Even after credits, the mysteries of Mt.
Holly continue to surprise me.
They say when one door closes, another opens.
There’s certainly no combat, unless you count an assault on your brain cells.
The premise is relatively simple: you’re called to a family mansion at Mt.
Just like the set-up, the core of what you do is also incredibly simple to understand.
You’ve a limited amount of steps that decrease with each room explored.
Coins can be scooped up to spend in stores.
Keys and gems littered about grant entry to locked doors or allow you to draft special rooms.
But how do you unlock the antechamber?
Reach it, and it’s blocked off in a way no key can open.
While you could unlock some elements that carry over between runs, they’re few in number.
Yes, this is one of those games best played with a notebook.
Before long you’ll learn that the deeper you get into the manor the harder it is to progress.
You’ll come across more locked doors.
And, rooms aren’t unlimited once placed there are no more copies.
Instead, you’ll want to worm your way through each day’s blueprint carefully to maximize your options.
Above all else, visiting new rooms is always a priority.
It’s not a game to be underestimated.
A shame as Blue Prince is at its best when it feels like you have room to experiment.
Or having to grab specific random itemsanda workshop to bash together brand new items.
Importantly, though, none of those annoyances got in the way of reaching the end credits.
In fact, I appreciate how freeform the puzzles are that come your way.
My journey through the manor was completely different to anyone else I spoke to.
I’m still finding more that intrigues me as I continue to place rooms and expand my blueprints.
Though this is more than an idea on paper like those architectural documents.
Blue Prince was reviewed on PC, with a code provided by the publisher.
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