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* TimedMission: At least one door is timed and requires you to solve nearby puzzles in a specific fashion in order to get to it in time. There's also the [[spoiler:[[BrutalBonusLevel Secret Challenge]], a sequence of randomized puzzles you have to complete before [[PublicDomainSoundtrack Grieg's "Anitra's Dance" and "Hall of the Mountain King"]] stops playing.]]

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* SpiritualSuccessor: Very much in the style of ''Myst'' (even more so its sequel ''{{VideoGame/Riven}}''), with the lonely BeautifulVoid and numerous puzzles aimed towards a common goal.



* SpiritualSuccessor: Very much in the style of ''Myst'' (even more so its sequel ''{{VideoGame/Riven}}''), with the lonely BeautifulVoid and numerous puzzles aimed towards a common goal.

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* SpiritualSuccessor: Very much in the style of ''Myst'' (even more so its sequel ''{{VideoGame/Riven}}''), with the lonely BeautifulVoid and numerous TrialAndErrorGameplay: A few (optional) puzzles aimed towards a common goal.have hidden elements that light up only when you miss them.
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* Metroidvania: A unique example in that you progress though the island not by acquiring upgrades but by acquiring the knowledge in how the puzzle symbols work together.

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* Metroidvania: MetroidVania: A unique example in that you progress though the island not by acquiring upgrades but by acquiring the knowledge in how the puzzle symbols work together.
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Needs example.

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* Metroidvania: A unique example in that you progress though the island not by acquiring upgrades but by acquiring the knowledge in how the puzzle symbols work together.
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* SpiritualSuccessor: Very much in the style of ''Myst'' (even moreso its sequel ''{{VideoGame/Riven}}''), with the lonely BeautifulVoid and numerous puzzles aimed towards a common goal.

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* SpiritualSuccessor: Very much in the style of ''Myst'' (even moreso more so its sequel ''{{VideoGame/Riven}}''), with the lonely BeautifulVoid and numerous puzzles aimed towards a common goal.

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''VideoGame/TheWitness'' is a 2016 multi-platform video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.

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''VideoGame/TheWitness'' is a 2016 multi-platform adventure/puzzle video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.



** The mechanic of the [[spoiler: singular/dual triangle puzzles]] can be hard to ascertain as they are found across the map and are rather easy to solve with brute force. This becomes a problem when trying to later open...
** ...[[spoiler:The "Secret Challenge" inside the mountain. The same mechanic also turns the fence back on, with that solution found within the Secret Challenge.]]

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** The mechanic of the [[spoiler: singular/dual triangle puzzles]] triangle]] puzzles can be hard to ascertain as they are found across the map and are rather easy to solve with brute force.by simply guessing. This becomes a problem when trying to later open...
** ...[[spoiler:The "Secret Challenge" inside the mountain. The same mechanic also turns allows the player to turn the fence back on, with that the solution to that problem being found within the Secret Challenge.]]


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* TheLawOfConservationOfDetail: Blow made a point of noting in the run-up to ''The Witness''[='=] release that adventure games of the past didn't use this trope well: they would either render too many things in the game environment, confusing players on what objects to interact with; or, if text based, have a text parser so rudimentary that it couldn't be programmed with all of the nuanced phrases a player may randomly come up with. In ''The Witness'', anything that can be interacted with is generally easy to spot (even if it's not easy to solve.)
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* GettingCrapPastTheRadar: The official ESRB rating only cites two alcohol references in the game. However, [[spoiler: in the video unlocked by the fourth hexagon, the narrator at one point laments about customers in his store not paying for "a damned thing". It is quite understandable that this would get past the radar, seeing as it requires completion of an insanely difficult and somewhat luck-based puzzle]].
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* MindScrew: Many of [[spoiler: the giant landscape puzzles]] come across as this, considering that you have to draw them [[spoiler: on the sides of buildings, cracks in large objects, and even, in at least one case, ''the sun'']] and that unlike most of the puzzles, which have a patient build-up, [[GuideDangIt the game gives you no indication that they even exist]].
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** The mechanic of the [[singular/dual triangle puzzles]] can be hard to ascertain as they are found across the map and are rather easy to solve with brute force. This becomes a problem when trying to later open...

