The turing test

Before disappearing, those who once were loyal employees of the International Space Agency created a series of puzzles that, according to Tom, the artificial intelligence that guides us, can only be solved by a human being.

What is the turing test

The Turing Test is a puzzle video game with gameplay experienced from a first-person perspective.The player assumes the role of Ava Turing, an International Space Agency (ISA) engineer working at a research station located on Europa, one of Jupiter’s moons.

The turing test gameplay

The turing test walkthrough

 

That human being is us, the engineer Ava Turing, dragged into an adventure that is inspired by the great science fiction dedicated to artificial intelligence and does not try to hide his debt towards masterpieces like 2001: A Space Odyssey.

 

The subtext focuses on the boundary dividing man from the machine which initially takes form through the dissertations of artificial intelligence on the debate between machines operated by man and self-sufficient machines.

 

But the speech is destined to evolve room by room, discovery after discovery in a continuous consideration on the Turing test and on the presumed limitations of the machines, intrinsic and imposed by man. In all this the missing crew has the air of wanting to hide from the

The Turing Test enigmas lead us to explore the boundary between man and sentient machine

THE HUMAN FACTOR

Switches, power sources and generators are the focus of The Turing Test gameplay, a first-person child action puzzle, like countless other titles of this genre, of the unforgettable Portal. Some switches can be activated both by the generators and by the energy sources, but the latter can be recovered remotely, thanks to a gun capable of storing three different energy groups.

 

The latter is a factor to keep well in mind when you meet the first joint tests, when the gameplay takes consistency by combining with time switches, robots, cable networks, cameras, pressure platforms, unstable sources of energy, airborne plasma flows, elevators, self-propelled magnets and increasingly complex rooms that guarantee a fair variety of situations.

Silicon soul

The potential is immediately evident and the satisfactions are not lacking but the degree of latent challenge for most of the game. Sometimes a bit of action is needed but reflexes are rarely tested while some components of the enigmas are repeated several times and even the most complex puzzles become a walk once the key is understood.

 

The goal of the developers is to avoid frustration by rewarding the intuition of the player, however, but the enthusiasm fades when the solution of a room is immediately obvious and get to the end is just a matter of mere labor. Moreover every time the gameplay is enriched with a new element we are faced with too many rooms put as filler, sections of training too simple to deal with that end up occupying a beautiful piece of experience.

 

Because of these ingenuities, the overall level of challenge is shaky and at the same time many good ideas are wasted that could have given rise to decidedly more complex puzzles.

 

Fortunately, as we have already said, the mechanics evolve constantly avoiding boredom while the potential of the gameplay grows up to the final bars even if it is rarely exploited in a continuous highs and lows that often leaves us displaced, and not in a good way.

 

Overall, however, l we have already said, the mechanics evolve constantly avoiding the boredom while the potential of the gameplay grows up to the final bars even if it is rarely exploited in a continuous of highs and lows that often leaves us displaced, and not in a good way.

 

Overall, however, l we have already said, the mechanics evolve constantly avoiding the boredom while the potential of the gameplay grows up to the final bars even if it is rarely exploited in a continuous of highs and lows that often leaves us displaced, and not in a good way.

 

Overall, however, l‘experience holds up and the partial disappointment dictated by the excessive banality of some rooms is bearable, unless you are looking for the ultimate challenge.

 

 Some enigmas are rather inspired and in the final phase reflexes and gray matter grow in importance while at the same time the fluidity of experience benefits a narrative dimension that is anything but trivial, at least in relation to gender.