There's always been strong evidence of shared DNA between Croteam games Serious Sam and The Talos Principle, with the latter borrowing many of the effects and environment objects from its FPS cousin to construct its philosophical brainteasers. But Croteam game designer Davor Hunski recently revealed the specifics of how the studio's beloved puzzler emerged from its bigger FPS brother, and apparently it was all a «happy accident».
«The Talos Principle is the game that we never planned to make,» Hunski begins in a short video published by Croteam detailing The Talos Principle's origins. At the time, Hunski was project lead onSerious Sam 3, specifically «responsible for inventing the systems.» While designing the game, he started looking at all the different elements the studio was using to construct its war-torn cityscape, things like floating mines, plasma walls, gun turrets, and so forth.
"[I thought] it would be really nice if you could have a device that you could just move around, put it behind some bars, then find a key that would unlock those bars," Hunski explains. «Then you took this EMP device, move it somewhere, and just jam the electronics of the door or the turret or the mine.»
Hunski cobbled together some puzzles and gave them to his teammates for testing. The response was universally positive: «It was really surprising when we found out that those puzzles were, like, really, really enjoyable for the players.» Yet, Hunski knew that the puzzles were simply not suited to Serious Sam. «No, they're too hard. People would hate that in Serious Sam.»
In the end, Hunski decided to use the puzzles for an entirely new game, and thus, one of PC gaming's best puzzlers was born. The original was lauded for its blend of hard logic puzzles and high falutin' thoughts on existentialism, with Chris Thursten scoring it 84 in hisreview. He did note, however, that the game lacked a coherent «visual artistic direction», with its mixture of ancient and medieval architecture
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