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GRAPH: https://i.imgur.com/w6duF77.png
1. Phase Entry: 02:01
2. The Escape: 03:39
3. Through the Wall: 05:03
4. Pushing Through: 04:35
5. Dyad: 02:36
6. Translocator: 02:11
7. Remote Interchange: 05:23
8. Switcheroo: 10:47
Lost 1 - Aerial Warp: 12:58
Lost 2 - Minimalism: 09:20
Gold - Pillars of Ascension: 12:57
Average: 6:30
Total: 1:11:30
Notes: The teleporter mechanic. I’m not gonna lie, I wasn’t a massive fan. Some of these puzzles blend in for me, and they overemphasized a few applications like being able to take items through gates with proper item management, which made this area fall more on the tedious side of things. “Switcheroo” was a rare case where the solution benefited from janky mechanics in being able to grab and place objects from unreasonably far away. Adding the fact that, in difficulty, the average per puzzle is the lowest since the very first area, it turns out to be pretty unremarkable overall. It doesn’t help that "Pillars of Ascension" is the least fun gold puzzle. A shame, because in the visual side of things, this is definitely a top 3 area.
South 2 - Verdant Canyon (Gravshifter Mechanic)
GRAPH: https://i.imgur.com/DjuXODq.png
1. Mountaineer: 03:10
2. Spiderweb: 03:17
3. Upward Migration: 06:11
4. Lateral Thinking: 10:29
5. Recycling: 04:23
6. Other Side: 03:18
7. Delivery: 10:25
8. Step and Release: 25:43
Lost 1 - Question Block: 09:27
Lost 2 - Stowaway: 04:28
Gold - Outside the Box: 16:19
Average: 8:50
Total: 1:37:10
Notes: The anti-gravity fields were a good addition to give the puzzles some extra depth, although I’m not sure I’d say the same about the Gravshifter device itself. It was usually used to maneuver items around, and some of these puzzles fell into the category of “okay, I know what I want to do, time to spend a couple minutes arranging it all”, and it’s hard to shake off the feeling that I’ve seen this in Portal 2 before. They were fine, but the ones without a Gravshifter like “Lateral Thinking” were more interesting to me. Don’t be deceived by the 25 minutes in “Step and Release”, I just missed that I could walk up to one of the item tables on the ceiling. The gold puzzle “Outside the Box” struck to me as possibly the worst puzzle in the game. Placing a Gravshifter on the ground that gets hit by its own gravitational field doesn’t make it move in the slightest, but if it’s on top of a box, it just sticks to it for dear life. It feels like a bug rather than a mechanic, so I’m a little bitter they framed it as a hard puzzle when it’s just a janky interaction showcase. Pretty enjoyable area overall.
South 3 - Circular Oasis (Moving Puzzle Mechanic)
GRAPH: https://i.imgur.com/UY8IWZ4.png
1. Centrifuge: 03:55
2. The Passageway: 07:31
3. Dismantling: 06:10
4. Control: 12:59
5. Bridging the Gap: 02:10
6. Displacement: 03:25
7. Above: 30:43
8. Preliminary: 05:15
Lost 1 - Transfer: 06:22
Lost 2 - Convolution: 09:55
Gold - Thrust Vector: 31:19
Average: 10:53
Total: 1:59:44
Note: Some of the puzzles in this area were really cool. The theme of moving platforms isn’t that crazy, but that means that they resort to the good old simple lasers, which I’m a sucker for. The difficulty curve did momentarily go up here, and I was genuinely stumped in “Above” because I didn't realize that the red source wasn't fully surrounded by a fence. I ended up taking a connector outside the puzzle and using it to unlock the end from the very top of the area, which took a long time to execute properly. I did notice that they basically repurposed some of the Gehenna puzzles, and “Bridging the Gap” is a very blatant example of that. “Thrust Vector” is a top 3 puzzles in the game. Challenging, it has a neat solution, and a really cool atmosphere.
