![]() It erases the people and situations in which these ideas arose, fails to situate them in any context in which they can make sense. The problem with this approach is the same problem as the island itself: it's not very lifelike. What types of knowledge should we be looking for? Why are they important? It offers a bulletin board of ideas, read in placid, monotone voices, a Pinterest approach to a theory of knowledge. It wants us to ask how we ought to situate our knowledge. There are actual two 'maze' type puzzles in this area, but you only need to complet. A scientist here, a poet there, the Buddha up ahead. The Keep laser is located inside of the giant castle area in The Witness. ![]() ![]() There are hidden videos and audio logs, each discussing some philosophical framework of the world in quotes and excerpts. In order to unlock this trophy, you must complete the Keep area, located to the top middle of the island (refer to map if needed - named 'Keep'). The story, to the extent that it has one, is similarly hard to get a handle on. But The Witness offers no context within which to place its knowledge. The satisfaction of knowing, it suggests, is an end unto itself. Its best answer is the suggestion that you could do it all again if you wanted. The Witness challenges the very nature of reward structure in games. These beautiful byproducts are the best The Witness has to offer, and inevitably turn into a puzzle or a clue or are left by the wayside.Īnd what to do once the doors are unlocked? There's no answer to this question, and indeed Blow's magnum opus seems to hardly bother noticing you might even ask it. Riding on a boat, I saw the reflection of the mountain grow in the water. My favorite moments, the only ones I truly enjoyed, were the brief respites as I traveled from puzzle to puzzle.
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