Posts Tagged ‘the witness’

No Longer Silent: Ten Minutes Of The Witness

By Graham Smith on February 17th, 2014.

Witness this.

The Witness is Jonathan Blow’s next game, so it makes sense that it be filled with brain-teasing puzzles. It makes a little less sense to me that those puzzles be mazes, which appear on screens littered around its colourful island environment. How do the screens and the world interact?

There’s ten minutes of new footage below, as recorded by YouTube user NukemDukem at a preview event last November. It shows the game’s opening and introductory puzzles, and it certainly looks interesting.

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Witness Jon Blow’s The Witness In Motion

By Nathan Grayson on February 21st, 2013.

Apparently “PlayStation 4 will be the only console that The Witness is on” when it first launches. Which is a very un-clever way of saying, “and also, it’ll be on PC,” but whatever. We get an actual, factual trailer of Braid creator Jonathan Blow’s latest out of the deal, so Sony’s inhumanly lengthy, droning “pppfffthrp” of a commercial‘s no skin off my nose. But I digress. The Witness, if you’ll remember, is set on an open-world island full of laser puzzles. It also looks exceedingly attractive. I’m not sure what to think about the puzzles themselves, but it’s tough to get a bead on these things when you’re not, you know, solving them. Anyway, trailer ahoy!

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A People’s History Of The FPS, Part 1: The WAD

By Robert Yang on September 19th, 2012.


“A People’s History” is a three part essay series by Robert Yang. He told us that he wanted to write an alternate view of the traditionally accepted history of the FPS genre as entirely dominated and driven by the mainstream, commercial industry, and to “argue for a long-standing but suppressed tradition of non-industry involvement in the first-person genre”. This is part one.

In 1994, the New York Times filed a review of a first-person game under its “Arts” section, proclaiming it to be “a game that weaves together image, sound and narrative into a new form of experience.” It sold millions of copies and inspired dozens of imitators. It seemed poised to define an era.

That game was Myst and it failed to define an era. Instead, a game called Doom came out three months after Myst — and then it shot Myst in the face.
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Coming to Blow’s: The Witness Interview

By Dan Grill on August 15th, 2011.

Meanwhile, across the Atlantic, Master Jonathan Blow has achieved unexpected fame and fortune through the creation of a logistical contrivance called Braid. Glad of this success, he has travelled far from his native San Francisco to take lodgings in riotous London’s Clerkenwell district, so that he might demonstrate his his newest invention – rudely entitled “The Witness” – to the skeptical souls of the old world, including Mister Griliopoulos, unexpectedly standing in for Professor Rossignol. We join the interview at the point where the auteur is struggling with the thinking device hosting his daemonic design.

Now do read on…

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The Witness: Hands On

By Dan Grill on August 12th, 2011.


In an antiquarian hotel room in London’s historic Clerkenwell, Braid creator Jonathan Blow is shaking his shaven head. His laptop has decided it doesn’t want to run The Witness, his new game and he’s copying all the files over to his spare laptop. (If you want to know what it says about Blow that he’s the sort of man who carries a spare laptop… go hire a haruspex.) The game, he tells me, has just over a year to go now, with the appearance and sound likely to change; the 300 puzzles, though, they’ll stay the same. As he copies, I watch the file-names flick by: …theater… trees… rocket launcher… caves… wait, rocket launcher? It turns out Blow was making a very different game after Braid, before the Witness and some of the files are still hanging around in The Witness.
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The Witness Debuts To Few Witnesses

By Kieron Gillen on September 7th, 2010.

I'm hoping The Island is some kind of Prisoner riff.

While Spyparty and Monaco were rocking PAX as hard as their mighty indie thews could manage, Jonathan Blow wanted to do something a little subtler. In a corner of the Spyparty/Monaco booth, with no fanfare or sign-age whatsoever, the Braid-creator set up the Witness and let people come and play. Why unveil his work in such a way? As opposed to the general melee of a show, he “wanted to do something that is subtle, and a surprise — if you notice it, and decide to investigate, you find something unexpected”. Also, let people play as long as they want. Among them was Kotaku’s Stephen Totilo who wrote up some impressions and took some cam-footage…
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Can I Get A… Blow Reveals His Witness

By Alec Meer on March 3rd, 2010.

Locked door, I hate you

Jonathan Blow’s taken his time to openly discuss what he’s up to in the wake of Braid being a runaway hit (some of which’s profits he’s funneled into the Indie Fund, gentleman that he is), but now he’s allowing the world a little peek down his trousers of tomorrow.
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The Witness Vs Time Donkey

By John Walker on August 4th, 2009.

Mmm, me too.

This is rather cute. Almost immediately after Jonathan Blow announces his new game, Flashbang follow up with a parody site to announce their own. This is our way of telling you: Jonathan Blow and Flashbang have announced new games.

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