Imagine a piece of complex ore. You want to understand how it works, so you start searching for a place to start searching for it. Along with the paper you spill every corner, you see even more complex structure. So you too opened it, and again find more good details. You begin to wonder how many layers it may contain, and are surprised at the complexity. You remember initially, when you already thought it was complicated, but you didn’t know how wide it was. This is the experience of playing Blue Prince.
Such a game can be difficult to explain, which is about so much design about curiosity and discovery. But at its most basic level, the Blue Prince is a Rogulak puzzle game made around the search for a shop shifting manure house. The executioner of Mount Holly Estate has left it to you, but it will only become you when you reach the mysterious room 46. You can’t spend the night inside the house, so you set up a camp just outside the field. After every day, the rooms are reset and all the doors are closed again. The exact order of the manor is never the same twice. This happens in the first person, making it an opening puzzle box within which you live.
You start at the entrance every day, the square of the bottom of the 5×9 grid, which is encountered with three doors. Each time you talk to a door, you face three selection of the “draft” room on the other side. Some rooms are dead ends, other straight paths, others just bend, etc. You have a limited number of steps, and crossing the doorstep into a new room is hit by one of them. From the beginning, you understand the purpose that using these mutual pieces, without spending many steps, successfully leads to the top of the 5×9 grid, toward the anti -chamber where the room 46 sits on the entrance. At this point, the Blue Prince feels like a game of a pre -pre -board, which has a grid and a till.
Then, another layer of complexity appears. Some rooms have special features. There are individual puzzles in the parlor and the bullard room that give you revenge with the items. Others can give you key information, such as the security room, which can give a complete inventory of items at home because it is currently formed. You start to see that rooms are color coded-Grin garden rooms, while orange hallways are, etc. You start to see how some rooms can directly have a direct impact on the features of other rooms. Even wide puzzles are flourished.
You begin to find the keys needed to open some rooms, as well as with jewelry, which are used to produce specific, special rooms. Scattered coins around the mansion can be used to buy things in shop rooms. The roll token may be used to offer you with another set of options. You begin to find a piece of special goods, such as a metal detector informs you of the coins, or the shield to dig holes in the ground.
When you find the house, you find the shining shine of perseverance that helps you along the way. An Observatory gives you maximum rewards when you find it, setting individual rewards by forming stars in the sky. You start receiving daily allowance of coins that start your head to spend in shops. The coat check room allows you to check in an item and recover later. Even a special room allows you to build a new room permanently.
The most important source of perseverance is the upgrade disk, when entering one of the old doses computers scattered in some rooms, let you upgrade a random room with one of the three bonus effects that will continue since then. These upgrades feel small, but they pile up the influences of the snacks and you learn permanent ways to exploit their benefits. Like a lot of pathogellicles, it is also a game about growing progress, but Blue Prince is a puzzle game of the heart. Instead of upgrading your attack damage or poison resistance, you are slowly reducing the changing home random and turning the difficulties in your favor.
Being a Rogyulic puzzle game, of course, Blue Prince can sometimes feel frustrated with frustration. Even when you know the correct solution to a problem, you can wait for a number of efforts to stand properly for different factors. His help, to some extent, is from the fact that almost Almost always has some way to develop a degree of development, even on a failed run. But when you are closed to do something special, there is something special, when the game system refuses to cooperate, it may feel disturbing.
But the greatest source of perseverance is the knowledge you have with you. Blue Prince tells you very directly to keep a notebook of your results on one occasion, and that means a real, physical. Some rooms give you sharp indications about solving the problems facing different rooms. There are puzzles and combination locks and angomas that cannot be resolved simply without full notebook or photography memory. These solutions are cleverly made so that you can feel the spark of recognition. Even when you are not playing, they are engineers to work on your mind. More than many sports in recent memory, Blue Prince is a game that demands your full attention. I often thought about it when I wasn’t playing, even when I didn’t mean.
In addition to the permanent knowledge of its system, you begin to collect the story of the house and those who once lived there. I would acknowledge that I have barely started to collect this aspect of it, because most of the personalities, their relationships, and their struggle, were mostly eliminated when I was closed to solve the game play puzzles. It often felt more like a poem of accent than anything, but it was so integrated that I could at least tell that it had its own time to solve the story.
Now, here’s the place where the design of the Blue Prince shows its real magic, and if you want to go as fresh as possible in the experience, I will encourage you to stop reading now and just know that it is my recommendation.

The old Manor House itself is not going to end, with an unlimited combination of unlimited combination and cross -crossing solutions. Many of these solutions are extremely flexible and can be resolved in a number of ways, which works well in the context of Rogylic, as it allows you to make permanent progress, even when the run ends or ends in other frustrations. But at a certain turn, you start transferring to another puzzle, and one that is much more rigorous with a very tough and more specific solution. At first I thought it was a competition for the goals and philosophy of the game, but then over time I realized that it was a must for the original beauty of the Blue Prince’s design.
The utility of all layers and how the machine’s ticks did not eliminate themselves. Home is certainly a puzzle box, and it is full of individual and mutual relations. But it is also an incredibly flexible tool. The campaign is not just about making its way home. It’s about how to train you Wield Home challenges are a series of locks, and learning Blue Prince is how to use the physical space as a skeleton key that can open them.
Blue Prince is one of the memorable video game experiences I have ever done. It is accessible and irreparable, disappointing and exciting at the same time. Like my dozens of permits in the Mount Holi Manor House itself, this is really a kind.