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Not really, first game puzzles weren't difficult imo, they were just too messy, especially with that annoying record feature. I found puzzles in 2 more edible, there were definitely head scratchers here and there, but nothing insane like some in Gehenna where you run back and forth, in a maze, plus with multiple recordings plus their timings, it was literal hell. That isn't fun puzzling, just trial error in a maze, without seeing the big picture properly, unlike 95% of the puzzles in 2. I think that's a plus.
If we get a DLC, maybe in it we might get Gehenna-esque insanity puzzles again, who knows.
I'm more speaking about the layers of puzzles accessible, and their complexity. All of the gold door puzzles, were done in less than 10 minutes each.
In comparison, some of the star puzzles in TP1, and in extension the puzzles you get access to (...and in extension the puzzles you get access to...) were complex. The majority of my playthrough with the first game was star puzzles. The amount of additional puzzles in TP1 was a lot.
In TP2, it was like... at most 2 hours? And getting stars wasn't hard at all, which I don't really count as puzzles. Just basic "x marks the spot" and "chase me if you can" type of mechanic. So the amount of additional puzzles was just 12, the gold door puzzles
"The Fall of..." forgot the city name.
"Athena's/ELOHIM's Dreams"
"SPAAAAAACE"
Though, I assume Space would just be Talos Principle 3.
Like some of the puzzles would have take a lot longer if I didnt remember 'oh yeah you can block beams by standing in front of them/placing object in between', being able to remove fans from their sockets, keeping connections (in Talos 1 there was no tooltip that told you that was possible), stuff like that.
Plus some of the changes that made puzzles a lot easier are QOL improvements like showing functionality (IE: pick item showing when you hover over an item on the other side of a drill hole, the mentioned keep beam connections), and stuff like open world connectors being a lot more visible (well except THAT ONE), map directions for extra puzzle locations, etc.
You end up with a few easy tutorial levels for each tool.
Agree. A lot of the puzzles in TTP1 are, and can be considered, "big and messy". They're actually 2-3 puzzles in one, and could easily be separated to make for additional puzzles. But that's the point, right? In TTP2, these are those singular parts of the puzzle. Another way to look at it, is they're less in scale, bit sized puzzles.
The complexity of some of the puzzles in TTP1 is bigger in scale. Some requiring additional steps or outside materials to get the star. There isn't any of that in TTP2. Which is my point. There isn't that much complexity as there was in TTP1.
The most complex puzzle in TTP2, that I can recall, were the movable platforms. These required additional steps and setup to complete. But still smaller in scale compared to most of TTP1's puzzle design
In TTP1, we were presented with stars that iterated heavily on its areas mechanic. And when you got enough stars, an even more complex puzzle was unlocked, that iterated and combined these mechanics.