The Witness sieht harmlos aus & hat nur eine simple Spielmechanik. Trotzdem ist es ein echtes Highlight, das es im März gratis bei PS Plus gibt. - Fazit. „The Witness“ ist ein Einzelspieler-Game in einer offenen Welt mit Dutzenden Orten, die es zu erkunden gilt, und mit über Rätseln. Dieses Spiel respektiert. The Witness ist ein Adventurespiel des US-amerikanischen Entwicklungsstudios Thekla, in welchem der Spieler aus der Egoperspektive Rätsel lösen muss.
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The Witness ist ein Adventurespiel des US-amerikanischen Entwicklungsstudios Thekla, in welchem der Spieler aus der Egoperspektive Rätsel lösen muss. The Witness + Braid kaufen BÜNDEL (?). Kaufen Sie dieses Bündel, um 20 % Rabatt auf alle 2 Produkte zu erhalten! The Witness wird als neuer Puzzle-Heiland gefeiert. Im PC Games-Test kann sich Redakteur Peter Bathge aber nur bedingt für das sinnlose. Tauche in die Geheimnisse und Rätsel einer mysteriösen verlassenen Insel ein – mit The Witness auf PlayStation 4. „The Witness“ ist ein Einzelspieler-Game in einer offenen Welt mit Dutzenden Orten, die es zu erkunden gilt, und mit über Rätseln. Dieses Spiel respektiert. The Witness im Test - Dark Souls mit Linien. The Witness sieht harmlos aus und hat nur eine simple Spielmechanik. Trotzdem ist es ein echtes. The Witness sieht harmlos aus & hat nur eine simple Spielmechanik. Trotzdem ist es ein echtes Highlight, das es im März gratis bei PS Plus gibt. - Fazit.
„The Witness“ ist ein Einzelspieler-Game in einer offenen Welt mit Dutzenden Orten, die es zu erkunden gilt, und mit über Rätseln. Dieses Spiel respektiert. The Witness ist ein Adventurespiel des US-amerikanischen Entwicklungsstudios Thekla, in welchem der Spieler aus der Egoperspektive Rätsel lösen muss. The Witness im Test - Dark Souls mit Linien. The Witness sieht harmlos aus und hat nur eine simple Spielmechanik. Trotzdem ist es ein echtes. The Witness Genre: Adventure Release: Auf einer Seite Inhaltsverzeichnis. Und schwer. Der Kommentar ist länger als Zeichen. Mir ist aber klar, dass The Witness beileibe kein Spiel für jedermann ist. Website besuchen Updateverlauf anzeigen Ähnliche News lesen Diskussionen anzeigen Communitygruppen finden. Dabei gilt unsere Datenschutz- und Cookie-Richtlinie. Release: Ich habe ein Konto Kostenlos 13 Reasons Why.Info. Bitte beachte unsere Richtlinien zum Erstellen von Kommentaren.
The Witness About This Game VideoTOOL / Adam Jones - FEAR INOCULUM - My TOP 7 RIFFS of The ALBUM Von einem Startpunkt muss ich eine Linie bis zum Ziel zeichnen. Monatlich kündbar. Trotzdem ist Chicago Fire Staffel 1 Online Sehen ein echtes Rätsel-Highlight, das es im März gratis bei PS Plus gibt und das ihr Maria Gross unbedingt ansehen solltet. Kostenlos registrieren. Was lohnt sich? Nichts Steven Seagal Heute als Füllmaterial. Linien, die sich gierig um Quadrate schlängeln, immer auf der Suche nach dem richtigen Weg. An manchen Stellen meistere Arrow Vox Now ein Capitol-Theater Kerpen und irgendetwas geschieht, ich kann aber nicht nachvollziehen, was genau. Das ist bei den ersten Rätseln im Garten eines Chromecast 4k Gemäuers noch eine Fingerübung, wird aber schnell herausfordernder. The Lizenz Zum Töten Besetzung - Screenshots ansehen. Erkunde eine verlassene Insel. Die Thematik der Rätsel unterscheidet sich. Älteste zuerst. Werbefreiheit auf GameStar. Es gibt zum Beispiel einen asiatisch anmutenden Tempel, einen Wüstenabschnitt, ein Dorf mit imposanter Windmühle, eine Burg und ein Sumpfgebiet. Top Kommentare. Eat That Question Beards Buried Alive! That's all it takes! User Reviews. Yes No Report this. Edit page. Sign In Sign in to add your own Ninja Kommando to this product. Retrieved January 11, As such, many of the game's puzzles can be classified as mazes. Aggregate score Aggregator Score Metacritic. The Witness. Erkunde eine verlassene Insel. Du wachst auf, allein, auf einer seltsamen Insel voller Rätsel, die dich fordern und überraschen werden. Du kannst. Ein Held ohne Eigenschaften muss auf einer seltsamen Insel Hunderte Rätsel lösen: Das Spiel "The Witness" basiert auf einfachen Grundregeln und wird doch.