West 1 - Western Delta (Moving Box Mechanic)
GRAPH: https://i.imgur.com/y7yYquZ.png
1. Servitor: 04:13
2. Supportive Apparatus: 11:03
3. Automatic Doors: 04:30
4. Surfing: 5:00
5. Nuisance: 3:06
6. Elements: 02:42
7. Breach: 16:08
8. Transference: 04:58
Lost 1 - Jailbreak: 15:47
Lost 2 - Vertical Locomotion: 02:49
Gold - The Mule: 12:02
Average: 07:29
Total: 1:22:18
Notes: The moving box thing. Definitely felt like a filler mechanic, and the puzzle design didn’t help a ton to make it stand out. Looking through the level list, I hardly remember most of these. “Surfing” at 5 minutes is an approximation because I lost my recording of it. “Jailbreak” was a nice idea, but the solution didn’t turn out to be that interesting, and there’s a part where you can easily get softlocked trying to understand what’s going on. “The Mule” is a fairly weak gold puzzle that doesn’t feel too different from the normal ones. To me, the clear standout is “Breach”, which felt fresh and had a fairly tricky solution.
West 2 - Anthropic Hills (Activator Mechanic)
GRAPH: https://i.imgur.com/2VVMpIc.png
1. Universal Activation: 04:42
2. Chain Reaction: 07:29
3. Permeability: 02:12
4. Conveyance: 08:35
5. Balance: 07:44
6. Ascent: 08:36
7. Closed Off: 03:58
8. Backwards: 06:41
Lost 1 - Slide: 16:55
Lost 2 - Two to Three: 03:41
Gold - Hollow: 17:22
Average: 08:00
Total: 1:27:55
Notes: It was really cool to see this mechanic near the very end. It’s similar to a mechanic I had theorized way back, and it made most of these puzzles feel like their own thing. The fact that an activator can activate another activator doesn’t feel super intuitive at first, but you come to internalize it soon enough. “Slide” felt like a major standout, with a really cool solution and a step up in difficulty. On the other hand, “Hollow” is a bit more lackluster for a gold puzzle, and I just mistook the color of the last receptor for blue instead of green since it was behind two blue doors. I ended up cheesing it, but I feel like it would’ve been one of the fastest gold puzzles if not for that.
West 3 - High Plain (Concise Laser Puzzles)
GRAPH: https://i.imgur.com/pmI9EEw.png
1. From Within: 02:11
2. Chicken Flight: 12:31
3. Precision: 01:18
4. Duality: 01:25
5. Rerouting: 05:50
6. Mobile Instruments: 05:17
7. Gateway Switch: 19:08
8. Photon Sail: 09:55
Lost 1 - Alternator: 04:19
Lost 2 - Hexahedral Stacking: 02:52
Gold - Windstream: 19:58
Average: 07:42
Total: 1:24:44
Notes: I was more than okay with the final area being small laser puzzles, but some of them (especially the first four) feel like they could easily have been placed in the first 20 minutes of the game. 12 minutes in Chicken Flight are from trying to cheese it to no avail, and when I started to try to beat the level the right way, it was another two-minute little puzzle. It feels like they tried to do what they did in the special world in Gehenna, but some of these fall a bit flat, and it was amusing to see them repurposing the first step of “Small Space, Big Solution” in “Duality”. If I had to highlight one, it’d definitely be “Gateway Switch”, which took me straight back to Rebirth, a Talos 1 fan-made set of puzzles. “Windstream” is also a good one, but it shouldn’t have taken me as long as it did, and it doesn’t feel like that fitting of a closing puzzle.
Area Breakdown
GRAPH: https://i.imgur.com/CMwB5G2.png
Despite the fact that certain levels can skew the average for their individual area, this goes in line with how I perceived the difficulty during my playthrough. If there’s a moment where the difficulty increases, it’s in South 3, but otherwise, it stays pretty flat and even dips after the East areas, with North being the smoothest road. Of course, this is all based off my data, so I’d be interested in seeing if other people would output entirely different results.
Length per level type
GRAPH: https://i.imgur.com/H71PIpf.png
So, even though there’s no tangible progression over the game, is there one within the individual areas? My perception was that puzzle#1 always introduced the mechanic in a throwaway puzzle that had no complication. Then, puzzles#2-6 were simple but could randomly throw you for a loop very sporadically, and then there was a significant spike in puzzles#7-8. That can be seen reflected in the graph, but keep in mind that individual puzzles can easily influence their type, as can be seen with “Non-Overlapping Magisteria” single-handedly adding 4:30 minutes to the gold average. I never picked up on whether the lost puzzles were supposed to be harder than the normal ones, and by the looks of it, they sit between 2-6 and 7-8.
