
This game came out of nowhere for me. I hadn't heard of it or seen previews for it until it was released. I saw a trailer that made me add it to my wishlist to maybe purchase if it went on sale. But when I overheard a co-worker talking about it, I decided to go ahead and purchase it and start playing, so that we would have an opportunity for some water cooler talk.
Blue Prince is, at the simplest level, a puzzle game. But simply calling it a "puzzle game" doesn't quite do it justice, because it is a wholly unique blend of different video game genres, all packaged together in a way that feels more like a board game. It is a puzzle game, for sure, but it is also a rogue-like, and an adventure game (in the vein of classic 90's point-and-clicks). It utilizes a unique tile-placement mechanic that feels almost like playing a digitized version of a board game akin to Betrayal At House On The Hill (minus the overt horror theming).
The player takes on the role of a young heir to a family estate. But the inheritance comes with a catch! The house has a shape-shifting layout, with each room being placed from a pool of randomly-selected rooms, each time you open a new door. In order to earn the inheritance, the player character must navigate the shifting mansion, solve its myriad puzzles, and find your way to the elusive, hidden 46th room. But there's another catch! You cannot take anything from outside into the mansion, nor can you remove anything from the mansion, and its layout resets each day. This creates the rogue-like element.
Blue Prince's room-drafting mechanic feels similar to a tile-placement tabletop game.
Each day, you have a finite amount of stamina, and when that stamina runs out, you are forced to your campsite outside the home to rest for the night. When you wake up the next morning, you will have to start the exploration of the house over again from scratch. Well, mostly from scratch. You'll be armed with the accumulated knowledge from your previous explorations, as well as some permanent upgrades.
As such, Blue Prince straddles the line between "rogue-like" and "knowledge-based" game. The vast majority of the board resets each day, but you do keep some persistent elements of progress, so you don't have to memorize everything or repeat the same steps for certain activities over and over again, every time.
A puzzling house
Blue Prince is a heavily-randomized game, for the better and the worse. Every time you open a new door, you'll be given a choice of 3 semi-randomly-selected rooms to draft on the other side of the door. Opening certain doors requires the use of keys, and certain rooms may require that you spend gems, both of which can be collected within the mansion. Rooms may contain a puzzle, items, clues to the over-arching story, or some combination of the 3. Rooms may also have special effects that are triggered by drafting the room, by entering it, or by using certain objects within it.
Different rooms have different abilities.
For example, there is a "Drawing Room" that allows you to re-draw new rooms, if the rooms you drew weren't to your liking. And then there are rooms like the Parlour and Billiards Room, which always contain a logic or math puzzle that awards resources if solved. There are also "red" rooms that penalize the player for drafting or entering them, such as the Chapel, which collects a tithe from your purse of coins each and every time you enter.
Perhaps equally importantly, each room also has a different configuration of doors. Some rooms only have the single doorway, turning them into dead ends. Most rooms, have 2 doorways (the one you came in through, and a second exit that goes in a different direction). Some rooms and hallways have 3 or 4 doorways. If you run out of new doors to go through, then your day will also end, on account of there is nowhere else for you to go.
This combination of room abilities, resources, puzzles, and door configurations creates a lot of strategy for how you choose to layout the mansion on any given day. Do you focus on exploring new rooms to find as many of the puzzles and clues as you can? Or do you try to bee-line due north to the antechamber every day? In any case, how do you place rooms in order to accomplish your goal?
There is a surprisingly huge collection of different rooms, along with some clever and creative abilities for some rooms. There's also items that the player can use to solve puzzles or manipulate the environment. This creates a lot of tough decisions regarding how best to spend your limited resources. However, knowing that you'll loose all of those resources in the next day, liberates the player to feel like you can and should spend your resources whenever possible. There is no point in hoarding resources, the way you might save up all your most powerful ammunition in a survival horror game, only for the game to end before you've ever used it.
The puzzles in this game are no joke! Things start off simple, but they gradually ramp up. The puzzles aren't insanely difficult to solve on an intellectual level, but they require a lot of meticulous exploration and careful observation. There are plenty of puzzles and clues that are hidden in plain sight, and you'll walk right by them dozens of times without realizing there's something there, until you find a document or clue somewhere else, hours later, that makes you say "wait a minute, those were puzzles?!"
Some rooms have respawning logic and math puzzles.
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