The Talos Principle - Part I

I run about a year behind on video games. It's a combination of thrift and avaiaibility, made possible by Steam Sales, and the competition of GOG and Humble Bundle.  With many excellent older games (and indies) selling for five to fifteen dollars, who wants to spend sixty just so they can have the newest title?  No one looks at books and say, better not read that because it's ten years old.  Gamers should take the same approach to games, and appreciate the affordable abundance online retailers have enabled.

For this Winter Steam sale, one of the games I bought was The Talos Principle. Spoilers follow.

The Talos Principle is a puzzle game with a story. It's comparable to Portal 2, but with less linearity and more puzzles.

In Talos the player's avatar awakens in a collection of ruins styled like those of ancient Greece.  Later the player visits locations designed to resemble the architecture of ancient Egypt and the Middle Ages. Above shines the blue sky, green grass spreads before mechanical feet, with walls boxing one in. Jumping, allows a vision over the walls and beyond toward the horizon. The walls stretch everywhere at first and it doesn't look like you can escape. While you are looking at the scenery and the view, which are gorgeous, you are distracted from an crucial fact. If you don't look closely you might miss a something as you complete a series of early objectives. You are a robot.

As you begin, a heavenly voice instructs you in the collection of sigils. The sigils look like Tetris pieces, and are used to complete mini puzzles which unlock more advanced areas. This godlike being, who calls himself Elohim, explains that those who collect his sigils can advance along a path of trials and ultimately reach eternal life with him. But, he warns, those who wish to reach HIM, must avoid trying to climb the tower.

Before I continue with the story, I'll briefly touch on the puzzles. The puzzles are set in walled in areas, clearly marked with which sigil lies in an area. There are a number of repeating obstacles to prevent you from reaching the sigil, and tools which must be used to overcome the obstacles. The obstacles include moving mines which detonate when you are too close, turrets that will kill anything in a certain marked area, doors with impassible force fields, and more. Early tools include disruptor that negates one of these previous obstacles, as well as boxes to place on switches, and fans to help jump into the air. Needless to say there are many more of both obstacles and tools, and the puzzles are interesting, fun, and don't feel repetitive.

The sigils are marked as green, yellow, and red for two reasons. The first reason has to do with difficulty. I found that the greens were very easy, while the yellows were still pretty easy, but the reds became significantly harder. I never left a room without collecting the green or yellow. There are a few times I quit a red puzzle, but I plan on going back. The other reason for the color is story based. Green is necessary to unlock doors that Elohim wants you to unlock and advance. Yellows are needed to unlock tools which are required to complete puzzles. At this point, and I think I am about 2/3 of the way through, I assume you can complete one of the ending (I assume there are multiple endings) with just collecting the green and yellow sigils. The red sigils are used to unlock the floors of the forbidden tower. I think there are five or six floors and though I have quite a few red sigils, I have only opened one floor. I wanted to collect all the sigils before attempting the end game of the story.

There are other parts to the puzzles, such as hidden bonus stars to collect, and how you need to use some rooms to help other rooms, but again, those don't impact the story that I've gotten too. If they do, I will cover it next Monday in part II.

The method by which the writers develop the story of The Talos Principle is four-fold. The most straightforward is when Elohim commands you to fulfill his trials and not enter the tower. His voice is one of only two audio voices in the game, which emphasizes his power and importance.

Your second source of information is audio files left by one of the members of the projects. She reflects on what it means to be human; to play, to be curious, to be a physical entity, and the value of civilization. These messages she calls time capsules, indicating they're to be found by people in the distant future.

Then there are the QR codes spread throughout the areas with short messages reflecting the opinions of their namesake. Most are pretty obvious, such as The Shepherd, Sheep, and Faithful. Others you might not know to begin with, but you learn along the way, such as Samsara and DOG (though if any of my former students are reading this they should know what samsara means). The add a bit of interesting flavor without digging too deep into the concepts of the story.

Finally, there is the terminal. Each area has one and some have multiple. Most have two to four text files on differing subjects. Some are mythological, some are philosophical, but those most relevant to the story are those written by a team of engineers and scientists. They indicate they are working on a massive project. Along with these text files is a different sort of interaction. There is a being who speaks to you in the computer, first questioning your beliefs and then trying to turn your attention to the tower. (There may also be a second voice in the computer, I was a little uncertain at one part).

As I played it didn't take me long to ask whether the story was smart or obvious. It does a good job at bringing together philosophical concepts and engaging thoughts. But on the other hand I'm not sure if the main story isn't too straightforward. To recap, there is a god-like (Elohim) being that commands you to complete his trials, and to avoid a forbidden tower. There is also another being trying to persuade you to take that which is forbidden.

There is a twist. This twist, as far as I can tell (and I haven't finished section C – the final main section - or entered the tower yet) is that this Elohim is a computer program designed by the people on earth who were facing an unexplained cataclysmic disaster. If you read the text files you discover that EL0HIM stands for [Extended Lifespan – 0] and [Holistic Integration Manager]. There were also EL-1 and EL-2 but the game doesn't talk about them much.

The questions left at this point are:
  1. Does the game explain the disaster? (not really necessary)
  2. Are there any humans left alive somewhere?
  3. Was this project supposed to be run as it is, or is there a glitch?
  4. Assuming there are only two computer programs talking to me, Elohim and the tempter which is right?

My guess are; no, no, glitch, and there isn't really a right answer. I think with number three, you can deduce that answer that a collection of engineers and scientists wouldn't have created a world controlled by a God-like computer that sets challenges and then offers an afterlife. Number four is a little trickier. I admit I have looked at the achievements but they are pretty vague. If anything they seem to support Elohim over the tempter, but that could just be to throw anyone that looks at the achievements in advance off the track.

I am torn, because as I consider myself a rational objectivist and a believer in Socratic virtue. In which case, sure, Elohim is the way to go. But on the other hand, it would seem boring to redo the plot of Genesis straight. But ultimately, I expect the game to stand neutral against both sides for two reasons. One, its just a supercomputer run amok and its trials have no moral bearing. Two, the developers have to maintain the satisfaction of the players. If Elohim is the correct entity than others (and myself included) would say that is too obvious and boring. But, the developers and writers are just human and it is unlikely that they will deliver mind-shattering truths at the end of their game.

To finish, and I'm not finished because next Monday will be article two, I hope there is another twist that I haven't spotted yet. Something that turns the whole game on its head. Short of that, I still think so far that it was an intelligent and enjoyable puzzle game.

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