![]() There’s nothing wrong with this sort of structure, but it’s very boilerplate. ![]() You need this list of physical things in your inventory, which you can only collect by traveling around and solving literally every puzzle in the game. In some games, like the RHEM series, the Big Keys are literal. Once you have them, you open the Big Door and then you win. But more abstractly than that, they usually involve there being a Big Door at the end, and there are some number of Big Keys you need to find. As as a series of puzzles, yes yes, and those puzzles sometimes masquerede as social or environmental interactions. Let’s consider for a moment how adventure games are usually structured. Why Echoes of the Eye is not as special as Outer Wilds was I’ll mark some minor spoilers when they become relevant, and then some big major ones when I start bitching about where I got stuck, but it will be safe to read until then. I’m going to try to avoid spoilers in this post, but that’s not going to be completely possible. And speculation is, having the two bundled together is going to make it more difficult for future players of Wilds to have the same transcendent experience I did. The fact is, I enjoyed Echoes less than I would have if it weren’t burried deep within Wilds. ![]() Its inclusion as DLC doesn’t really enhance Outer Wilds at all (except for one detail, which I’ll talk about at the end), but I worry that stapling the two together kind of detracts from both. Outer Wilds is the best of them, though, because it went beyond merely an excellent adventure game (which it was) and into the realm of one of life’s truly great gaming experiences.Įchoes of the Eye, meanwhile, is merely an excellent adventure game. It’s a puzzle adventure game, and my brain sort of catalogues it alongside Return of the Obra Dinn (which is more adventure game than puzzle) and Baba is You (which is pure puzzle all the way down) as a sort of late-’10s puzzle experience trifecta. Outer Wilds was an incredibly special experience, the kind of thing that only comes along very, very rarely. In fact, my goal with this post is to make the case that that’s what they should have been all along. Throughout this post I’m going to refer to Outer Wilds and it’s DLC expansion, Echoes of the Eye, as two different games. I had this playing the entire time I wrote this post, and thought maybe you’d enjoy playing it as you read. That i could go into the bell from below.(I think i was simply trying to find a way in.Outer Wilds OST – Travelers (All Instruments Join) (By that point i knew about the other tricks and how they make it easier to reach themselves, so i was actively trying to figure out this trick.)) (Because i didn't bother with stealth, instead using other ways to get through, i didn't have enough time to view more than one of the Starlit Cove's reels (the death-into-simulation one), and while i was waiting for the tower to fall the next cycle, i figured out that i couldn't hear anything while dead. That dying would allow me to get past the bells. Although i don't think i realized that it could let me see invisible bridges.(i don't mean that i stared at one and didn't realize it was an invisible bridge, but that i didn't use the trick near an invisible bridge until i "learned" the trick the "proper" way.)) The "walk away from the artifact" trick.(Nothing special, i just thought to try it. (I don't exactly remember my thought process : I know that when i found one(in the Hidden Gorge slide viewing house), i went straight to the fire, but i *think* i might have figured it out when i first saw a Lantern Shrine's secret basement.) The secret entrance in the water at the base of the tower.(Nothing special here, i just noticed the hole in the side of the island.) The lantern shrines's secret passage.(I was convinced there was a secret, but i thought it had to do something with the number of lights in the paintings.) In the Echoes of the Eye DLC, what did you manage to figure out on your own, without (all) the "intended" information, and how?
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