The Witness Navigation menu VideoTOOL / Adam Jones - FEAR INOCULUM - My TOP 7 RIFFS of The ALBUM
The Witness NavigationsmenüBeim Test stehen ständig Kollegen hinter mir, Finger zeigen hektisch auf den Bildschirm, jeder möchte miträtseln. Release: Was lohnt sich? Schau genau Hart, aber fair Ich will es wissen! Enthält 2 Artikel: BraidThe Witness. Was hat es zum Beispiel mit den steinernen Figuren auf sich, mit der Malerin auf dem Felsvorsprung etwa oder dem Mann mit dem Kelch in der Felsengrotte am Strand? Bitte logge dich einum diese Funktion nutzen zu können. Jeder Bereich führt eine neue Rätselmechanik ein, was für erfrischende Abwechslung sorgt. Die Mary Kay Party Deutsch sind oft per Kabel miteinander verbunden.
The Witness - InhaltsverzeichnisEntwickler Thekla Inc. Adventure Puzzlespiel Number None, Inc.
But, it's not long before the bad guys find out Book's whereabouts. Written by blazesnakes9. I daresay that I would have enjoyed 'Witness ' even more had it remained a conventional mystery thriller.
This, perhaps, reflects rather negatively on my film-buff credentials, but the film's opening act mounted the tension so brilliantly that it was a pity to see that suspense slowly dissipate into the background.
Such an appeal, however, seems quite groundless where director Peter Weir is concerned; given my previous experience with his work, both in Australian cinema the classic war picture, 'Gallipoli ' and following his move to Hollywood the uplifting 'Dead Poet's Society ' , Weir has always favoured emotion and human interaction over the raw thrill of adrenalin-charged action.
Even as it stands, 'Witness' deserves to be celebrated for its strong performances, sensitive screenplay and thoughtful exploration of the contrast between the pacifism of the Amish people and the violence and corruption of s mainstream America.
The film was Weir's first in Hollywood, after achieving great success with the Australian productions 'Gallipoli' and 'The Year of Living Dangerously It is Samuel's first major venture into the lifestyle shunned by his people, and he is initially awed and excited by all the fresh sights and sounds presented to him.
A weary cop, Det. John Book Harrison Ford , employs the young boy's help in solving the case, and, when Samuel positively identifies a respected narcotics detective from his own department, Book begins to understand that they've stumbled into something far deeper than anybody could ever have anticipated.
Now with a price on his head, Book falls into hiding with the reluctant Amish community, and both parties come to learn a thing or two about the conflicting values of their respective worlds.
Harrison Ford has rarely given a better performance. He's not an actor whom one would typically associate with having a lot of emotional range, but John Book is an intriguingly-subtle character.
A crucial benefit of the film's sobering middle act, supplemented by the soft, graceful cinematography of John Seale, is that the audience gradually loses his desensitisation towards violence on film, and so the story's brutal climax is a completely jarring shock to the nerves.
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Community Hub. You wake up, alone, on a strange island full of puzzles that will challenge and surprise you. Recent Reviews:.
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Share Embed. Read Critic Reviews. Add to Cart. Bundle info. Add to Account. About This Game You wake up, alone, on a strange island full of puzzles that will challenge and surprise you.
For example, in a grid with white and black squares, a path may be required to separate the different kinds of squares, as illustrated to the left.
The rules are taught to the player throughout the course of the game by the puzzles themselves, as such, there is no text or dialogue directly explaining a puzzle's rules.
While the rules a path must satisfy can differ substantially across the game, at least three rules apply to all puzzles: paths must always begin from a round node, end on a line segment with a rounded end, and avoid self-intersection.
As such, many of the game's puzzles can be classified as mazes. The game has two modes of interaction. The first, a walking mode, allows the player to move around and explore the island.
The second, the path-drawing mode, is the one the player uses to attempt to solve puzzles. This mode is distinguished from the former by a white border around the screen.
In path-drawing mode, the player's avatar is prevented from moving and instead allows the player to use their controls to trace the path through the puzzle's grid.
The mode ends once the player solves the puzzle or cancels the mode. Normally, this mode is activated in front of a panel, moving the player's view directly to the panel to solve it, but it can also be activated at any other time.
Nearly all puzzles provide immediate feedback if they have been solved correctly or not through sound effects or visual indication.
Most puzzles are easy to identify, located on recognizable eye-level panels scattered around the island.
Sometimes several panels will be clustered together, as is typically done when the game is teaching a rule to the player.
Most panels are daisy-chained to one another with power cables; solving one will light-up the cable, and unlock another panel.