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** The mechanic of the [[singular/dual [[spoiler: singular/dual triangle puzzles]] can be hard to ascertain as they are found across the map and are rather easy to solve with brute force. This becomes a problem when trying to later open...
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* DamnYouMuscleMemory: [[spoiler: The timed puzzles in the Secret Challenge change each time you have to restart the challenge. Pausing the game will count as a fail.]]

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* CallBack: One puzzle is solved with the help of a slow moving set of clouds, in a nod to a similar maneuver made by Blow in his previous game, {{VideoGame/Braid}}.
* DeathMountain: In the southeast lies a mountain, which you ultimately must scale.

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* CallBack: One puzzle is solved with the help of a set of slow moving set of clouds, in a nod to a similar maneuver made by Blow in his previous game, {{VideoGame/Braid}}.
* DeathMountain: In the southeast lies a mountain, which you ultimately must scale.scale to find out what happened.



* FauxlosophicNarration: The game is littered with audio recorders that read out quotations from the likes of Albert Einstein, Russell Schweickart and Arthur Eddington; They provide a very esoteric story for the game itself.

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* EasterEgg: The sand castle from the cover of ''{{VideoGame/Braid}}'' is found in the sand pits of a glass blowing workshop.
* FauxlosophicNarration: The game is littered with audio recorders that read out quotations from the likes of theoretical physicist Albert Einstein, NASA astronaut Russell Schweickart Schweickart, spiritual teacher Gangaji and astronomer Arthur Eddington; They the quotes provide a very esoteric story for the game itself.



* GenreThrowback: Blow made this to be like an old AdventureGame with all the bad bits taken out.
* GuideDangIt: The entirely hidden [[spoiler: perspective-based puzzles that power the black obelisks.]] In short, it requires you to [[spoiler: line up the scenery in specific ways so that the telltale large starting circle and curved ending point appear.]]

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* GenreThrowback: Blow made this to be like an old AdventureGame with all the bad bits "bad bits" taken out.
* GuideDangIt: The entirely hidden [[spoiler: perspective-based puzzles that power the black obelisks.]] In short, it requires you to [[spoiler: line up the scenery in specific ways so that the telltale large starting circle and curved ending point of a path appear.]]



** The mechanic of the [[singular/dual triangle puzzles]] can be hard to ascertain as they are found across the map and are rather easy to solve with brute force. This becomes a problem when trying to later open...
** ...[[spoiler:The "Secret Challenge" inside the mountain. The same mechanic also turns the fence back on, with that solution found within the Secret Challenge.]]
* HardLight: The bridges [[spoiler: inside of the mountain.]]



* OntologicalMystery: The player starts at the end of a dark metal tube shelter undeground, opening doors to climb up onto a castle's patio. [[spoiler: The hidden ending shows the player waking up and stumbling around their house after spending an extended amount of time trapped in the virtual reality world of ''The Witness''.]]



* SceneryPorn: The island has a very beautiful, stylized look to it. As soon as you open the first gate, you're able to climb up on the second level of the starting point and look out at all of it.

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* SceneryPorn: The island has a very beautiful, stylized look to it. As soon as you open the first gate, gate in the tutorial area, you're able to climb up on the second level of the starting point and look out at all of it.



* SpiritualSuccessor: Very much in the style of ''Myst'', with the loneliness and numerous puzzles.

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* TreeTopTown: The southwest portion, by the shipwreck, includes one.
* SpiritualSuccessor: Very much in the style of ''Myst'', ''Myst'' (even moreso its sequel ''{{VideoGame/Riven}}''), with the loneliness lonely BeautifulVoid and numerous puzzles.puzzles aimed towards a common goal.




