As I stab him with a hidden screwdriver for the umpteenth time, dump his body in a convenient chest freezer, and saunter away dressed as a makeup artist, I absentmindedly think that perhaps he would have appreciated this – to go out on a high, his career at a peak in both professions. To die at the right time is a blessing, surely? I set the fireworks show off early, in his honour.
Source: Hitman preview: a thousand ways to kill Viktor Novikov | TechRadar
On the edge of Ostrava there’s a sharp-sided hill. If you stood on it, you’d have a view over the old city, and you’d marvel at the number of smokestacks you saw. They’re all shapes and sizes and surround the old town centre like widely-spaced fence posts. If it was wintertime, you’d also marvel at how the hill you’re standing on is free of snow, while all around is white satin. Putting your hand on the ground, you’d find it oddly warm.
Like the old buildings and the smokestacks, this hill – called Ema – is a symbol of Ostrava’s inescapable past. It’s formed of the waste from the ironworks in the town’s centre. The last slag was dumped on Ema in 1993 and despite that 22-year gap, it’s still hot. Beneath the streets of Ostrava lies a massive anthracite deposit that made the area the ideal location for iron smelting, and which had been exploited for more than 200 years.
Source: Ostrava: In the Shadow of History – Geographical
Five years after I first played it, Blow has let go and The Witness is out. There are now got 600+ puzzles and the world has been remodelled inch by inch. And this is the first time I’ve seen it since then. So how does the game live up to the goals of 2011’s Blow? And was it worth the extra $5.2 million he’s spent on it since then…? (Warning: contains mild spoilers).
Source: The Witness, Five Years On; A Retrospective | SMTG