Road to Elysium
It’s been a while. What have I been playing? Well, just in the last few days, I’ve mostly been absorbed by the “Road to Elysium” DLC for The Talos Principle II. There are three separate scenarios, and each one takes a different approach to the problem of adding more puzzles to a story where the source of the puzzles has been defeated.
The first scenario, “Orpheus Ascending”, is basically a side story: it has you going back into the simulation where the entirety of Talos 1 and the opening of Talos 2 take place, there to recover soul fragments of a destroyed robot, so she may be reconstructed. Apparently this resolves a subplot in the main game, but not one that I remember at all. It’s explicitly called out by a character in the intro cutscene as resembling Orpheus’s descent into the underworld — I haven’t said much about it, but Talos 2 is chock full of references to Greek mythology. So it’s a little strange that it takes place in the Egyptian-themed section of the simulation rather than the Greek-themed one. But the Egyptian one is the only part that’s ever seen in Talos 2, and apparently it’s appropriate here because its name is the “Land of Death”. (The other sections of Talos 1 are called the Land of Ruin and the Land of Faith. It’s not clear to me where these names come from — they’re never referenced in the game itself.)
Going back to the old simulation means the puzzles are constrained to only use elements from Talos 1. But it delves deeper into their mechanics than we’ve seen before — in particular, how beams behave when they clash, when they collide midair or compete for the same connectors. Previously, you generally only saw this sort of thing when your solution was set up wrong. Here, you induce failure deliberately. It’s very well-tutorialized, too. It doesn’t assume that you already grasp how it works, but builds up from simple deliberate failures to more complex ones.
The third scenario, “Into the Abyss”, I haven’t looked at much yet, and only mention it now to get it out of the way so I can spend the rest of this post talking about the second scenario. It seems to have no particular puzzle theme other than very difficult puzzles, which is a good thing after the ones in the main game turned out unexpectedly easy. Narratively, it’s a flashback: there’s a point at the end of the main story where an NPC’s consciousness is trapped in a new simulation, and now he describes what he experienced there.
The second scenario, “Isle of the Blessed”, is the game’s beach episode. A bunch of characters get together on a tropical island hosting a massive puzzle-based art installation inspired by the events of the main game. We’re repeatedly reminded that solving the puzzles here is completely inconsequential, a diversion you pursue for its own sake alone. Which, of course, has really been the case all along for the player, just not for the characters. Ironically, this means that the puzzles are in a sense more consequential for the player than for the characters: as in the main game, progress in solving puzzles triggers advancement in the plot, even though there’s no logical connection. The plot you’re advancing is fairly trivial, mind. The most dramatic thing I’ve seen happen is that a pair of old friends who had a disagreement back in the main game finally reconcile. And yet, I am no less motivated to solve these puzzles than when the world was at stake.
Through the NPC chit-chat, though, this scenario references the events of the game more than the other two. And in the process, it references things that the player had the opportunity to influence. As such, it establishes certain possibilities, certain choices, as canon. There’s an entire major NPC, very important to the plot, whose very presence is only possible under the assumption that you solved a bunch of optional puzzles back in the main game. Heck, even the existence of these physically-implausible puzzles in reality outside the simulation is only possible if you decided to make the necessary technology available at the end of the game, instead of sealing it away or destroying it. It all goes to reinforce what I said before about the game pushing the player toward specific choices, and a specific point of view.
Anyway, I haven’t finished this stuff yet, but I don’t intend to do another blog post about it (unless it does something really surprising). Expect the next few posts to be about other stuff I played during the summer but didn’t get around to documenting.