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Tears of the Kingdom’s puzzle designers are fantastic trolls

zelda Developers are trolls, and I love them.

really well designed aspect of tears of the kingdom is that the game will teach you how to play it. I don’t mean through explicit tutorials; Rather, during my utterly embarrassing amount of play time, the game presented me with obstacles and tools for overcoming them, either in shrines or in the overworld. And every time I solved a puzzle, a more complex version of the same puzzle came up later, forcing me to put together what I learned to take on this new challenge. He makes tears A kind of Metroidvania that sometimes stops my progress until I’ve mastered a certain skill or problem-solving mechanic.

The game will also give you a complete lesson contained within a singular puzzle. Take, for example, the Eun-Orok ​​Temple. now, i’m leaving Damage This shrine’s solution, so see you later if you want to test your mettle against it without any help.

The shrine presents you with a handful of objects: metal balls, sloping surfaces, and a target at the end of that sloping surface that will open a door if hit.

When you see everything put together, what the puzzle is asking of you seems simple – roll the ball down a slope to hit the target. And that solution works well for the first puzzle:

Where the real lesson comes in is for the final puzzle of the temple. There are three balls of varying sizes, an oddly sloped surface, and a target. Given how the first two puzzles were solved, a player would naturally assume that the solution to this third one is just as simple – roll ball, hit target. But since the slope moves away from the target, the player is trying to figure out how to ultrahand three balls together and roll them in such a way that they end up in the abyss, forcing them to start again. Hit the target before you fall.

I thought that, similar to the solution to the second puzzle in the temple, I had to balance the two stuck balls on the edge of the slope to keep the whole thing from falling into the abyss, while the third ball remained stuck far enough to hit the target. . Essentially the “this is a more advanced version of the problem we’ve already given you” part of the lesson. I spent an hour banging my head against this puzzle trying to work out the orientation of the balls and where they roll to aim. Nothing.

Then I noticed that no matter how I configured the balls, they would never roll correctly to hit the target. They always fell. Furthermore, the balls could never be set up correctly to hit the target – they are too small to reach. The solution to the riddle, which I accepted on faith, was never It should have a real solution, regardless of how the first two parts of this puzzle played out. I felt cheated, like I was a test subject in a case study of human conditioning. “See how the dumbass continues to struggle after we taught him how to do it?”

This shrine was designed to be a teachable moment – but the game doesn’t “teach” you in the usual way. it was a lesson for never Rely on proposed “solutions” in favor of finding your own way. I’ve already praised this game for what it allows. It doesn’t matter how you got your answer, only that you got it. And this temple was a reminder to accept that “nothing is true, everything is permitted” whatever the method of problem-solving when accepting the “obvious” solution. tears presents you.

Once I discovered “troll,” I cursed out loud, then burst into maniacal laughter. I wasn’t bothered by the time I wasted. (Really, what’s another 60 minutes out of the 10,500 I’ve already accumulated?) Rather, I was happy, like I was laughing with a group of friends when they pulled a good joke on me. It gets even funnier when you think about the name of the puzzle: “The Right Roll.” The developers anticipated players losing their minds to find the “right roll”. Shameless bastard. Once I let go of my assumptions, with clear vision and clarity, the solution was really simple.

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