![]() ![]() It certainly brings into question the value of putting in all those hours into the game, huh? I’m still going for it anyway but, well, now I guess I’ve reduced any expectation I did have to nil. So, er, now you know not to expect too much from the end of The Witness, I guess. “That is definitely how a lot of people will feel about the ending,” they say about MacLarty’s Rickroll ending in reference to The Witness‘ actual ending. But I know someone who has and who remarked previously that not many are going to like the ending. And it’s mild because, as I’ve made clear, I haven’t finished The Witness and can’t possibly spoil it for you right now. I should warn you that this is where the mild spoiler comes in. Yep, MacLarty is Rickrolling people like it’s 2008 all over again.īut, actually, that wizened internet meme in place of The Witness‘ actual ending isn’t irrelevant. When you reach the edge of the summit you get an on-screen prompt to “see ending.” Press the button and you’re redirected to Rick Astley’s “Never Gonna Give You Up” on YouTube. There are no puzzles to stop you along the way, no doors sternly blocking your progress, nothing but you and this path (and the surrounding scenery). None of the topography is the same and there are no sounds at all, but the warm bucolic glow of the place lives on through the colors.ĭespite all of the jagged grassy mountains begging to be explored in MacLarty’s The Witness, he gives us a path to follow, leading us up to a summit. By virtue of using the exact palette of the 100-hour long The Witness, this much shorter version of the game resembles its island as if you’re seeing it through beer goggles. You can also link multiple terrains together too, creating a larger experience with different moods through each transition.įor his game, MacLarty took a screenshot of The Witness and turned it into an explorable 3D space. ![]() “With it you can create detailed and unusual 3D environments to explore using a 2D paint-program-like interface,” reads the description. What this tool does is render 2D images as 3D terrain. ![]() Well, sorta.Īustralian game maker Ian MacLarty has created his own version of The Witness using his virtual world creation tool Vertex Meadow. In such a scenario, what you need is an abbreviated version of The Witness, and it just so happens to be that there is one. But the slight problem with this may be that a lot of people are playing it and talking about it all around you. Two hours, maximum, a day? And this is a game that’s supposed to take at least 40 hours (maybe more, maybe less) to finish, and possibly up to 100 hours to do absolutely everything it has to offer? Doing the math, I can see why some people may choose to push the long commitment of The Witness aside and entertain other ways to occupy their time. What I’m saying is, at this rate, it’s going to take me a bloody long time to complete The Witness. I manage about two hours of playtime before I have no choice but to go to bed otherwise I’ll be accidentally waking up on the couch the next morning. And the mix of serene exploration and chewy puzzle-solving lends itself to caressing eyelids determinedly toward the ‘rest’ position. There’s no music, no maddening rapid button-pressing, nothing to yelp at as it jumps out at you. While loved ones are tucked up in bed, you can be quiet with The Witness, as it is quiet with you. Most of the people I know who have been playing The Witness since it came out a week ago have been doing so in the graces of midnight-”it’s an ideal late night game,” is the consensus. Be warned, this article contains mild spoilers for the end of The Witness.
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