Well, but wait, why doesn't each Parlor count? Is your expectation that somehow each of the 1400 puzzles in Blow's game will be like finding Room 46 in Blue Prince?
[[Massive spoilers implied, stop reading if you don't want a Blue Prince playthrough "spoiled" in some sense]]
Take the Atelier, if you're Jon Blow that's obviously 45 puzzle boxes, plus 45 picture pairs = 90 puzzles just to spell out the clues before you even try to understand how to "solve" the Atelier and actually inherit the manor [[If you're reading this and thinking "But I did inherit the manor by finding room 46, hey, shoo, you didn't finish the game I told you not to read this]].
searches for images ofthe Atelier online damn I sure did not get that far in Blue Prince, I gave up when I had about half the keys to the underground room. I just figured getting all those and figuring out the right data to input into the rooms behind them would trigger The Real End.
Mostly I just remember being stuck on that @#$%^ art gallery rebus. And having done somthing at some ppint that made it much less likely to spawn, to boot.
From the article:
> now encompasses around 1,400 individual puzzles that could take completionists 400 to 500 hours to fully conquer
> Well, but wait, why doesn't each Parlor count? Is your expectation that somehow each of the 1400 puzzles in Blow's game will be like finding Room 46 in Blue Prince?
I'm saying that, if you removed the Parlour, the Billiards Room, all the Mora Jai boxes, and all the other puzzles that aren't directly related to finding room 46 (including everything after the "tutorial"), you'd have a lesser but still memorable game. Inversely, if you took just the boxes, and the parlour puzzles, and the darts puzzles, you'd have a fun but unremarkable little time waster. I really enjoy spending hours on some the more insane sudoku puzzles featured on Cracking the Cryptic (even if I often end up abandoning many of the harder ones), but have zero patience for supermarket sudoku books.
"1400 puzzles" rubs me the wrong way, like soulless open world games that brag about having hundreds of hours of content. A large part of what makes a truly exceptional game isn't volume of content, it's editing and curation.