *tap* the stick and the O button *at the same time* to get the parry to go off. Even when you knew what to do, it wasn't very reliable, but you would never have known how to do it properly from the instructions the game gave you.
My friend wasn't particularly adept at games (he liked to play everything on Easy), and even after learning how to do it from me, he just gave up on the game because it was too hard for him. I couldn't blame him.
That would be a great example of a thing that would piss me off in a game. I'm failing because the game didn't properly give me the tools to succeed.
Another example would be the horribly translated hints in the original Legend of Zelda for the NES. Unless you know what the characters in the game are saying, their hints are completely unhelpful because they're in either transliterated English or bad Engrish. If I remember correctly, there's one random tree in the middle of nowhere that doesn't stand out from any of the other trees at all that you need to burn to enter a dungeon, and the game gives you no indication where this tree is. So you either spend hours wandering around the screens burning every tree in existence or, if you're like me, you give up super frustrated after 15 minutes having gotten nowhere and you look the answer up.
I just don't like it when it feels like I have to solve a puzzle but I wasn't given all the information to solve it, or the game deliberately obscured useful information. I don't get an "Aha!" moment when I look up the answer. I get a, "How the hell was I ever supposed to know that?!" kind of moment. It's why I like modern adventure games but won't play any point-and-clicks from back in the 90's because I know the moon logic would just piss me off too much.
If it is poorly written or implemented, you still may not think anyone could possibly solve it on their own. You may also find yourself cursing the developer for expecting you to make overly arcane connections, notice absurdly minute details, or for throwing in intentional or unintentional Red Herrings; but even a badly executed but successful moon logic puzzle makes sense after you read the answer. The pieces of the solution were in fact provided, and the solutions make logical sense in hindsight, just in strange or hard to notice ways. Even a highly skilled puzzle-solver will occasionally get stuck on one of these. When this is bad enough that hundreds of players will get stuck on this puzzle, it's That One Puzzle.
Failed attempts at creating a moon logic puzzle, on the other hand, will have the player screaming at the ceiling in rage upon reading the solution, and are generally unsolvable except by accident. The worst offenders cross the threshold from "convoluted but comprehensible logic" into Non Sequitur or even pure Insane Troll Logic — for example, you should just know which three rocks should be arranged on the three pedestals and in what order. Other times, the clues that would have led to the solution seem so out of left field that it leaves the player wondering "how was I supposed to know that?" Such "out of left field" examples might entail figuring out the third meaning of a Double Entendre someone you talked to 20 hours ago made, listening to the unlisted audio track included on the bonus disc that didn't come with the rental, knowing some obscure pun in a language other than English that got Lost in Translation, or not being familiar with a common custom of the writer's culture."
This summation of Moon Logic Puzzles from TV Tropes sums it up pretty well. If Tunic has understandable puzzles that totally make sense in retrospect but might be hard to understand at first, I'd likely enjoy giving it a shot. If instead I'm going to be staring at my screen saying, "How the *HELL* did you ever expect me to understand that without looking it up?!?!" I should probably avoid it like the plague.
You can play through this game one way without understanding anything and just going wherever your curiosity takes you.
If you want to really uncover every secret, the puzzles get really convoluted, but you can reasonably almost 100% the game without knowing anything about its writing system.
But many of its mechanics are very obscure if you can't read the manual.
I will say that I've somewhat played the original Legend of Zelda (though not to completion), and I feel like my experience there did add to my experience in Tunic. So I'm not a 100% blank slate as I've had previous training from other games.
Additionally, the hardest thing I've had to do is not look up solutions. They are out there if you get stuck, but just running through a guide on the first playthrough (which I'm still on) would be pretty boring.
That's how I do it anyway, because there's a few real headscratchers later in the game that weren't worth the time wasted going through trial and error with some late game mechanics, people who played this probably know what I mean by that.
for the most part the game has only some few sticking parts, but does a great job otherwise, it has a very interesting way of communicating its mechanics to you that's kinda charming if I'm being honest. I tend to be harsh towards esoteric puzzle designs, but I found few times I needed to look things up in this game, I'd say it's worth it if you want to challenge your notion and experience something a bit more different than usual.
sorry if this is a spoiler, but this game brings its very own superior phonetic alphabet to the table and you will have to learn it or stay in the dark lol
ooor just look up translations online.
The spoiler is because I think knowing what it is takes away some of the challenge.