Anybody who has played video games for a good part of their life may get themselves attracted to a particular amusement.
Whether they kept us diverted amid a disturbing time, or acquainted us with a virtual world we right away began to look all starry eyed at, there's no precluding the force from claiming computer games as an intuitive medium. Films and music (among others) can have the same impact, yet there's something extraordinary and (by definition) one of a kind with regards to computer games, and that level of cooperation and engagement that they offer.
For the individuals who haven't had the opportunity to play it, Braid is the principal real title from Jonathan Blow, an autonomous computer game designer whose outline methods of insight are really a long way from what you would call 'the standard.' His amusements are vastly improved for it be that as it may; Braid got all inclusive recognition when it discharged.
Following a hour of two of playing, what shocked me most about The Witness is the amount it varied from Braid, both mechanically and outwardly. Plait, generally, was planned and worked by Blow, with craftsman David Hellman accountable for the amusement's pre-rendered/static backgrounds, and authorized melodies filling in for a more customary soundtrack. Interlace had an exceptionally extraordinary stylish, yet it was constantly straightforward in degree; the diversion was part up into particular levels, and every last bit of it was side-looking over.
Each and every one of the levels felt extremely consider, frequently obliging you to take a workman you had quite recently learned and apply it in a certain manner, generally remarkable to the level you were on. Some might say that every level had its own particular contrivance of sorts, keeping in mind that sounds to some degree pejorative, I wouldn't as a matter of course can't help contradicting that announcement.
The Witness is a standout amongst the most difficult amusements I've ever played. Amid my playthrough, I encountered disarray, instability, and mental fatigue as I attempted to comprehend this present amusement's intricacies. On occasion, I considered surrendering. The Witness makes few endeavors at handholding, picking rather to pass on its mechanics in unobtrusive, enigmatic routes as you battle to comprehend it all.
Be that as it may, when you do persevere, disappointment offers approach to delight. This is the thing that makes The Witness uncommon. Dissimilar to numerous riddle recreations, it doesn't simply make you feel clever - it starts on the suspicion that you are astute. It assumes that you are a keen person, fit for persistence and basic considering, and it rewards you for utilizing both.
The Witness develops on an anonymous island inside of an incomprehensible ocean. The island includes an interwoven example of Earth's biomes, from a snow capped mountain, to a harvest time woodland, to a fruitless desert. Scattered all through these living spaces are square boards, each secured in labyrinths of fluctuating multifaceted nature. This is the establishment of The Witness' gameplay- - you initiate every board, direct a gleaming line through its labyrinth, and proceed. Most open ensuing riddles, however some open entryways, move stages, or enact power sources.//TODO: Rijesiti rating i odkomentarisati ovo kad rijesim ?>