

In the end, the only "choice" you have is an easy one, and it barely makes a difference in how the ending plays out. There are no "aha!" moments - just spoon-fed plot. Nothing about the island or the crystals or the culture that once lived here is discovered independently by the player. The story is revealed 100% through exposition, either through the professor's letters or from hearing the Seeker's story roughly 90% of the way through the game. The notebook was a decent mechanic, though the lack of zoom and the pencil sketch greyscale meant that it had limited utility. You must solve one puzzle before moving onto the next, even if that means trekking to the other side of the game world to do so. There really isn't any open world aspect. Looking at you, using green crystal to transport above the alchemy lab!ĭecent design, though everything (deliberately) trends a bit grey Some puzzles in the first half of the game require some unintuitive leaps to know where to go next. I generally enjoyed the puzzles underground the most because there was little to no backtracking required This is one of those games that makes me wish that Steam had a more nuanced recommendation system than just "Yes" or "No.
