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-Finding the "dry lakebed at the north pole". That wasn't even a puzzle, for some reason i just didn't understand what it was referring to for a while.
-Getting inside of Brittle Hollow's Tower of Quantum Knowledge. I know i failed to reach it for a while, but i don't remember for how much time i struggled with it specifically.
-Reaching the ATP. There were a lot fewer clues back then, which made the puzzle a lot harder. I ended up "solving" it through persistence. Even afterwards it took me a bit to figure out how to repeat consistently worked.
I'm pretty sure the platforms are all safe, but that the sand current can make you fall off them if you get too close.
(Side note: Controller isn't required for anything, and won't make anything easier unless you prefer it to keyboard + mouse. "Controller recommended" messages have never been objective ever.)
And the ATP, I did not notice that the teleporting tower was actually working at the same exact moment the sand column was over you.
I also got spoiled the blind anglerfish before I figured out how to reach the fossile.
I am not a good fit for this game.
Further "hard stuck" areas for me:
7. Interloper: this is hard to approach, because the autopilot tends to kill you if you use it without adjustment. Once you're on the asteroid, you have a narrow window of time for the ice to melt before it refreezes - if you're in the wrong part of the asteroid, you might miss your chance while looking for it. Inside, there's a lot of binary insta-kill areas which you have to navigate with slippery footing while scanning with your camera. I tried the various tunnels and died repeatedly, eventually looking up the one correct pathway rather than restart and go through the space flight and hidden entrance again.
8. Dark Bramble: this planet has a highly counterintuitive (but helpful and generous, gamewise) mechanic: your momentum, direction, and velocity are all reset to a specific constant value every time you go through a light warp. This fact is never advertised in any clue, and it makes one area much simpler if you understand it. Despite the highly dangerous environment, I was able to figure out most of the "where do I go next and how do I figure it out?" challenges on my own, which was unusual. The final clue in this area is a bit out of place, but does make Giant's Deep much simpler (as point 5. in my earlier post).
9. Sun Station: even after I learned the power of the teleportation towers on Ash Twin, this puzzle was a perfect storm of negative gameplay design for me. Its solution requires you to visit the Sun Tower on Ash Twin, wait until the sands barely reveal the entrance, then run through the rapidly-lowering sand level to navigate the cactus obstacles before the sand lowers too far. Each separate element felt like highly antagonistic design, working against the player: First, you need to wait quite some time until the relevant geography clears your path for you. Second, you have to be in the right place at the right time, as the solution to the obstacle is very time sensitive. Third, you have one shot at the solution, and if you fail to follow the designer's expected route, you're very likely forced to restart (if not outright killed). Failure in any one of these factors, means that the player may have hit upon the right idea, but is now facing an uphill battle of "does this failure mean I just need to try harder and refine my approach? or does it mean that I'm entirely off course?"
10. Secure location: the warp core chamber on Ash Twin was the final straw for my patience, as the mechanics of getting there were specifically counteracted by another well-established physics mechanics in the opposite direction. This was one of the last barriers, as I had found out where I need to take this item, and also what further information I need to submit after doing so.
They say there are two types of mindset: the "fixed" mindset and the "growth" mindset. The "fixed" mindset treats cryptic obstacles and challenges as mounting evidence of one's own lack of abilities, and tends to get discouraged thinking "these are here to get in my way". The "growth" mindset treats them as stepping stones to growth and improvement, thinking that "these are here to be solved".
The game's narrative, plot, aesthetics, and characters are all very positive and edifying - clearly encouraging the player to adopt the same "growth" mindset of the fearless Heartheans and the intrepid Nomai. The journals and notes they leave behind are charming in their devotion to scientific thinking, and feature a wry humor in the personalities of fellow explorers.
However, if the player hasn't already adopted that growth outlook on their own before picking this game up, then the puzzles are not likely to be a source of comfort or satisfaction. This is a very demanding game, like a networking of interconnected puzzles each with its own expected "one true solution". (A very few puzzles can be brute-forced, although the amount of time it takes for a player to figure these obscure methods is truly baffling.)
If the player is of a "fixed" mindset coming into this game, even if they are trying consciously to change this mindset, then this game is unlikely to help. A "delicate web of puzzles" is still, at heart, a series of one-true-solution challenges, and without a Spoiler-safe walkthrough the game can become a bit of a chore.
I wish I could have liked this game.
Special runner up for the quantum forge which the first time I did I decided I'll reach with my pro super mario skills instead of looking for the right way.
Even though the solution is in plain sight and I figured out the similar, less obvious ones first.
And I'm not pro gamer enough to do it with a ship like some people have done
7: You can fire the scout. The tunnels are clearly designed to make turning around or trying to check yourself highly infeasible.
8: Even if you don't know this, you know not to make noise with the engines, and that gets you through whether you don't use them at all or use them very slightly.
10. If you read that you need the center point between the twins overhead, and you deduce that this means the sandfall, then it's clear that that's when you need to go. It will of course take a few attempts to figure out how to touch the warp during that window, but since you're actively trying to do it, there's only so many things to try.
This abbreviated sentence perfectly sums up the well-matched player's experience with this game.
Sadly, I put 43 hours, then 37 hours after a restart, into this game. I still needed to refer to a walkthrough maybe a dozen times to make it work. I've heard of people figuring out the whole game by themselves within 30 hours total, and I can't even imagine how I would do that.
I guess my brain just never clicked with it.
I spent a long time getting on the Quantum moon too, since I while I understood the idea that I need to have picture of it to land on it, I was being wayyyy too complex in the way I do it. I put my scout on the quantum moon locator on ash twins, so that scout would track on it when the locator points at it. Then I would go to the nomai shuttle in attempt to use it to land on it. I tried many many times this way but wasnt succesfull landing it, even though it apparently is possible. Then I tried simpler way with my own ship and it worked immediately. Pffft. I liked my solution better!
Btw. I dont think there is any reason to use spoiler marks after the 1st post in topics like this (for any game), since topic already says that this is a spoiler topic, it just makes reading messages cumbersome when theyre all blacked out, even though obviously anyone who clicks topic like this has played all the game or doesnt care about getting spoiled about everything.
Sure, doing so inherently carries the risk of getting spoiled, but there's almost no reason not to spoiler tag something, especially when the alternative carries the risk of spoiling someone who might have made a small mistake and opened a topic like this one.