Length Ranking
GRAPH: https://i.imgur.com/DOYmbEp.png
Full-game average: 08:23
Total time on puzzles: 18:27:12
Total puzzles over 30 min: 5/132
Total puzzles between 20-30 min: 4/132
Total puzzles between 15-20 min: 9/132
Total puzzles between 10-15 min: 17/132
Total puzzles between 05-10 min: 39/132
Total puzzles between 01-05 min: 58/132
Final Thoughts
I had a lot of fun playing this game. I’m very much here for the puzzles, and the puzzle design felt like a step up from Talos 1. The ratio of dull puzzles is lower, and so is the ratio of tedious puzzles, but like I’ve said many times throughout this post, I very much wish there had been some harder puzzles, either sprinkled throughout, or optionally at the end. I’m aware there’s been mention of a future DLC, and I’m looking forward to seeing many of the introduced mechanics being expanded into more challenging levels. The formula of introducing new mechanics with two or three throwaway puzzles per area got pretty stale near the end too, where solving puzzles in a couple of minutes because they have a new mechanic that frankly doesn’t need that much explaining didn’t feel right—I wish the mechanic introduction puzzles had a bit more faith in the player, especially the first couple right after the initial tutorial. With that said, throwing new mechanics throughout the game is the primary thing that sets this game apart from Talos 1, where the late-game additions were hardly ever mechanical and only reiterated on what had already been done before. I’m sure that’s why the second game was a lot easier to blast through and I could barely put it down.
That’s all I’ve got to say, as I already ranted at length about the game in my playthrough. If anyone wants to give it a watch, here’s the link: https://www.youtube.com/watch?v=Ay7ej8-Eyw4
Alternatively, here's a playlist with every individual level from my playthrough: https://www.youtube.com/playlist?list=PLks8d45lUmNmmmrju0MCLpwAOI5bAxb__
The golden puzzles are still ahead of me and I am very scared and excited at the same time, seeing these sharply increased completion times. :)
I actually beat the game without getting the achievement for spending 20 minutes trying to solve a puzzle, so obviously my times were greatly truncated relative to yours.
I think that the puzzles in this game were massively better than the first Talos Principle; the first game was lacking in variety and a lot of the "hard" puzzles were just really long and tedious rather than actually being especially difficult. The Talos Principle 2's puzzles were all about having "key insights", and once you had the key insights, you could solve them in short order - the hard part was figuring out what you were doing wrong and doing it the right way, not tediously running back and forth across a huge level like happened all too often in the first game's mid-to-end (though not the very end, ironically - the first game's ending was a lot better than the middle was).
You definitely had more trouble than I did on some puzzles, though - Rainbow, for instance, took me literally 30 seconds to complete, because I realized immediately on entering the puzzle that there was only one possible way for that puzzle to be solved because of the arrangement and the colors of the laser targets, and so I immediately set it up that way.
I think the reason why TP2 seems easier is:
1) The game does a much better job of tutorializing the player, resulting in the player getting a better grasp of what they're supposed to do.
2) The game doesn't use the "hide puzzle pieces from the player" method for almost any of its puzzles (the statue puzzles being the exception, and even then, they were way better than the first game's star puzzles).
3) The game doesn't make puzzles longer to "make them harder" like the first game did. This makes the game seem easier, but those really long puzzles were mostly not really hard, just tedious.
4) You can learn tricks from puzzles and then apply them to other puzzles - for example, once you solve one puzzle with the solution of "use the fan to blow around a connector to allow you to turn on and off laser targets remotely", you can apply that to other puzzles. It's hard to come up with it the first time, but once you do, it becomes more obvious you should do it. And once you figure that out, you can apply it in other places, too - Thrust Vector, for instance, is basically the same kind of puzzle, it just doesn't use a fan to reposition the thing.
The one time I left a puzzle to solve another puzzle, the next puzzle basically showed me the mechanic I needed to use to solve the previous puzzle that I'd just skipped. And thre were some areas where I did the puzzles out of order, which helped me with some of the other puzzles.
5) The names of the puzzles are often a hint to what you are supposed to do. There were a few puzzles where I left and came back to see the name of the puzzle and it helped me immensely.
That said, I found out now that I actually misinterpreted a few "hints" that ended up ironically making them easier. I took Non-Overlapping Magisteria, for instance, to be a hint that you should look outside the puzzle for the answer - when you realize that the beam for the pandora box goes right over the puzzle, you realize you can exploit that fact to solve the puzzle by just beaming a laser straight from that to the inner lasers, letting you bypass a lot of the puzzle. Likewise, Jump Start hinted to me that you need to get on a box and jump off it to get on top of the wall, allowing you to send the beam to the right spot - the actual hint was supposed to be that you need to "jump start" the box up into the air, and then reposition your now unnecessary piece.
