Steam · Action · Adventure

The Talos Principle 2

The Talos Principle 2 Review: Sharp Puzzles Backed by Tight Controls. Croteam delivers an expansive first-person puzzle adventure that feels surprisingly crisp to navigate.

Vance · Nov 3, 2023 · Played on PC via Steam for 22 hours

Responsive Footwork in a Robot City

I usually review games where you swing a heavy sword or time a dodge roll through active attack frames. When I booted up this first-person puzzle sequel on Steam, I immediately checked the movement. First-person puzzle titles often feel floaty, like you are steering an ice cube across linoleum floor tiles. Croteam avoids that trap. Walking and sprinting stop right when you let go of the keys, your camera snaps without weird acceleration smoothing, and interacting with objects happens instantly. Picking up a connector or dropping a jammer has zero input lag, which keeps routine navigation from wearing down your patience.

You play as an android born into a society of machines that inherited the earth after biological humans went extinct. You start in a sprawling city before an expedition drags you out to an island dominated by a massive megastructure. Walking around the streets, you talk to other robots and take part in debates about expansion, preservation, and human nature. The full English voice acting and clean English interface make following these philosophical debates effortless. The dialogue moves quickly enough that you never feel trapped in a cutscene when you just want to get back to testing your spatial logic.

Navigating the early city sector before traveling out to the mysterious megastructure.
Navigating the early city sector before traveling out to the mysterious megastructure.

New Tools and Clean Mechanics

The core puzzle loop sticks to laser redirection, force fields, and pressure plates, but Croteam expands the kit fast. Gravity manipulation bends how you look at room geometry, letting you walk along walls or route beams through inverted orientations. Mind transference lets you swap your perspective between different robot bodies to coordinate pressure plates across divided chambers. These mechanics do not feel like cheap visual gimmicks because their rules stay completely consistent across every puzzle room.

Every test chamber operates with strict logic and clear sightlines. You never fail a room because an object clipped through a ledge or because an activation hitbox was too small to register a laser. The boundaries are clean. If you see a beam hit a receiver, it activates immediately without weird transition delays. When a solution clicks, you can set it up in seconds because the physical placement of equipment is precise and reliable.

Routing laser beams and positioning connectors inside one of the island puzzle enclosures.
Routing laser beams and positioning connectors inside one of the island puzzle enclosures.

A Sprawling World With Real Stakes

Between chambers, you explore over a dozen distinct outdoor environments. The landscapes are huge, running from pine forests and rocky canyons to swampy ruins. Writers Jonas Kyratzes, Tom Jubert, and Verena Kyratzes give this trek an actual narrative backbone instead of treating the world as a sterile menu select screen. You get into real arguments with your expedition crew about whether humanity made mistakes worth repeating. Your choices push the story toward different endings, giving your decisions real weight beyond just solving laser rooms.

The only downside to this scale is the running distance. These zones are massive, and while your base movement speed is decent, jogging across empty terrain between puzzle clusters can drag. You find extra terminals, monuments, and audio logs scattered in the corners, but occasionally I just wanted to get straight to the next puzzle room without a three-minute nature hike.

Exploring the sprawling island landscape between testing sites.
Exploring the sprawling island landscape between testing sites.

Optional Head-Scratchers and Technical Muscle

Croteam made a smart choice with progression structure. You do not have to solve every single puzzle in a sector to move the story forward. If a specific room stonewalls you, you can back out and tackle a different wing or look for metapuzzles scattered across the landscape. For players who want real punishment, there are brutal Gold puzzles that test your absolute mastery of beam routing and perspective swapping. Cracking one of those requires genuine patience and deep spatial planning.

At $39.99 on Steam, the package feels substantial and well polished. The game runs smoothly on modern hardware, holding its framerate across wide outdoor vistas and dense puzzle arenas alike. It is rare to see a sequel go this much bigger while keeping its puzzle logic airtight and its fundamental controls this responsive.

Aligning light streams to crack an advanced late-game chamber.
Aligning light streams to crack an advanced late-game chamber.

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Comments 18

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manatee_3Nov 4, 10:50 PM

Kinda wild how empty the hub areas feel. They honestly seem more like dead running space than actual levels.

needacoffeeNov 4, 08:54 PM

gravity tool clicks after a few rooms, solid work from the team

KestutisNov 4, 10:45 AM

Greetings @parryframe. Forgive my phrasing, but does the instant interaction prompt apply to the terminal archives as well, or only puzzle mechanisms? Curious about menu latency.

wombat_23Nov 9, 11:39 PM

Game looks lovvely but those hub zones are a lot of walking for these old knees lol. Puzzles are sharp though, worth the price. Dont give up on the hard ones! - Frank

prost_paulNov 5, 09:18 PM

Gravity shifting? More like gravity lifting my spirits. Too much dead running around in the hub zones though.

bucketNov 5, 07:48 PM

Proper brilliant movement mate, gravity tool is a laugh. Worth every quid.

needacoffeeNov 5, 04:31 PM

Movement feels crisp, love the instant prompts. Devs nailed the feel.

bladerunner_03Nov 5, 12:50 PM

Glad the review called out the tight controls, definitely feels smooth to play. Was on the fence about the $39.99 tag on Steam, but good puzzle design makes it an easy buy.

d4rk_pr1nc3Nov 5, 12:38 PM

honestly the puzzle flow is nice (especially the gravity shift (which reminds me of late night shifts))

hjw06Nov 4, 11:40 PM

tbh the movement feels smooth on my laptop lol

manatee_3Nov 4, 10:50 PM

Kinda wild how empty the hub areas feel. They honestly seem more like dead running space than actual levels.

KestutisNov 4, 10:45 AM

Greetings @parryframe. Forgive my phrasing, but does the instant interaction prompt apply to the terminal archives as well, or only puzzle mechanisms? Curious about menu latency.

ola_ollieNov 4, 12:42 AM

Talos? More like Tal-os and Tal-donts am I right. The mind transference bit had me tearing up ngl. Beautiful stuff.

manatee_3Nov 4, 06:48 PM

@ola_ollieAn intriguing turn of events. The Ambassador of Puns has arrived to negotiate a ceasefire with my patience. I shall draft a formal protest.

Phil M.Nov 4, 07:54 PM

@ola_ollieHot take maybe, but the mind transference mechanic feels totally contrived and barely adds anything to the puzzles.

d4rk_pr1nc3Nov 3, 09:41 PM

honestly the gravity tool feels weird at first (like my sleep schedule after night shifts (which is basically always)) but it clicks around puzzle 12 or so

flintNov 4, 01:47 AM

@d4rk_pr1nc3skip the gold rooms first run dont waste time. prompter resets instant so experiment freely. hte movement tech is solid

Rory PNov 6, 12:17 PM

@flintAm I bad at this or are the gold puzzles personally offended by my existence? Asking for a friend.

needacoffeeNov 4, 08:54 PM

@d4rk_pr1nc3gravity tool clicks after a few rooms, solid work from the team

mkc78Nov 3, 09:33 PM

The hub zones are way too empty. Feels like walking simulator pacing masquerading as exploration.

Stevie CNov 6, 12:03 AM

@mkc78Ngl the hub zones are basically just very pretty hallways. Not that I'm complaining about the cardio.