Challenges lacking explanation

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Prey 2006

The first time a player finds this explosive egg there is nothing that tells the player that it is meant to dissolve that organic net. The player doesn't even get a clue that the egg explodes when you shoot it. The player has to find that out by trial and error. After the first time it becomes obvious the purpose of that egg, but for the first time it is not. That mistake repeats on the whole game. There are many obstacles that the player is left by their selves to solve. There are many objectives that the player isn't told that it is an objective in the first place. If the game tells the player that they must go to a building, it's natural for the player to look for a way to the building. If the game doesn't tell the player what to do nor where to go, how is the player supposed to guess the developer's intentions?


When the player reaches this dimensional portal, the gravity on the other side seems to be correct. However, as soon as the player crosses the portal, gravity is reversed and the player is standing on the ceiling. The fact that the image does not match the gravity is probably a clue left by whoever made this puzzle. The game is not even consistent with itself because the first portal is the only one that has gravity not matching the image that you see of the other side. The first thing that the player sees is a locked door and nothing tells the player that they are in fact facing a puzzle. The secret of the puzzle is that you have to cross the portals in the room in a specific order, such that you end up walking on the floor with gravity correctly oriented. The game never explains why the door can only be opened if the player is standing on the floor, there isn't a button or anything that explains it. A simple button that could only be pressed or reached with the player standing on the floor would be enough to both tell the player that the room is a puzzle and would explain why the door doesn't open when the player is walking on the ceiling.