I love puzzles, and puzzle games, and count Portal and Portal 2 among my absolute favourites, considering the latter in particular a solid-gold masterpiece, so didn’t hesitate to take advantage of The Talos Principle being on sale, not least since I’d watched a stream VOD of a favourite Youtuber playing it, and it looked good. Unfortunately, it turned out to be, well, a bit of a mess.
Right from the off this game leans hard on spiritual and philosophical themes, with a portentous voice referring to you as their child, and terminals with snippets of philosophical treatises, and to be fair, those are themes I’ve no interest in, and in fact find offputting, which undoubtedly coloured my impressions. To me, it felt heavy-handed, especially when you find yourself debating the nature of consciousness with a capricious intelligence that seems to inhabit the library system the terminals can connect to. I thought all of it was, the debates especially, distracting, frustrating and annoying. Still, if the puzzles were good, the gameplay engaging enough, I could live with it.
Key to being a good puzzler, for me, is having a strong core concept. The Portal games have one of the strongest ever conceived of. Superliminal has a great one, that is dazzling and confounding and delightful in equal measure, even if it can’t maintain it’s momentum throughout the game, petering out somewhat at the end. Talos Principle…doesn’t really have one. It has a framework, get through a maze to collect a sigil, and a range of mechanics and devices, the latter unlocked one by one over the course of the game, but nothing that could be called a core concept, and nothing that truly compels. While it has its moments, some genuinely clever and satisfying puzzles, it mostly ranges from solid, to repetitive, to annoyingly obtuse. There are two main reasons for this.
One: poor communication of those mechanics and devices. Superliminal and the Portal games do a fantastic job of setting up their concepts, showing you how they work, what you have to do. There’s a clear, intelligent progression at play that means you’re never lost, you always know the parameters and goals. Talos Principle starts solidly, with a prologue introducing the basic goals and the first device, but after that it’s fuzzy. There’s fairly clearly an order you’re meant to tackle the puzzles of a given level in, but it’s not communicated, except maybe on signs in the hub world, which are easily overlooked. Thus I more than once found myself tackling a complicated puzzle involving a freshly unlocked device, only to then enter a simpler one obviously meant to introduce that device. The functions of the devices aren’t fully put across, either; for example, it took me an aggravatingly long time to realise the connector could connect more than two things.
Two: it’s overly familiar, and even derivative. The “navigate a maze to collect an item” routine is one of the oldest in video games, and for all its gloss, Talos Principle doesn’t do nearly enough to make that routine its own. Worse, its clearly aping better games, and even comes dangerously close to stealing. One of the commonest mechanics is directing lasers from emitters to receivers, which is straight out of Portal 2, except not done nearly as well. The recorder, a device that lets you record a series of actions, which then play back, so you can essentially co-operate with yourself to solve a puzzle, is a basic version of the puzzle mechanic in the Clank sections of Ratchet and Clank: A Crack In Time. That’s two elements that are basically half-hearted copies of ones from other, superior games, and it wouldn’t surprise me at all if there were more.
This undercooked feel extends to the graphics and environments and denizens of the world. The worlds are mostly pretty, lush recreations of Ancient Greece, Ancient Egypt, and Medieval Europe (the unengaging, generic future-industrial style of the hub world the exception) but sterile, no life or personality in them at all. There’s a hollowness to them, only made more so when you realise that under the superficial gloss, they’re structurally identical, something the game even highlights when a puzzle in the Egypt world is glitched to look like Greece, before it’s corrected. The player “character”, and every other “character” you meet in the game, are androids, robots, AI constructs even more generic than the hub world’s architecture. It all lacks spark, identity, individuality, personality.
Now, true, the game takes place in a digital, entirely artificial world, but given the themes of life, and what it means, it seems distinctly self-defeating for that world to have no life of its own. That, I think, is the crux of the issue. The game has Big Ideas, is straining to Mean Something, Something Deep And Important, and unfortunately, that overpowers pretty much everything else. Themes and ideas should come out of the characters and the story, organically, be a product of those, whereas in Talos Principle, the themes and Big Ideas are what everything else is in service of, compromising all of them, to the game’s serious detriment. That those Big Ideas, of philosophy and spirituality, are delivered, as alluded to earlier, almost entirely through documents on terminals, reams of often dense reading, a seriously clunky approach, only heightens the issue.
I don’t honestly think a single aspect of The Talos Principle truly works. It’s all flawed to one degree or another, leaving the game feeling misjudged and misguided, a haphazard, ironically soulless, ham-fisted misfire that wearies and frustrates far more than it stimulates or engages. Fixating on Big Ideas to the extent all the other elements come across as neglected, like they weren’t really cared about, from the shallow environments to the often clumsy and frequently ill-defined puzzle mechanics to basic names for the devices to the cribbing from other games, does not make for a worthwhile experience.
It makes for a dispiritingly erratic one that left me wanting, one I just can’t recommend.