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Cake day: January 21st, 2024

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  • Taiji (906 reviews)

    Nonlinear discovery-based puzzles

    If you liked the puzzle design of The Witness, you’ll enjoy Taiji as more of that but with scenic pixel art.

    Instead of a linear sequence of tutorials and puzzles, Taiji is open-ended. You can wander wherever you want, solve the puzzles you stumble upon, and ultimately discover this place’s secrets. Sometimes you find a puzzle that you don’t understand, so you’ll just have to leave it for later, when you’ve learned more puzzle mechanics. It’s like a metroidvania but gated by knowledge instead of abilities.

    All the puzzles are built on grids of tiles that you can turn on or off. There are no tutorials; you have to figure out the puzzle mechanics on your own, hinted by environmental details.




  • I don’t know how much you’ve been following the game, but we do know the combat is slower and more intentional in 2, with monsters telegraphing their attacks and a greater need to combo multiple skills together. Skills are designed to be more narrow and situational, given you can have more than two six-links now.

    Gameplay we’ve seen shows white mobs being seriously dangerous and flasks no longer recharge when killing them. Streamers who have been invited to the preview events in GGG’s marketing tour have stated the game feels harder.

    Jonathan says he still wants to let people make crazy and powerful builds, but these changes suggest they’re killing off the one-button facerolling PoE 1 is known for.









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