The Talos Principle is a first-person puzzler. You play as a robot who awakens to the voice of someone claiming to be your creator, who tasks you with completing puzzles. He promises you eternal life for your service, but orders you not to ascend the tower at the center of the world.
As a puzzle game, I thought this was quite good. I was initially worried it would become repetitive, but the difficulty curve is excellently paced, with new mechanics doled out at just the right speed to get you used to each. The gameplay is incredibly intuitive, with many levels functioning as tutorials for new mechanics simply through their design and allowing you to poke everything at your leisure. There’s little in the way of explicit tutorial text, but you don’t need it; you learn how the world works by investigating it. I’d even say the game had a bit of a Metroidvania feel in the sense that certain puzzles teach you tricks and tactics that help make others much easier.
I also appreciated a fix for something that bothered me about Portal: held objects will snap to switches and boxes when you place them, so you don’t run into the problem of failing the puzzle because you placed a block a few pixels off-center from the pressure plate and the unnecessarily complicated physics engine took that as an excuse to go crazy. Similarly, the game highlights which areas are reachable by jump, so you don’t have to wonder about that either.
My only complaint is that I felt the addition of actual hazards were unnecessarily frustrating, especially when some puzzles can be quite long and require a lot of finnicky setup (especially the star puzzles that require configuring multiple puzzle areas at once). I think it would have been nicer if dying didn’t force you to reset the entire area, especially when the entire conceit is that you’re in a simulation where death is meaningless.
Also, the star puzzles that required you to use clever manipulation of your tools and environment were good, but the ones that were just “You need to find this switch that’s hidden around a corner behind a tree and in total darkness” were just infuriating. Pixel hunts are not puzzles.
As for the plot, my reaction can be pretty much summed up by this SMBC comic:

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