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* YourMindMakesItReal: [[spoiler: The hidden ending has the player wake up, disconnect themselves from a computer, and then stumble around a house, trying to activate panels and puzzles that don't exist.]]
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** The inside of the mountain also qualifies, with a healthy bit of InterfaceScrew thrown in for good measure.
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* InterfaceScrew: Objects can block panels depending on how they are looked at, preventing one from drawing lines through the obstructing objects and forcing the player to find the proper angle to observe the panel from.
**This is taken UpToEleven in the endgame area [[spoiler: under the mountain due to increasingly broken puzzle panels. Included are panels whose grid rotates or moves, panels that flash rainbow colors and make it hard to discern the true color of symbols, and a set of panels which you control simultaneously and must solve all at once.]]

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The player must ultimately activate seven of ten total beacons in order to gain access to the island's mountain and discover just what this place is and what happened here.

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The player must ultimately activate seven of ten eleven total beacons in order to gain access to the island's mountain and discover just what this place is and what happened here.


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* FinalExamBoss: The town serves as one of these, requiring knowledge of all the mechanics introduced over the rest of the island to gain access to its beacon. Of course, unless the player is going for HundredPercentCompletion they can skip the town entirely as only seven beacons must be lit.

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** [[spoiler: The video of American guru Gangaji, who implores her followers to stop looking for what they want, "not cynically, but innocently and openly."]]

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** [[spoiler: The video projection room, where solving one puzzle six different ways shows videos elaborating on the theme of the game, including James Burke contemplating "the key to change is the key of the world" (from the "Yesterday, Tomorrow and You" episode of ''Connections''); and of American guru Gangaji, who implores her followers to stop looking for what they want, "not cynically, but innocently and openly."]]



* DroneOfDread: As there is no score, the environments will give off subtle ambient cues -- and some of them fall squarely into this trope.
* FauxlosophicNarration: The game is littered with audio recorders that read out quotations from the likes of Albert Einstein and Arthur Eddington; They provide a very esoteric story for the game itself.

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* DroneOfDread: As there is no score, the environments will give off subtle ambient cues -- and some of them the plot-heavy areas fall squarely into this trope.
* FauxlosophicNarration: The game is littered with audio recorders that read out quotations from the likes of Albert Einstein Einstein, Russell Schweickart and Arthur Eddington; They provide a very esoteric story for the game itself.



* GuideDangIt: [[spoiler: The hidden, perspective-based puzzles that power the black obelisks. In short, it requires you to line up the scenery in specific ways to find hidden paths to unlock. The first one is accessible by ''turning around'' after exiting the very first door.]]

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* GuideDangIt: The entirely hidden [[spoiler: The hidden, perspective-based puzzles that power the black obelisks. obelisks.]] In short, it requires you to [[spoiler: line up the scenery in specific ways to find so that the telltale large starting circle and curved ending point appear.]]
** In fact, by the time one figures out that these even exist, they've already missed [[spoiler: completing the
hidden paths to unlock. The first one is accessible by ''turning around'' after exiting puzzle that lines the very first door.electric fence. Thankfully, players figured out how to turn the fence back on once the endgame is reached, avoiding LostForever status.]]
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I feel as though this statement doesn\'t contribute to the tropes that appear within the game.


* ComplainingAboutShowsYouDontWatch: The game is receiving backlask from those who believe that it is nothing more than a dolled-up, 3D version of an endless puzzle game like Sudoku or ''Candy Crush''. The game goes ''{{Film/Inception}}''-levels deeper than that.
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moar tropes

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moar tropes


* AuthorTract: The lengthy audio excerpt from NASA astronaut and aeronautical engineer Russell Schweickart's ''[[http://www.context.org/iclib/ic03/schweick/ No Frames, No Boundaries]]'', with how interconnected we can become with our surroundings, comes off as this. Bonus points for the audio recorder containing this message appearing [[spoiler: on the top of the mountain, after you've probably explored everything else.]]
** [[spoiler: The video of American guru Gangaji, who implores her followers to stop looking for what they want, "not cynically, but innocently and openly."]]



* CallBack: One puzzle is solved with the help of a slow moving set of clouds, in a nod to a similar maneuver made by Blow in his previous game, {{VideoGame/Braid}}.
* ComplainingAboutShowsYouDontWatch: The game is receiving backlask from those who believe that it is nothing more than a dolled-up, 3D version of an endless puzzle game like Sudoku or ''Candy Crush''. The game goes ''{{Film/Inception}}''-levels deeper than that.



