The Witness is a 3D world explored in the first person that spins around unraveling two-dimensional labyrinths found on in-game boards. Complete the puzzle by drawing the right way from a begin point to an adjusted endpoint. This straightforward idea is the focal point of the 700 or so puzzles you’ll discover on The Witness’ island setting. Following lines feels as smooth as cutting butter with both a mouse and a gamepad and is joined by a warm, electric humming sound.
The unadulterated material delight of speaking with these interfaces and the underlying feeling of wonder was sufficient to ensure continued play of The Witness. In any case, these light-up mazes rapidly turned out to be more modern, adding new standards and requirements to the fundamental labyrinth-like structure and in this manner taking into account the extremely intense, yet satisfying difficulties within each puzzle.
The Witness’ prizes lie in solving its riddles; in dodging Blow’s red herrings and different endeavors to trap and jumble you. In perceiving how the riddles emphasize and fit into the game’s bigger world, you will have an easier time completing the game as a whole. Once in a while, the riddles open new places or more riddles. In some cases, they don’t open anything. Now and then they just enable you to take a gander at what once appeared to be unthinkable. Solving them remains a reward unto itself.
Learning is The Witness’ primary collectible. The game shows this right off the bat, making players’ advancement difficult.
The Witness is am to a great extent, conceptual game. However, it does have a story of sorts. Short, concealed sound files and a few videos don’t exactly flesh out the storyline, however, they fortify its topics. The riddles themselves do that also.