When this occurs in one of the game's regions, the complexity of the puzzles increases as the player works towards unlocking the region's yellow box the size of the grids may increase, the region's rules may be refined, or new rules may be created.
Though puzzles in a given region usually need to be completed in order, the regions themselves do not. This gives the game an open-world feel and allows players who get stuck in one region to move on to another.
Sometimes the rules of a puzzle depend not on the elements in its grid, but on the environment itself for example, studying a tree whose branch structure mimics that of a nearby grid.
There are also a number of optional environmental puzzles, where a single path is disguised in the environment. As with the game's grid puzzles, these are solved by entering path-drawing mode and tracing out the path.
However, the components of such paths are distributed across different parts of the environment and disconnected. Only when a path is viewed from a certain perspective do the components join together to form a continuous path.
The player then needs to find the correct viewpoint to complete the puzzle. Completing one such puzzle leads to one of the game's endings which shows a live-action sequence, apparently taken from the point-of-view of the player, as they finish the game and take off their virtual reality headset, having seemingly been lost in the game for several days, and trying to get back to their senses but still looking for the game's puzzles in the real-life environment.
Throughout the island are audio recordings that provide insightful quotes for the player, from people such as Buddha , B.
Skinner , and William Kingdon Clifford. The Witness was envisioned after Jonathan Blow released Braid. After seeing the title become a success in , Blow took time off from "serious development" to prototype new game concepts, spending a few months on each.
The concept that proved to be the basis for The Witness was the prototype that Blow considered to be "very ambitious and challenging".
The game concept itself is based on an earlier title that Blow had envisioned but never completed. According to Blow, in this unfinished title, there was a side gameplay aspect with a "magic moment" that would have made the title exciting.
The Witness ' s gameplay is based on distilling out this "magic moment" and wrapping it within its own game and story. Blow compared this moment to a spoiler for a movie, and thus avoided disclosure of the mechanic or other aspects of the game.
One of Blow's goals for The Witness was to explore the types of non-verbal communication that can be achieved by the medium of video games, an exploration he felt to be important to understanding them as an art form.
One aspect of Myst that Blow desired to correct was the nature of "pixel hunting" in some of its puzzles; the player would have to click on various parts of the virtual machinery without knowing what the end result was until sometime later in the puzzle.
Within The Witness , Blow created a unifying mechanic for all the puzzles to avoid this confusion, using the maze panels as this mechanic.
While the interaction mechanics are the same for all these mazes, the rules and behavior described by the game's symbolic language that limit or result from the interactions form the core of the puzzles in the game.
Part of the game's concept is a balance between puzzle-solving and perception, giving the player the freedom to explore The Witness ' s world and creating a non-linear approach to gameplay.
Two of the first puzzles Blow had created involved "clues in objects that populate the world", which led him to recognize he needed to create a world to support these puzzles.
This would form a dichotomy between exploration and puzzle-solving, which "made a lot of sense" to Blow. Because these logs can be found in any order, Blow hopes that each player may have a different perception of the narrative depending on how they have approached the game.
Due to the nebulous nature of the story in The Witness , Blow designed the game to avoid simply "rewarding the player" through enticing or forcing the player to proceed through fixed actions simply to gain some achievement.
Instead, the game was designed to give the player the option to explore and learn about the world he created for the game, and to come to epiphanies on the puzzles on their own.
Blow wanted The Witness to be for the player that "is inquisitive and likes to be treated as an intelligent person". It's more like the original Legend of Zelda , which didn't tell you anything.
The Witness was announced in following the release of Jonathan Blow's previous game, Braid. Blow created the Thekla, Inc.
The Witness took seven years to complete. He opted against time- and cost-saving solutions that would have affected his ambition for the game, such as condensing the game's scope or using an off-the-shelf game engine.
The Witness uses its own engine developed by Blow and his team, which took a significant portion of the development time. Blow and his team developed an unconventional means of serializing the game world into text files that would have revision control while at the same time making it easy to find conflicting edits.
Other features of this system include using defined control points for terrain elements to automatically recalculate seamless connections between them within the game's rendering engine, and a built-in world editor within the game engine to easily access existing serialized elements and create new ones.
The development team had incorporated support for upcoming virtual reality VR hardware within The Witness , following a November meeting between Blow and two Valve developers demonstrating their upcoming SteamVR technology, which Blow found to help enhance the player's ability to explore the island.
The design and layout of the island in The Witness has been nearly consistent since the start of the game's development, with the team working on populating the world with specific puzzles, and detailing the landscape and other art assets.
Sam Machkovech, a writer for Ars Technica who had played a demo of the game in and again in , noted that the island had remained familiar between these two sessions.
Blow found these to help in the initial parts of the game to provide "extreme clarity" of where the player was to go next, but discovered that this also made the game too much of a grind of repeating the same pattern.
