

These time capsules along with the notes and such written by other IAN members found on the computers make the basic plot clear cut. The Talos Principle is a very moving experience. What’s continuously revealed by these time capsules and the entirety of the game’s story is both sad and beautiful, two feelings strongly present throughout the entire game.

Alexandra speaks about progress on the project and brings up morally ambiguous questions which, combined with much of what is read on the computers, become major themes within the story. This project was a major undertaking by the Institute of Applied Noematics, also known as IAN. Each of these contains a narrated recording/monologue of someone named Alexandra Drennan, head of the Extended Life (EL) project also referred to as Talos and occasionally Soma. Storytelling is also done through time capsules large, almost holographic images (which are different each time) found around many of the worlds you will explore. When you consider the gravity of your actions here from the perspective of the protagonist, it is truly amazing. The sequence that follows ascending to the top of the tower is one of the most memorable moments in video game history. The conflict between these two characters leads to an inevitable choice do you do as ELOHIM says and simply solve all main puzzles and then supposedly achieve eternal life? Or do you ascend the tower against ELOHIM’s will? Or do you find more secrets and unlock the more discreet third ending? Milton occasionally suggests exploring it, albeit he doesn’t push too hard for this since he doesn’t seem to care about anything either way. Do not let it tempt you, he says, which probably tempts you further. Communication with ELOHIM is one way (him speaking to you) while communication with Milton is two way, with selected dialogue responses within the computer interface.ĮLOHIM warns you about Milton, and more importantly against exploring the tower in the main hub which seems to reach into the clouds. Milton questions you, gauges certain responses only to point out logical fallacies and conflicts in them, tries to make you doubt ELOHIM in this place. Milton, your library is lacking, to say the least.ĮLOHIM, which means God in Hebrew, acts almost as a father figure to you and seems benevolent, while Milton seems manipulative. Some may wonder why so little information is on these computers, if their purpose (as is revealed later on) is to preserve human history. When a computer displays this, it means “Milton” has something to say. But it seems it was made too sentient if there is such a thing, as it has seemingly developed a personality.

It is an AI designed to sort and categorize information, and respond to conflicting information.

On some of these computers you may contact the Milton Library Assistant, hereby referred to as Milton. He talks about the world you are in, how it was made for you and how it contains secrets, how there have been others before you, how before this world there was chaos but in here there is purpose.īut he/it isn’t the only one you make contact with. Seek me in my temple if you are worthy.”ĮLOHIM watches your progress closely, encourages faith and your success. Hear now my voice and know that I am your maker, and I am called ELOHIM. You are risen from the dust, and you walk in my garden. A voice that identifies itself as ELOHIM materializes out of nowhere. The game starts with the player character, a robot which resembles a human, awakening in a strange, ancient looking place.