I will also note that it's possible to jailbreak pieces out of a number of stages. I exploited this to solve a couple of the gold door puzzles, and actually thought that I was supposed to in several cases because it seemed like that would be the sort of out of the box thinking they'd expect for you to engage in for the end-game puzzles. Turns out, that was not the intended answer, but hey, if it works, you solved the puzzle, right? :V
This mad lad: puzzles are objectively too easy, here is vast mathematical proof with charts and graphs.
But hey whatever gives you joy.
This iteration of Talos Principle doesn't enforce that, but instead presents simpler designed puzzles that are more accessible to a wider audience. While this may be good from a game design, and arguably a business standpoint, it ultimately makes the puzzle design weaker as Talos Principle 1 is far more complex in its puzzle designs. Iterating puzzle mechanics, combining many puzzle mechanics, and establishing rules that make the end game puzzles intricate.
Let's look at all puzzle games in the past, and compare on how they introduced puzzles, and its difficulty progression. These are tried and true experiences on why the game was amazing.
The Witness
1) You're introduced with a string of panels that tutorializes the puzzle mechanic
2) Each new area imposed a new mechanic, that implemented a more advanced mechanic
3) Later in the more advanced puzzle areas, it'd telegraph's larger implementations of these mechanics, most times combining other mechanics
4) Near the end, it'd combine multiple mechanics, making it more difficult, establishing a full set of rules on how to solve puzzles in a defined manner
Beyond that, the witness introduces secrets that can be discovered outside of the main game, and are discovered and learned near the end of the game, or by accident. What made it the most interesting, were those combinations of mechanics, and finding the secrets hidden within.
Talos Principle 2 has none of that, Talos Principle 1 did
Let's look at another game
Monster's Expedition
1) Establishes the games mechanic... which is the whole game (super clever)
2) Open world mechanic that allows you to progress in paths to the ending, or branching paths to more difficult puzzles
3) Realizing multiple islands are a connected puzzle, making the complexity of those puzzles interesting
4) Even grander expansion establishing a "global" puzzle, that leads to a more intricate solution
Talos Principle 2 has none of that, Talos Principle 1... kind of does
I could name more, but to get my point across, lets go with Talos Principle 1
1) Each area establishes a mechanic
2) Progression in each area adds complexity to those mechanics
3) Each area has a few "puzzles within a puzzle" and grander secrets that use logic
4) After collecting all the secrets, you presented with a set of large, complex puzzles iterating on all or most mechanics
5) and more puzzles
Now here is Talos Principle 2
1) Each new area introduces a new mechanic
2) All puzzles are bite sized, and introduces an interesting interaction for that given mechanic
3) ...that's it.... Golden puzzles are no different...
4) ....
That's literally it. There is no discovery, no challenge beyond the base mechanics, no secrets. The game hand holds you the whole way, except the puzzles themselves. You're told what to do, and there is nothing to look out for. The game is extremely tame in its approach from the first game, and it's not what Talos Principle 1 was at all. There is 0 progression beyond the main game besides the normal-like gold levels. There is no complexity except for like... 2?
I do love this game though, but as a puzzle experience compared to Talos Principle 1, this is a far, far weaker version in comparison, in all aspects.
I'm probably a casual Talos player in that I'm here to be challenged to a reasonable degree but also really enjoy the thinking aspect of the story and the beautiful graphics. I try to find secrets but am fine to move on if its taking me too long. I probably got like 1/2 the stars in TP1. Maybe less. But still, my experience of ~25 hours was epic enough that I'd put TP1 in my top ten games of the decade list.
I'm about 1/4 of the way through TP2 and so far it has been an amazing experience. I will note that I've been able to get all the stars through what I've played so far, so maybe it is a bit easier? Overall I'm OK with the curve being tamer as long as it stays engaging and fun which it seems like it is going to be. Hopefully they add some really hard levels to an expansion to sate you puzzle fanatics out there but as a casual who is OK missing a few of the hardest things, this game has felt soooo fun so far.
Its not necessary, iv solved all golden gates after long time of thinking without the usage of outside parts, but some of them requires you to step back take a break and come back later to realize what you missed (at least in my case)