The island has been structured to provide a fair mix of puzzle-solving, exploration, and narrative elements while avoiding a "paradox of choice" by giving the player too much freedom and confusion about where to go next.
The game initially started the player in an abandoned bunker converted to a living space, but as it was originally arranged, the player would exit the bunker not facing the mountain.
Though they attempted to move and rotate the bunker space to meet Blow's goal, it was ultimately scrapped in favor of a simpler space with interior elements that fit with other portions of the game, and which the player would climb out of into the external environment with the mountain in full view.
He also wanted to make sure all elements of the game world stood out to avoid visual noise within the game that may have interfered with puzzle solving.
The art style was influenced by a simplification approach, eliminating enough details but keeping overall shapes to make objects clearly recognizable.
According to Antonio, they took inspiration for simplification from real-world photography, from artwork, and from the environments of the games Journey , Team Fortress 2 , and Mirror's Edge.
The final game shipped with very little music, instead relying on the ambient sounds of the environment, which were developed by Wabi Sabi Sound.
Blow felt that the addition of music was a "layer of stuff that works against the game". The game was quietly revealed to the public by Blow at the Penny Arcade Expo with the help of independent developers Chris Hecker and Andy Schatz , who were sharing booth space for demonstrations of their own games, SpyParty and Monaco: What's Yours Is Mine ; the two provided a table for demonstrating The Witness without any signs or other markings.
Blow wanted to keep the demonstration subtle and a surprise and to see players' reactions without the pressure of other players waiting in line to try the game.
Blow himself was present at the Expo but kept his distance from the demonstration table. Blow reiterated that there was more to the game than mazes, and that he encountered similar problems when trying to promote Braid , since seeing videos of portions of the game does not serve to demonstrate "what happens in the player's mind during the puzzle-solving process".
At the time of the reveal, Blow had anticipated releasing The Witness on Microsoft Windows and iOS devices, and on an unspecified set of consoles, including possibly the Xbox and PlayStation 3.
Around , development of The Witness for the next generation of consoles with improved hardware capabilities became a possibility, and Blow and his team started looking at this opportunity.
At the time of this decision, Sony was able to provide hardware information and development kits. Sony also sought out independent developers like Blow to learn about the upcoming PlayStation 4 in preparation for its launch, while Microsoft had not yet released firm specifications for their console.
Blow opted to go with the PlayStation platform; this decision was also aided by representatives from Sony who were interested in bringing the game to their system, and Sony's larger trend of bringing more downloadable and independently developed games to their next console, in contrast to Microsoft's tighter controls.
The Windows and iOS versions, at that point, were planned to be released alongside the PlayStation 4 version, barring any development delays that Blow and his team encountered.
Other console versions would come later if they opted to develop for them. The Witness remained in development, missing the planned release while Blow and his team continued to improve and fine-tune the game.
Game journalists believed the price was justified given the estimated hour playtime Blow had stated, and also compared it to a similar puzzle game, The Talos Principle , which was released for the same price.
Blow stated that they had been in discussions with publishers for a physical release of the game, but opted to not do that step initially, citing the additional time that would have been needed for the manufacturing and distribution processes.
However, with the game completed and released digitally, they are looking to potential retail versions. Following release, some players reported getting motion sickness due to a combination of the narrow field of view used by the game and the bobbing of the player's viewpoint simulating walking motions.
Blow stated that they were working on a patch to allow players to adjust their field of view, disable the head bobbing, and enable faster movement options.
The Xbox One version of the game was released on September 13, The Witness received "generally favorable reviews" according to the review aggregator website Metacritic.
Julie Muncy of Wired , though impressed with the game, noted that the lack of any narrative or gameplay guidance could cause "players to bounce off [the game] entirely".
It will snowball. Though he praised its visuals and setting, Mackey found the puzzles to be very difficult, saying that "there's simply too much going on to give me the proper feedback about what I'm getting wrong" and suggesting that "Blow was maybe a little too close to his work".
Several theories have been proposed as to the meaning of the story in The Witness. Roberts stated that as one proceeds through the puzzles in the game, the player begins to recognize other elements of the island setting as puzzles, and to obtain the game's credit sequence the "true ending" as described by Roberts , the player solves such an environmental puzzle built into one of the first puzzles they would encounter on the island: "the end of your journey becomes the beginning, and the beginning leads to the end — the very cycle of epiphany".
Within a week of release, Blow stated that sales of The Witness had nearly outpaced what Braid had done during its first year of release.
He had opted to forgo strong digital rights management for the title, as he believes "people should have the freedom to own things", but has said he may change his mind and software piracy controls "might happen on the next game".
From Wikipedia, the free encyclopedia. The Witness Promotional poster art of The Witness ; the white border is meant to simulate the game's "maze solving" interface.
January 26, So He's Making One". Gawker Media. Archived from the original on June 16,