9.3 hours played
Written 13 days ago
Had high expectations going in given the crazy high reviews and focus on language but in the end the game was not as compelling as I expected. In this game, you play as a mysterious robed figure and ascend a tower populated by separate, castes I guess?, deciphering their languages and solving puzzles and other challenges as you go. The strength of the game is in its linguistic puzzles where you decipher symbols that you find in each level of the tower - the implementation of these puzzles is unfortunately greatly lacking in both depth and challenge. On top of that the game piles on a lot of other aspects that detract from its core language puzzles and leave the game feeling unfocused and hampered.
The way the language puzzles tend to go is that you'll enter a level for the first time, be presented with a lot of unknown symbols in NPC dialogues, inscribed on walls or in objects, or wherever else. Through contextual clues and exploration, you figure out what each symbol means. And I feel like this aspect of the game was handled really well - the experience of appearing somewhere new and having no idea what's going on, and gradually making guesses at what particular symbols mean, revising those guesses as you experience new things, and going back to earlier places and understanding what previously made no sense to you feels great. There is also variance in the syntax of the languages you find which makes the process of translation feel fresh, though I felt the bard language was the only real standout unique language.
Unfortunately I think the single mechanic that sets this game back the most is the journal. Every so often as you play, you are shown a page in a journal with images on it and some of the symbols you've found that can be paired with the images - if you make the right pairings, the game will confirm them and you'll be granted with the "correct" english word that corresponds with the symbols you've discovered. Just like that, the process of discovering things for yourself, the feeling of uncertainty, the process of working through and revising the conclusions you've come to, are wiped out?! It would be a lot like if after solving one puzzle with a new mechanic in The Witness, you got a sticker and unlocked a dictionary entry that told you the ins and outs of how it worked. It also imposes on the player's own self-made definitions and kind of ignores the flexibility and ambiguity of language by giving you a correct way of seeing things.
There are also a lot of gameplay mechanics and sections unrelated to the game's main language puzzles that take momentum away from the game's main thrust and end up feeling like filler. The game's stealth mechanics are a lot like this. Really, why does a puzzle game need pointless stealth sections? They don't integrate in any way with the language puzzles, are mechanically crude and unengaging, and fail to progress the game thematically or narratively, so basically they feel very out of place. At the very least they could have been made easy, buuut they aren't. Most of the game's other non-language puzzle sections are okay but require a lot of backtracking and wandering through the same large areas and long hallways over and over to find the one thing you missed to solve the puzzle or reread some clue, which takes forever at the protagonist's snail's pace. Also, for some reason, for the final level's language, the game throws away the entire process of exploration and deciphering the language gradually and instead gives you a bunch of weird circle-spinning puzzles to solve? which just, translate the language for you? Yeah, okay.
The game does have impressive visuals, and every area of the tower feels visually distinct and reflective of its inhabitants. The protagonists running animation looks pretty awkward though. The game narratively has a sense of vagueness like in a fable - people are caricatures, the storyline is mythic and vague. There is a charm to that but you will be disappointed if you're looking for an in-depth storyline or strong characters.
Chants of Sennaar has a good foundation but I feel like it plays it way too safe and tries to play down its linguistic aspects to conform more to the conventions of a typical adventure game. However, it doesn't execute that well either and ends up feeling like a half-baked infusion of a puzzle game afraid to let the players feel uncertainty and the familiar stealth and puzzle mechanics that you see in non-stealth and non-puzzle games to pad out the playtime. At the risk of sounding like I want to impose something on this game that it wasn't ever meant to be, I still feel like if the game looked towards The Witness and left its players alone with its languages and its world and the theories and speculations that they could come up with on their own from these it could be something unique among puzzle games.