Quantum Ungulations (Outer Wilds)

@jsnlv: 2 always seemed fairly obvious to me and certainly is playing fair, since there’s an activated statue in the probe tracking module, not to mention one of the nomai blogs mentions one of the statues is used for exactly that. Also worth noting that for 1 there’s actually a couple different ways to do it, like putting your probe on the teleporter pad, which will make it open even without you being on the right spot.

You can figure that one out with a bit of observation of the surroundings, combined with quantum logic.

Spoiler

As per the game’s version of quantum mechanics, the moon isn’t really jumping from orbit to orbit. Rather, it existed at the observed location all along, and so did its visitors during their stay.

So when the ghost matter killed everyone, Solanum was in orbit around Giant’s Deep and got killed/was in orbit around Brittle Hollow and got killed/was in orbit around Dark Bramble/the Hourglass Twins/Timber Hearth and got killed/was in orbit around the Eye, far away, far enough to be out of range of the ghost matter, and survived.

And indeed, there is a dead Solanum at the south pole of the moon, in five out of six versions of the moon. Might take a bit of work to find since the body jumps around like everything else. It’s only around the eye that she’s alive and, well, not well since she’s mostly dead, 5/6 to be exact.

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oh yeahhhh of course. i forgot that aspect of the mechanics, thank you. so curious about the timeframe of this game now

suddenly this last bit is a lot more fiddly and frustrating than anything i’ve done before. i guess coz i’ve got the nerves

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orrite i made it. music good

thank you @jsnlv, @Chevluh, @toups

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i left the game running on the title screen while gorging myself on all this thread’s spoilers and check this out

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I played most of the DLC and I think I’m near the end. The best thing about it is the repeated tonal shifts. I think I’ll remember it fondly, especially some of the audiovisual highlights like the room with the blazing fireplace where all the aliens you heard singing go quiet and stare right at you as you enter.

It’s kind of a whole different not-Outer-Wilds game tacked on and doesn’t quite feel like it belongs in the same game. That’s good in the sense that it’s harder to see coming the weird high concepts it wants to do, as I’d come to expect a certain aesthetic that didn’t include them. But it’s also weird how every loop I wake up staring at the Nomai probe getting launched, an unrelated mystery I already solved two years ago, then launch in my ship only to ditch it 30 seconds later, and then explore in normal gravity until the end of the loop.

Right now I’m feeling irritated by some of the same stuff that I enjoyed a lot the first time I ran into it. This game has several concepts that are as good as any in the original game, but then it leans into the best ones and repeats multiple variations of them with increasing difficulty, as most game designs do I suppose. Whereas in the main Outer Wilds, there was a unique feeling of lightness, with the greater variety of ideas in bite-size doses that didn’t overstay their welcome.

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Time away has made me think I like Echoes of the Eye more than the base game. I really loved it.

Also, Noclip did a podcast interview with some of the devs. It’s a cool, insightful thing!

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My feverish brain today has graced me with an ultra-sinister Echoes of The Eye + Universal Paperclips crossover alternate ending concept. Get this:

What if there was a second creepy cage in the vault, which both factions of the ghostbirds regard with horror. If you go against all warnings and unseal it, you are greeted with a cute, friendly-looking robot probe. You try to use the psychic staff to communicate with it but its mind is opaque, and it flies off.

Then in the ending campfire the robot is there, and it’s a Yurt from Demon’s Souls type of situation. In an inversion of the usual sequence, it starts with every comrade and then every time you come back to the campfire, one of your comrades has disappeared, until only you and the robot are left. As you start the music it attacks you, leaving you bleeding on the ground as it “sings” a loud monotonous beeping noise. As your eyesight fades you witness a new universe entirely constituted of paperclips be born

I guess this shows I would’ve appreciated if the game played out more often as purist, clinical cosmic horror instead of always including life-affirming sweeteners. Although my way would’ve won less awards for sure

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Just got to the end Oh That’s Why Y’all Were All Dissappointed!!

Did you try the regular game ending after completing your business on the Stranger?

No because my time is too limited to stressfully do something I did a year ago for meager reward. I’m not going to do Bramble Hollow without the built up skill of having played the game constantly.

Like I understand they made DLC that rolls into the main game so that feels disappointing as this separate experience. Having finished it I understand why folks wanted it as a standalone thing.

The mystery should be it’s own reward and it was very rewarding. I try not to let the ending of something like this bum me out. Just reminding myself I have dozens of other things to do.

I disagree about the meager part. It’s the second half of the DLC’s ending.

It makes me sorta curious though, what’s the stressful part? The fish? I wonder if they’re affected by the horror toggle or whatever it was named that they added

Huh, it might be pretty amazing to see them transformed into essentially big Pac Man-style orbs. Doesn’t really stop the fiddliness of that section though—even having completed the game successfully several times over on PC, I found myself failing to progress in that area to an embarrassing degree when I came back on PS4 for the expansion.

