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The Talos Principle

The Talos Principle: "a game of many perspectives"

We talk to Jonas Kyratzes about the perspectives of the contributors and a game that fuses "various cultural, philosophical, and religious elements".

Writer Jonas Kyratzes talks to us about The Talos Principle that's referred to as a "philosophical first person puzzle game".

The approach taken to story telling in the game is one that allows players to either invest themselves in discovering the story in great detail or simply solve the puzzles and get a general somewhat surreal experience.

"The game consists of many perspectives. It's not that there isn't one truth to what's going on. There is. But there's many ways of thinking about it. There's many sort of found texts in there, some real, some fictional written by us, and it's really up to you to decide where you stand. But the game gives you a lot of variety and that's also helped by the fact that we all bring different perspectives to it as developers and writers you know. Tom [Jubert] has different ideas than I do. Croteam has different ideas than I do. And we've all sort of put them together and created this interesting soup out of them and you can sort of pick out the bits that you like or figure out what you think about them.

"It's very much a game about synthesis - about taking various cultural, philosophical, religious elements and fusing them together and that's kind of what we've done also in developing it. That all these people have different ideas have come together and created one thing. And also what we've done is we've made a game where the narrative is something you can dig into really, but you don't have to. You could play the whole game and never see a lot of the hidden things. You could never figure out why some of the things are happening. There's an answer to literally every small detail somewhere in there that you can at least somehow get if you think about it, but if you're the kind of player who just loves puzzles. Some people, they played the worst adventure games from the 90s, because they just loved puzzles even if there's basically no story attached to them. And if you're that kind of player you'll get a more surreal story. You'll get a story with fewer answers, you'll still have like the themes and the atmosphere of the game, but you won't have all the answers."