I felt that this game held a lot of promise, but didn't live up to the expectations it set for itself. I will say I enjoyed some of the character themes explored, if not the character writing itself so much. The role of one particular character dooming himself to yet again be a "bystander" was something I found really compelling! Others have written about the repetition of the puzzles, which I found true but is admittedly subjective. (There's only so many ways to utilize a four digit code.) But I think I can identify a few broader design issues that hamper the game.

The Open World
The game sells itself on its open world - but it cares very little about the open world as a space in and of itself. Early on there are some great moments, of trying to piece together where someone's address or home may be. But the illusion of the town as a space falls apart when you are explicitly assured by the developer that there are only about 4 spaces within the town that you actually need to worry about. Learning about the environment of the town plays very little into the puzzles that the game wants you to solve.
In fact, attempting to glean information about the world will most likely simply set you up for frustration. You may know where a particular tool is, having pieced together its history of ownership. But until you find the key to access the key which will give you access to the key that will open the way to where you want to be, it does not help you to know where it is. And once you do find the final, ultimate key you need, the game will explicitly inform you as to where it goes. You may calculate and notice the location of a secret room - but again, until you find a key in a completely different location, you will have no luck. This ultimately feeds into my second point:

Puzzles, but no Sleuthing
Part of my frustration with the game may be due to its reputation and presentation as a "detective" game. This genre, while hardly nascent, has had somewhat of an indie game renaissance within recent years. As an avid lover of mystery novels and games, I think the hallmark of the genre is "synthesis of information." By piecing together information, motives, assumptions, you can create the dopamine hit of understanding something that isn't made plain by what is presented to you. Very often, making these connections doesn't actually relate to the puzzles it makes you do. Identifying the killer will not be the thing to get you the key that opens the door to the finale. I will grant that sometimes knowing individual's relationships can give you a clue to what a code might be - but even the execution of this feels clumsy and starts to wear. Again, there are only so many ways to make a calendar date into a numeric code.
Was this review helpful? Yes No Funny Award