We don’t even need to look at games for that: literature and film often use outlanders (in the broadest meaning of the word) for main characters in a fictional world too. A lot of RPGs feature a player character with no knowledge of the world around him. They are misinformed at first, yet with each bit of information learn more of the truth behind the trials we are facing. The player and the android (who bears your Steam profile name and is otherwise described as a SOMA-unit), are joined as one and walk the same path. At the same time, he challenges you to adopt more complex thoughts. You need to pay attention to Milton, who appears as a computer algorithm at first, but who soon starts to manipulate you. You are faced with the information Elohim gives you, which is ultimately revealed to be mostly false or distorted. The beauty of the game’s narrative is that you initially don’t understand what it is you’re doing or what your actual goal is. Lose yourself in a mysterious yet simulated world. Your consciousness is copied into a physical android body with which you can explore (and repopulate) the real world after mankind’s extinction event. If you make it to the end, you are deemed worthy and your mind is removed from the computer simulation you have been playing. This is an act of rebellion against Elohim and he will challenge you one last time. If you want to truly finish the game, you not only need to complete all the puzzles, but also climb the forbidden tower in the centre of the game’s hub-world. Throughout the game, you are confronted by two incorporeal characters: Elohim, who appears to be God, and the Milton Library Assistant (Milton for short), who displays traits associated with Lucifer/Satan. He must qualify as a human being, meaning that he is able to learn, think critically, and be capable of exerting free will. To sum up the game’s plot: you play as an android who is trying to prove himself worthy as a human being, without him realising this. I want to break down how you as a player are guided through the narrative, and explain the craftsmanship that has gone into the way this is achieved. This has been done plenty enough already. No, I don’t want to talk about the philosophy behind the game. And it’s the game I want to discuss this day. It’s the kind of game I’d love to help create myself one day. I experienced a feeling – a sense of wonder and excitement, but also of contemplation and serenity – throughout the playing sessions that I only rarely get. The game is described as a first person philosophical puzzle game, and is often compared to Valve’s 2007 hit game Portal.įirst of all, I think the game is amazing. The Talos Principle, created by Croteam and released in 2014, had two writers on board: Tom Jubert and Jonas Kyratzes. **SPOILERS!** This article is a discussion of plot elements in a specific game, meaning that it contains major **SPOILERS!**
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