There is no penalty for resetting, either: Sometimes you might have to solve a multipart puzzle, but in backing out, the game will acknowledge that you’ve solved the first part and start you at the second. More often than not, I’ve found the second roll easier than the initial one. If you’re stumped on one specific puzzle, you can back out, then immediately jump back in to get a randomized variety of the same puzzle. These puzzles come in various types you may have to time a series of button presses, for instance, or rotate an inner ring until its colors match that of an outer ring. Opening locked doors in Atomic Heart means solving rudimentary lock-picking puzzles. Image: Mundfish/Focus Entertainment via Polygon You can reset puzzles It’s not always easy to gauge whether or not you can make a jump, but there’s one simple tell that works 100% of the time: If your hand is held outward (as seen in the screenshot below), you can make it. There aren’t many platforming sections in Atomic Heart, but the few that show up are clunky, plodding, and arduous - not the sort of thing you want to repeat. Can you make that jump? Look at your hand Blue indicates lootable containers white indicates NPC or objects you can interact with (like save stations and computers) orange indicates enemies and purple indicates key items related to the main mission you’re on. You’ll constantly scan your environment in Atomic Heart, which helpfully highlights useful stuff in various colors. Here are eight things you should know before really diving into Atomic Heart. The alternate history shooter, developed by Mundfish and out now for PlayStation, Xbox, and Windows PC, has a lot in common with Irrational’s seminal series of alternate history shooters, but only in a superficial sense. If it looks like a BioShock and walks like a BioShock, it’s.
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