“Thirty quid for an indie puzzle game? That seems a bit steep.” That was my reaction when The Talos Principle launched on PC back in 2014. In an era of shorter games at smaller prices, this was an outlier – I didn’t realise quite how substantial it would turn out to be. So here I am, eight years and several discounts later, finally playing this comprehensive (and wonderfully mysterious) first-person puzzler.
Developed by Croteam, the Croatian studio behind the fast-paced Serious Sam games, The Talos Principle takes a step back from shooting and puts you in the body of a peaceful humanoid robot, solving mind-bending spatial logic puzzles. There are no weapons, nothing to shoot, no hordes of enemies swarming around you – in fact, it’s predominantly a lonely experience, set within a strange world that appears to be made of ancient ruins, castles, cathedrals and coastlines… but all is not as it appears.
An all-powerful voice, calling itself Elohim, guides you through the many puzzle rooms. You are evidently a robot (the game’s optional third-person camera can demonstrate that) and there are no human people around, but you can also communicate to another entity through various computer terminals scattered throughout the levels. It becomes apparent early on that the world you’re in is not entirely real, but what’s really happening is something you learn gradually by reading fragments of computer archives and talking to the other entities. It would spoil things to say any more and it’s a much better experience if you know little or nothing about it beforehand, and interpret things in your own way.
There is one large hub world, in which three buildings each lead to smaller hubs containing portals to seven ‘gardens’, and each of these gardens contains between three and six puzzle rooms. So that’s quite a lot of content in itself. Puzzles involve combinations of obstacles, but usually require you to open forcefields or clear a path to the objective, which is a ‘sigil’ – a Tetris-style block. Collect enough of these sigils and you can piece them together (by way of another puzzle) to open doors to new areas, to access new sets of sigils to open new doors, etcetera, and so on.
A typical puzzle room might involve setting up a laser beam reflector to connect an emitter to a receiver. Most forcefield doors and other devices require a trigger like this to open them, and working out how to connect a series of beams around corners and over walls becomes a regular challenge. Or you might have to use an electrical ‘jammer’ to disable a gun turret (the only guns in the game, it must be said) or an exploding drone. Jammers can also disable forcefields, but only one at a time and you have to put them down first, so if you want to reuse one, you might want a second one to hold the forcefield open on the other side while picking up the first one to use it somewhere else. These sorts of navigational conundrums make up a significant portion of the challenge.
There are weighted cubes, large buttons and other contraptions too. These are not especially original ideas but the competence in which the game uses them is exemplary. Later on you can use devices that completely change how you think about things, and it combines them all in clever ways that escalate the challenge gradually. Solving these puzzles is very satisfying, but if you do get stuck, there isn’t much you can do other than try a different puzzle and come back to it later. Technically, there’s a built-in hint system but it’s quite obtuse and first requires a detour to… somewhere that I can’t explain easily. Again, I don’t want to give away any clues here because it’s one of those games that’s so much better when you discover things for yourself, when you think you’ve broken the game open and are rewarded by something the designer put in there to justify your perseverance.
You can complete the main suite of puzzles in under twenty hours (or less if you’re particularly clever!) but there’s a lot more to the game than that. You will have to decide whether to break some rules and explore places you’re told not to. You can also collect ‘stars’, which are extremely rare and difficult items scattered throughout the game. While each puzzle room is ostensibly self-contained (purple energy barriers and high walls prevent moving objects between them), learning to connect elements from multiple rooms to solve other separate puzzles becomes essential to collecting stars. Again, it’s best to find this out first-hand because it’s very satisfying. I wasn’t able to fully complete the game and reach the third and final ending without the help of an online guide, but I did get pretty close by myself. I would generally encourage self-discovery as far as possible and don’t give up until you’re totally stuck. In my playthrough, I also found some secret rooms that appeared to have no purpose other than being mysterious secret rooms, which is pretty cool. I’m sure there’s more in the game that I still haven’t discovered.
I played this on the Nintendo Switch (a 2019 port), which has its positives and negatives. It’s great to have a game like this on a portable system so you can dip in and out easily. However, the game’s graphics prove a little too demanding for the Switch to handle. Even in performance mode, the framerate is inconsistent and not particularly smooth. Distant details fade in and out as you move nearer/further, and the game seems to employ ‘occlusion culling’ – a technique that hides parts of the scenery that aren’t visible. The problem is, this culling is a little too aggressive and you can actually see those bits of scenery popping in and out of existence as you move around corners. It can get away with it to some extent, because there’s also an intentional flickering effect on the walls and scenery, showing this to be a virtual world that’s falling apart, and all the graphical anomalies sort of mingle together, but it isn’t always pleasing to the eyes.
Also included in this version is ‘Road To Gehenna’, an expansion pack /mini-sequel with an epilogue style story and ingenious new puzzle rooms. There’s also a short demo, which is just a quick puzzle to demonstrate how the game works. It’s a good package, despite its technical shortcomings, and after playing it for more than fifty hours, I guess this one wasn’t so steeply priced after all. Whatever platform you have access to, this gets a solid recommendation from me.