1) The visor puzzle. The one that's cut in the CD version, right? First, a little refresher:
Here is the diagram that "explains" how to solve this puzzle:
Let's designate the symbols from left to right: "eye",
a, b, A, B.
Now, here is the visor:
The towers surround the visor. Rotating it, we need to measure
B values for each of 5 towers using the proportion relation
B=b*(a+A)/a, right (in non-decimal base, of course)? Then we enter those
B values into this... ahem... nightstand - and if everything is right (ha-ha-ha), it unlocks the drawer, which contains something that we would totally NOT need IF this game followed at least somewhat practical logic instead of insane one. But we'll get to that. Anyways, here is the "nightstand" (note that the dials are NOT enumerated in the game itself):
The visor stops at 6 positions: 5 towers + this representation of
b symbol, which, by the way (being yellow), has a huge yellow circle right in the middle of it (circle not seen in the picture):
Oh, and please note the moving scale - it's used to measure the
b value of whatever it's pointed to.
Visor also has this plaque which tells us the numerical value of
a right away:
.
It also contains this panel:
0 button resets the dial - and
+ button makes the visor to
magically take a new measurement of the
A (depth/distance) value of whatever it's pointed to.
OK, now we are all set.
Now to the interesting part. Problems with this puzzle.
1) How are you supposed to measure
b value for all the towers (example on picture2)? I mean, where to center the lens? Correct answer: right at the top of the tower's roof. Why? Why not on the balcony's centre or the floor? Why does the
B symbol (which, by the way, totally DOES represent the tower) has a circle with a fucking dot right in the middle of it? Who knows. Anyways, you need to
take a guess
and roll with measuring the top of the roof. BTW, yes, the
b-scale-thing (from picture4) has a discrete step - and no, it DOESN'T center on each tower's top with such a precision as to not to leave any doubts about "where to center the lens?" question. A bright red spot right in the freaking roof of each tower as well as a bright red spot in the top-right corner of that triangle scheme in picture1 would bloody help, I'd say.
2) Which miniature_tower+dial from picture3 corresponds to which
actual tower? I mean, do we go from the closest tower (smallest
A value) to the farthest (biggest
A value)? Or, get this,
maybe, since dials '2' and '4' from picture3, are situated in the second row, while '1', '3' and '5' - in the first row, we need to assign two farthest towers to '2' and '4' dials while the closest three to '1', '3' and '5'? Or maybe we need to actually go left to right. Yeah, that should be it. That would correspond to rotating visor clockwise. What do we choose for starting point (dial '1')? Well, I bet, it's that neutral position in which the visor is pointing every time we start approach it and start working with it (it points of one of the towers in that position, BTW). Right? Of course, not! You are supposed to go clockwise from that giant yellow
b symbol from picture4. How are we supposed to get it (especially since
b symbol has seemingly nothing to do with all the point of reference stuff)? Well, of course we need to take a guess!
.
3) The crucial point. What does
(a+A) mean
exactly? I mean, yeah,
a could be equal to 10 (of something) and
A could be equal to, say, 45 (of something). but what do those numbers actually designate? Or, more specifically, do they have the same
metric (i.e. are
a and
A both measured in, say, "meters", or is
a actually supposed to be 10
decimeters and
A - 45
yards)? On one hand, the first association with any physical values that
b symbol elicits is that moving plank (part of the visor) from picture4, that is actually used to MEASURE THE F(*&^%$
b. And since
b has physical dimensions of a couple of decimeters - and
B at the same time has order of magnitude of at least meters or even tens of meters, it would indeed imply that the metrics of these variables are, indeed, different. Moreover, take a good long look at that plaque from picture5. The game SHOWS you the physical object that is associated with that
a value. And it has physical dimensions of, I'd say, ~20 centimeters. When, at the same time, the actual distance to towers is obviously
at least tens of meters. So, that would already imply that, no, the metrics to
a and
A bloody differ a whole lot. Moreover, take another look at picture1. It shows pretty damn clearly, that the
a thing, the zero point thing ("eye") and the
b thing form a freaking triangle. And if
b is
actually that moving plank from picture5, then
a is probably some detail
inside that freaking visor, that happens to have the same length as the plaque from picture5 (and why not? I have no idea how the bloody thing works anyway - and the game
most certainly doesn't tell me this).