* FauxlosophicNarration: The game is littered with audio recorders that read out quotations from the likes of Albert Einstein and Arthur Eddington; as well as some original and/or anonymously written quips.

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* DroneOfDread: As there is no score, the environments will give off subtle ambient cues -- and some of them fall squarely into this trope.
* FauxlosophicNarration: The game is littered with audio recorders that read out quotations from the likes of Albert Einstein and Arthur Eddington; as well as some original and/or anonymously written quips.They provide a very esoteric story for the game itself.



* GuideDangIt: [[spoiler: The hidden, perspective-based puzzles that power the black obelisks. In short, it requires you to line up the scenery in specific ways to find hidden paths to unlock. The first one is accessible by ''turning around'' after exiting the very first door.]]



* ShiftingSandLand: The northwest portion of the island is pretty sandy.

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* SetPiecePuzzle: The landscape is incorporated into many of the island's puzzles. [[spoiler: And in plenty of instances, the landscape ''is'' the puzzle.]]
* ShiftingSandLand: The northwest portion of the island is pretty sandy.contains a desert and sandy cliffs, complete with a temple.




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* [[YouWakeUpInARoom You Wake Up In A Metal Tube]]: Which leads up onto a patio, via a small cave.

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One trope example per line please. Also, all examples must be on a first bullet point; there is no such thing as a follow-up trope


* BeautifulVoid / SceneryPorn: The poster child of 2016. As soon as you open the first gate, you're able to climb up on the second level of the starting point. It's worth every second spent gawking.

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* BeautifulVoid / SceneryPorn: The poster child BeautifulVoid: Lots of 2016. As soon as you open buildings and mechanisms abound, with nary a person in sight.
* BubblegloopSwamp: A swampy area is found in
the first gate, you're able to climb up on the second level easternmost part of the starting point. It's worth every second spent gawking.island.
* DeathMountain: In the southeast lies a mountain, which you ultimately must scale.



* {{Homage}}/SpiritualSuccessor: To ''VideoGame/{{Myst}}'' and first-person 3D adventure games in general. Much of the imagery also brings to mind many classic [[{{Surrealism}} Surrealist]] paintings.

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* {{Homage}}/SpiritualSuccessor: To {{Homage}}: [[http://www.polygon.com/features/2015/9/17/9343943/the-witness-hands-on-preview-feature-braid-jonathan-blow-interview-ps4-playstation-4-pc Blow said that]] this is one to ''VideoGame/{{Myst}}'' and first-person 3D adventure games in general. Much of the imagery also brings to mind many classic [[{{Surrealism}} Surrealist]] paintings.



* JungleJapes: A jungle can be found in the southeast at the foot of the mountain.
* TheLostWoods: Forests make up the greater portion of the island.



* VideoGameSettings:
** BubblegloopSwamp: Found in the easternmost part of the island.
** DeathMountain: In the southeast, and which you ultimately must scale.
** TheLostWoods: Makes up the greater portion of the island.
** JungleJapes: Found in the southeast at the foot of the mountain.
** ShiftingSandLand: The northwest portion of the island.

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* VideoGameSettings:
** BubblegloopSwamp: Found in
SceneryPorn: The island has a very beautiful, stylized look to it. As soon as you open the easternmost part first gate, you're able to climb up on the second level of the island.
** DeathMountain: In the southeast,
starting point and which you ultimately must scale.
** TheLostWoods: Makes up the greater portion
look out at all of the island.
** JungleJapes: Found in the southeast at the foot of the mountain.
**
it.
*
ShiftingSandLand: The northwest portion of the island.island is pretty sandy.
* SpiritualSuccessor: Very much in the style of ''Myst'', with the loneliness and numerous puzzles.
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* AntiFrustrationFeatures: The player is entirely incapable of falling off of anything. Then again, they can't jump, either.

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* AntiFrustrationFeatures: *AntiFrustrationFeatures: The player is entirely incapable of falling off of anything. Then again, they can't jump, either.

