A delightfully regal statue of a deer.
Yes, I’m still pretty upset about it.
Yet I can’t seem to help myself.
Yes, the cans of fuel can be burned.
Yes, I’ll sacrifice the discarded suitcases and bags - I wonder who packed them?
Where they are now?
How did these bags get here?
I want to cherish them.
Because if I didn’t, Toe wouldn’t have anything at all.
And more than anything, I feel Toe should havesomething.
I sense it’s enough for one small lifetime.
The rest you pick up - sometimes quickly, sometimes not - along the way.
There are no button prompts.
Everything you uncover and everything you do can only be revealed through your own curiosity.
From the outside, it’s seemingly cobbled together with wood and steel and chewing gum and desperate hope.
On the inside, it’s a bustling hive of pistons and gears and gadgets.
While Lone Sails could be completed in a single sitting, Changing Tides is an altogether more languid affair.
Well, what’s left of it.
It’s here that Far: Changing Tides truly sings.
Rusted steel pokes out of the water like copper bones.
Cranes tower over the waves, teetering dangerously in the gusty winds.
But you know that whatever they once did, they do no more.
What was once a cluttered, industrial landscape now lies silent.
There were a couple of moments where my fuel rations were terrifyingly low, though.
“Far: Changing Tides is every bit as bewitching as its predecessor…”
Is it perfect?
The puzzling this time around, though, is almost perfect.
If you too are concerned about the same things, worry not.
Don’t miss it.