All of this metric stuff, of course, wouldn't be a problem
if the proportion formula for
B would look like
b*A/a. All of the metrics would just automatically factor in and go away - I mean, why not? This thing was obviously built specifically for measuring towers' height - so it would make sense that all the metrics would be accounted for, right?
But no. What we do have here is this formula specifically:
B=b*(a+A)/a. And this
(a+A) thing is supposed to
bloody mean something. Of course we can do this special magic:
B = b*(a+A)/a = b*A/a + b, but who the hell told us that
b and
B have the same bloody metric (especially since they obviously don't at the first glance, see above)?
3a) The
GIANT YELLOW b SYMBOL. I'd say it has to do something with measuring
b in some way or another, don't you think? Should I measure it to the right at the top of the symbol or at the
GIANT BRIGHT YELLOW SPOT RIGHT IN THE MIDDLE OF IT? Hell knows. Well, I'll measure it at the top. Oh, by the way, I tried to measure
A while the visor was pointed at the symbol, but it didn't do anything. Figures. Since the visor is obviously there for
magically measuring the distance to the towers, why should it work on some random symbol on some random wall, right? It says
b=7. Now, what could that mean... Hmmm... Whatcouldthatmeanwhatcouldthatmeanwhatcouldthatmeanwhatcouldthatmeanwhatcouldthatmeanwhatcouldthatmeanwhatcouldthatmean~
Actually, it means nothing. The whole thing is a giant red herring. You are not supposed to measure the
b thing at all there. It's pointless. Now, why is that symbol actually there?
Well, remember how I said that that if you try to measure
A there, it does absolutely nothing? Well, not quite. It
kinda tries to tell you that
A=0 for that wall and that the actual physical distance to that wall is equal to
a=10 in A's bloody metric. It also
kinda tries to tell you, that if that
b-measuring-plank was, in fact, near that wall with that symbol from picture4, and it was proportionally hundred of times bigger, so that it would appear to you being the same angular size as it is now, being part of the visor, those
b values from that hypothetical plank would actually be in
B's bloody metric.
Now, I know that the chances of any Detalion guys reading this are next to zero - and know that they are out of business for nearly a decade - and I know that they really DID fix a lot of this shit in their subsequent games,
BUT:
a) Guys, I am not supposed to magically know how your bloody gadgets bloody work. I operate on trial-and-erroring and pattern recognition. And both don't bloody work if I have zero information. If the machine doesn't give me any fuc~ bloody feedback, I naturally assume that it doesn't bloody do anything unless I have a concrete, specific reason to assume otherwise. For Christ's sake, if the bloody dial oscillated a bit around that 0 point immediately after pressing the point, I would really, truly, indeed get the idea that it's kinda trying to tell me "I'm trying to measure this distance but apparently it equals to zero WTF". But no, in your case NOTHING happens. At all.
b) Why the hell did you think that introducing physical objects directly associated with a and b variables was even remotely fair to the player when, in fact, in reality, a and b values have nothing to do with actual physical dimension of those associated objects whatsoever? Do you understand that this, right here, is not simply some "red herring" - this is a direct lie which you try to feed to the player at the very moment he first glances at that a-plaque and b-measuring-plank?
c) Guys, what in the nine hells name does that GIANT YELLOW b SYMBOL WITH THE GIANT BRIGHT SPOT IN THE MIDDLE do on that wall? That wall has almost nothing to do with the b value FFS! It's a GIANT YELLOW HERRING which is simply there to Waste. My. Bloody. Time. The only thing that... thing is needed there for is to explain how the hell a and A (or b and B) factor together (which would be hell of a lot easier if you didn't introduce physical objects with dimensions directly associated with a and b a little while ago)! And THAT would be A LOT easier to tell to the player using the BLOODY ZERO SYMBOL (and yes, you can still go with "giant" and "yellow") which is used in your fancy non-decimal counting system bloody everywhere! It would also help if that symbol was actually centered right in the middle of the lens in its neutral (b=0) position, so it would serve as b=0 point, as A=0 point and as a zero point for enumeration of the towers all at the same time (which would be pretty cool, I assume).