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* BeautifulVoid

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*AntiFrustrationFeatures: The player is entirely incapable of falling off of anything. Then again, they can't jump, either.
* BeautifulVoidBeautifulVoid / SceneryPorn: The poster child of 2016. As soon as you open the first gate, you're able to climb up on the second level of the starting point. It's worth every second spent gawking.



* PatchworkMap: There are an awful lot of different biomes close together on such a small island.
* SceneryPorn

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* PatchworkMap: There are an awful lot of different biomes close together on such a small island.
* SceneryPorn
island. It's possible to stand in one biome and see three others at any given time.

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* FauxlosophicNarration: The game is littered with audio recorders that read out quotations from the likes of Albert Einstein and Arthur Eddington; as well as some original and/or anonymously written quips.



* JigsawPuzzlePlot

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* JigsawPuzzlePlotJigsawPuzzlePlot: In a more literal sense. One must actually solve puzzles in order to uncover what happened on the island and why everyone is gone.
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updating release date


''VideoGame/TheWitness'' is a 2014 multi-platform video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.

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''VideoGame/TheWitness'' is a 2014 2016 multi-platform video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.
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''VideoGame/TheWitness'' is a 2013 multi-platform video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.

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''VideoGame/TheWitness'' is a 2013 2014 multi-platform video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.
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* {{Homage}}: To ''VideoGame/{{Myst}}'' and old {{Adventure Game}}s in general. Much of the imagery also brings to mind many classic [[{{Surrealism}} Surrealist]] paintings.

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* {{Homage}}: {{Homage}}/SpiritualSuccessor: To ''VideoGame/{{Myst}}'' and old {{Adventure Game}}s first-person 3D adventure games in general. Much of the imagery also brings to mind many classic [[{{Surrealism}} Surrealist]] paintings.
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** LostWoods: Makes up the greater portion of the island.

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** LostWoods: TheLostWoods: Makes up the greater portion of the island.
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* VideoGameSettings:
** BubblegloopSwamp: Found in the easternmost part of the island.
** DeathMountain: In the southeast, and which you ultimately must scale.
** LostWoods: Makes up the greater portion of the island.
** JungleJapes: Found in the southeast at the foot of the mountain.
** ShiftingSandLand: The northwest portion of the island.

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[[quoteright:217:http://static.tvtropes.org/pmwiki/pub/images/thewitnessposter_259.png]]



The game has you control an unnamed, unseen PlayerCharacter stranded on an island filled with beautiful vegetation and buildings but completely devoid of human life. Scattered across the island are audio recordings offering the esoteric backstory of this place and numerous puzzles that must be solved in order to progress further into various sections of the world. The player must ultimately activate seven of ten total beacons in order to gain access to the island's mountain and discover just what this place is and what happened here.

to:

The game has you control an unnamed, unseen PlayerCharacter stranded on an island filled with beautiful vegetation and buildings but completely devoid of human life. Scattered across the island are audio recordings offering the esoteric backstory of this place and numerous puzzles that must be solved in order to progress further into various sections of the world. world.

The player must ultimately activate seven of ten total beacons in order to gain access to the island's mountain and discover just what this place is and what happened here.
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None

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* GenreThrowback: Blow made this to be like an old AdventureGame with all the bad bits taken out.
* {{Homage}}: To ''VideoGame/{{Myst}}'' and old {{Adventure Game}}s in general. Much of the imagery also brings to mind many classic [[{{Surrealism}} Surrealist]] paintings.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''VideoGame/TheWitness'' is a 2013 multi-platform video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.

The game has you control an unnamed, unseen PlayerCharacter stranded on an island filled with beautiful vegetation and buildings but completely devoid of human life. Scattered across the island are audio recordings offering the esoteric backstory of this place and numerous puzzles that must be solved in order to progress further into various sections of the world. The player must ultimately activate seven of ten total beacons in order to gain access to the island's mountain and discover just what this place is and what happened here.

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!!Tropes featured in ''The Witness'' include:
* BeautifulVoid
* JigsawPuzzlePlot
* PatchworkMap: There are an awful lot of different biomes close together on such a small island.
* SceneryPorn
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