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The fact that this is the same sound from every sci-fi horror thing ever makes me think either 1. there was some kind of faulty anthocentrism in this sound’s creation or 2. this is evidence in favor of some kind of universal chakra vibes healing crystal aura shit

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this is my assumption about literally every “scientific data produces cool sounds/music” thing. it’s always bc it’s being fed through some filter to make it sound that way. like wtf do they mean by “amplified and mixed with other data” :thinking:

it’s fine on some level I guess, just feels like grist for the I Fucking Love Science mill

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guess that’s why they have blogposts explaining what they did!

j/k aside, when they transform waveforms into the audible band, they are basically doing the same as they are doing with the images (re using colors to mark/Highlight specific elements captured using different types of sensors/cameras), and i get it why they aren’t using Wii Music Dog to sample a black hole.

Yeah, me as well, writing that thought, I instantly wanna listen to all future NASA vids sampled with Wii Music Dog.
And when that gets old, we have Mario Paint Goose!
Someone with twitter account should @ NASA and Silvagunner for an unholy collab!

:twinklestar:

… i kinda lost what I wanted to say, gist is:
better we get some funky electro than Mario Paint Goose (sorry Mario)

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also, imagine being 10 years old and listening to a backhole for the first time in your life, long before you will be able to watch Interstellar and other Sci-Fi flicks, and that being a kickstarter for a life-long obsession with space… guess that’s why my 10 year old remnants wants to give them a waiver
:servbotsalute:

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So I’m some hours of time into this now and it’s not bad but I feel like I have to vent about part of it and I’d rather not drop that in the big what playing megathread so this gets bumped up instead.

So the game starts with you in your anachronistic little village (how they have space travel yet so little other technology is baffling) waking up next to your space ship, but you can’t use it as you lack the launch codes. Instead you have to walk through the whole village getting some background info and walking by optional tutorial stuff (and a magic statue) until you get them, at which point you can take off and fly and eventually die and wake up back outside the space ship back at the start of the cycle. Fortunately you never have to go through all that village stuff again as you remember the launch codes, you learned that once and because of that you basically unlocked a knowledge gate and can just go straight to flying instead. I think most people would agree this is good design.

…And then the entire rest of the game so far seems to treat that as if it was actually bad design and should be avoided like the plague. To pick a random example I go to the binary planet system with the sand flying from one to the other and eventually find the abandoned alien ship, follow the path it leads through a maze of caves until I reach the underground city they built there. It is filling with sand so I can’t reach the lowest levels, so after I die and restart I head there again, go through the cave maze again and get to the bottom door. I open it, am treated with another cave maze that thanks to spikes and sand makes me wait around, accidentally die and have to repeat all that once again. Second time through I nearly die as there is a blind choice cave search with sand rapidly rising (the power line you follow goes though a crack and you have to poke around blindly until you find the right side path that leads back to it) and this eventually leads to a place that either branches off to a complex place where they are doing some sort of warping experiments or where that is the only destination there. poke around, full of interesting things, see that it has a door at the top that leads right back to the surface. I mess around and run short on time, read the alien swirl writing that notes that the door can’t be opened from the outside for science reasons, which explains why if you were to just land outside this place you can’t just enter initially and must brave the maze to get here.

The thing is this is a perfect place to put another knowledge gate, have an alien swirl you translate to let you know that they put in a fail safe in case on had to break back in from outside, just… bump into on off color rock or something, I assume they could come up with something cleverer than me. They don’t though, if I ever want to go back to that place I have to head here as soon as the cycle starts, go through the multiple cave mazes once more and basically do everything again.

So far the whole game is like this and it is slowly driving me nuts. If it was good to not make you repeat busywork at the start because you did it already, if I am keeping what I learned from each cycle then why can I legit not do anything with said knowledge? I don’t want to do that darn thing anymore (I legit have put off going back to said larger underground place because I have zero interest in doing that first maze bit for the eighth or so time), if I figure out what that thing in the observatory could mean and want to check I don’t want to have to do the whole annoying path to get there again because its door is permanently one way, let me learn some neat way to open it! Let me feel like a single thing I’ve read or learned so far means a darn thing, clearly it will at the end game or final act but if the whole game goes “yes this is good design at the very beginning and very end but would be wrong to implement at any other time” I’m gonna yell at it.

Also this will sound dark but this game desperately needs a kill yourself button, even if it is just to let me pull off my space helmet and let the vacuum of space do the rest. Deciding I am short on time and would be better off starting from scratch with a new cycle currently means I need to look around for the quickest way to kill myself and while I appreciate how every Groundhog’s Day story must have a chapter like this a quick way to restart would be rather nice.

On the off chance this is all wrong and I have missed what I want at literally every turn my bad I would not be surprised (I have triggered literally zero trophies and that feels vaguely concerning), my fear is that I actually am stuck in this endless cycle and will be repeating this same 22 minutes forever.

Anyways I don’t hate my time in the game when I am doing something new or on the rare occasion where I figure something out, but I am running out of new places to go and have yet to get past my initial feeling that I’ve been playing this wrong.

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damn babe sounds stressful. maybe if you go talk to Gabbro on Giant’s Deep they’ll share some meditation techniques with you, that might help you worry less about wasting time

i also found the bit you’ve mentioned to be a slog, i think there’s another way to the place you’re after because i did revisit it a couple times but also… i think if you get to the facility itself it doesn’t take long to learn what you need from it. go do some other stuff for a while, nothing in the game is going anywhere for longer than 22 minutes unless you try really hard

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