Anyways, this, right here, requires player to take two more pretty significant guesses (without any information sufficient enough to actually prove or disprove those guesses): the one about
A scale actually working and showing 0 (while having no evidence of it actually working!) while measuring the distance to the wall and the one about assuming the actual
a thing having the same metric as
A and, thus, being completely unconnected to the physical dimensions of that
a-plaque on the visor.
4) Did I mention, that all the moving parts of both the visor and the "nightstand" are sllllllllllow to the extreme - and that the visor is situated something like 15-20 screens away from the "nightstand" (all the transitions being slow and unskippable)? Did I mention that you need to make those calculations five freaking times in non-decimal base (pray to your freaking God you would guess the right formula at that point and
NOT assume that
a<<
A in that
(a+A) thing, so that
B is simply
b*A/a) - and God forbid you to make even a tiniest error even in a single "digit"? Did I mention that the
ONLY notification you will ever receive about your solution being correct or incorrect is the click of that "nightstand" drawer opening? That if it doesn't click, if you guessed the tower order wrong, if you centered the lens at the wrong points of the towers, if those plaques and planks really confused you, if you didn't pay attention to the measuring scale "not working" on that wall, if you, at last, made a teeniest-tiniest
FUCKING (I'm sorry) mistake during those 20 minutes you were solving that shit 5 times in a row - it simply won't click. And if it won't click - that's that, make hat you will of it. Meditate on your bloody navel all day long, if you like.
I don't know, it there is some universe, where this sort of
STINKING PILE OF SHIT puzzle would be considered a proper, fair and well designed puzzle one could be really proud for finally solving - it sure as
HELL isn't this universe.
Oh, and did I mention what you get for this puzzle, that certain something from the drawer? A plate. Why do you need this plate? Well, it's because, you see, in the cellar of the temple the is a stone with some coordinates scribbled on it (coordinates, BTW, don't work). However, you can't quite make those coordinates out. Why? Well, because, there is a statue of some cosmonaut dude standing right next to it. The statue has a floodlight instead of its face - and that floodlight is shining on the stone with coordinates so brightly, you can't make anything out. Like this, right?
So, we naturally need something in order to block that light. However, we are invisible. So, we use that plate (which we physically move from "nightstand" - and to the cellar) in order to block the light shining from that "cosmonaut"'s head lantern. Except, well, we could use anything else for the exact same freaking purpose. There is a ladder standing right next to the bloody statue - the ladder that BOTH Sam AND Hanna would manage do drag to block that light at least partially. If the ladder was undraggable - hell, anything else, anything at all! No. Only that plate from that "nightstand" will do. Adventure game logic...
You know, I didn't complete this game by myself. I started it anew a lot of times, when I wanted to play something like that atmosphere-wise, but I always stopped at Bosh's Tunnels. Finally, I gave in - and watched a 720p-noncomment playthrgouh on YouTube just to see the final location and to see the ending. And I'm just so glad I'll never have to go to this game ever again (the same, although to the lesser extent, concerns Alida and Morpheus, BTW!). This game, compared to Riven and RHEMs which always gave you all the information in abundance - it's simply a dysfunctional cripple. It tries - but it simply doesn't bloody work, at all. And that wasn't the only example too, you know.
Anyways, fuck this piece of shit game, fuck those piece of shit puzzles, fuck those piece of shit Bosh's tunnels, fuck that piece of shit metric ton of backtracking and dual-character-puzzles that apparently plague the second half of the game and fuck that piece of shit cripple of a "story".