![]() The game is clever enough to pull something like that off, and generous enough in its puzzle design to make you feel clever into the bargain. The description of this deal was not provided by this subreddit and its contributors. If any game was going to look like a Voodoo 5's fever dream on purpose it'd be the one with a wide-ranging interest in machine-generated worlds, artificial intelligence, and the way that personality imprints itself on nothingness. Solve complex puzzles woven into a metaphysical parable about intelligence and meaning in a doomed world. I don't think that's true for The Talos Principle. The Talos Principle is a philosophical first-person puzzle game from Croteam (Serious Sam) and written by Tom Jubert (FTL, The Swapper) and Jonas Kyratzes (Infinite Ocean). Chances are, nine times out of ten, that art that says nothing was trying to say something and failed. In another game I'd write that line off as overthink. Kyratzes also spoke in depth about the studio's. ![]() More than anything else it reminds me of those benchmarking demos that used to ship with 3DFX cards in the late '90s-depopulated ruins presented for their complexity only, any human point of reference secondary to some mechanical process churning away beneath the surface. There's no word on when The Talos Principle 2 might be out, but Croteam's next game, Serious Sam 4, arrives on Steam and GOG on September 24. This landscape of remixed Greek, Egyptian and medieval styles is technically accomplished but says absolutely nothing: a sense compounded by the fact that the developers let you fiddle with colour filters from the main menu. I'm fascinated by The Talos Principle's lack of visual artistic direction. It's cleverly written stuff, varied and interesting. Its meat is in logs, excerpts, e-mails and interactive conversations that you extract from DOS prompts, records that touch on everything from the day-to-day running of a scientific facility to literature and, particularly, philosophy. There is a surprisingly intricate story being told, here, and its substance is only gestured at by that booming voice in the heavens. Considerations about the meaning of personhood, apocalypse, machine intelligence and the ramifications of the Biblical Fall of man are spun through the game via text-dispensing terminals. The other half of The Talos Principle is found in its loftier ideas. Framerate is uncapped and I achieved around 90fps on average with everything turned up to max. You can switch to a third person view, alter the aspect ration, and even alter the colour balance and contrast of the game through a series of filters. The Talos Principle gives you an impressive amount of control over how the game looks and feels. ![]() Graphics options Field of view (60-120), graphics API, V-sync, triple buffering, CPU speed, GPU speed, GPU memory, colour options, letterboxing aspect ratio, HUD scale. Reviewed on Intel Core i5 2500K, 16GB RAM, Nvidia GeForce GTX 970
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