![]() ![]() There’s a specific puzzle involving the translation of an ancient language that stumped me for over an hour. You may have noticed that I said puzzles were simple in the first half of the game. It was an “ah-ha” moment that was absolutely earned, but it was a little too late. This sort of easy puzzle solving does make some sense for the game as it's heavy on narrative, but it feels like the developers are afraid of you missing the story because of a puzzle. There’s very little critical thinking because all you need to do before solving a puzzle is a very surface level scavenger hunt. It feels like if you explore the area and read the numerous text documents, you’ll just find the solution. I just wish the puzzles were a little bit deeper. Essentially, it’s impossible to solve the puzzles without giving yourself the solution, and in the first half of the game, Call of the Sea felt like it was playing itself. However, it’s always unclear what the puzzle elements are until you’ve picked up the documents that lay it all out for you. This could have been an excellent way to help those who struggle with puzzles by giving them hints until they eventually find enough to come to the solution. The problem is, once you’ve found all the clues to any given puzzle, the solution is essentially written out for you in Norah’s journal. By exploring the environments, you’ll find many clues to puzzle solutions that have been left behind by Norah’s husband in the form of collectible documents. I just wish the puzzles were a little bit deeper.Īs things happen in the story and as you find puzzle items and clues, Norah writes down notes in a journal that can be accessed with the push of a button. ![]()
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