In Oddworld the thought process always preceded the actual execution. Here is what was good in the puzzles:
-Paying attention to the geometry of terrain and how it helps or limits you;
-Working with different elements on various screens, and figuring out a way to solve it;
-What was very good is having to remember what actors/terrain are on the other screens, and the action/movement order required to solve the task. On some levels, the solution seemed very obscure and elusive, and it engaged your lateral thinking.
-Timing actions in tense situations was crucial plus intuition telling the player what that lever is mostly likely to activate etc.
On top of that, the art design was very well managed, it presented an in-depth, rich experience of an alien world.
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