. Even just in that short slice, its central idea—taking photos and then placing them in the world as 3D objects—was absolutely enchanting. So I jumped at the chance to mess around with an early build, playing through around the first 2-3 hours of the game.
Even at this early stage, things get mind-bending—a sequence with a battery that turns out to be an illusion stumped me for a long time until I started thinking in photo logic. The consistent goal—you're always just trying to get to the teleporter to the next level, though sometimes you need to find batteries to power it up too—keeps things grounded, allowing the developer to ramp up the weirdness in the environments without overwhelming you.
And whenever you feel like you've completely mastered a particular technique, Viewfinder throws in a new wrinkle. From power lines that must be kept intact in your photos for the teleporter to work, to scenes that force you to find the exact perfect viewpoint for a photo to get what you need, to strange, reactive optical illusions in the environment, the game constantly kept me on my toes and rethinking my camera skills over these first few hours.
It's unfair on the small dev team, but I can't help but imagine this camera transposed into something grander and more ambitious. Imagine an immersive sim where you had this power, breaking into a bad guy's mansion by placing photos of doors on walls, stealing a treasure by taking a snap of it, making turrets shoot at duplicates of themselves, or dropping guards into MC Escher-like traps. I'm sure it'd be impossibly janky, but I'd love to see it.
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