The Talos Principle 2 is ****ing awesome, it just continues to impress. I'm fairly far into the game now.
Big ol' goose egg in golden gate puzzles, but that's because I haven't managed to open any golden gates yet. I've played enough of the game to say that unless something goes horribly horribly wrong in the second half of the game, this is a STRONG GotY contender. It's been 16 hours and 23 minutes of awesome and zero hours and zero minutes of less than awesome. It's a puzzle game, so it's not going to appeal to everybody, but as a gateway puzzle game it might work fairly well because the puzzles are really well done and the game is so fantastic looking folks could appreciate it just as a walking simulator. Seriously, they took all the graphics and they crammed them all in here. Well, Croteam did cut some corners, there's no deformation, meaning that when you walk through water you don't make waves and when walking on sand or in snow you don't leave footprints. It's just snow painted solid ground; really really nicely painted, but painted nonetheless. I'm not going to complain about it when the game looks this good (the UE5 games are finally here), but I had to point it out to be fair. There are so many different environments and they're all so big and ridiculously detailed. I mean, they reused trees and some small rock outcroppings and stuff like that, but all these environments are meticulously arranged.
The puzzles are equally meticulously designed. I haven't found one I could cheese yet. In the first game, I'm pretty sure I did at least 2 or 3 puzzles not how they were intended to be solved, out of well over 100 puzzles that's not bad; zero so far in TTP2. I've encountered a few puzzles with decent challenge, a few that stumped me for 15 or 20 minutes, one that I slept on and solved the next day (I felt like an idiot because it was so obvious), and there's one Sphinx puzzle I haven't figured out yet. There are various types of puzzles. There are regular puzzles, these are walled off and self-contained. You are provided a set of tools with which to get to the podium at the end. The tools stay within the puzzle's arena, nothing goes in or out, only you can pass through the gate, nothing you are carrying. There are what I call delta puzzles because they have a delta/triangle symbol (I'm sure they have a name, I just never moused over the symbol, I guess?), these are just like regular puzzles, but they are not numbered and signs don't point to them, you need to find them with no guidance. Then there are 3 types of star puzzles: Prometheus, Pandora, and Sphinx. These can be anywhere, they are not walled off in their own rooms, they're just somewhere on the map. Prometheus puzzles are less puzzles and more scavenger hunts. You find his spark and you follow it back to him. It's really just finding the spark, following it is fairly trivial. Pandora puzzles are a receptacle you need to power somehow. Sphinx puzzles, fittingly, are the most riddle like. On the Sphinx monument will be a clue of some sort. It could be numbers, letters, a drawing. You need to figure out what the clue means then use said clue to find something. No clue what golden gate puzzles are like, on account of not having opened a golden gate yet.
I can't imagine the amount of work that went into this. How big of a studio is Croteam?