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Not Recommended
0.0 hrs last two weeks / 11.0 hrs on record (8.9 hrs at review time)
Posted: Jan 11 @ 1:15pm
Updated: Jan 11 @ 1:23pm
Product received for free

Definitely not a game i would want to return to. I hecking lost the count of time we've been performing wizardry of successfuly forming party, reconnecting from server to server to finaly start playing without losing damn connection from each other, surviving through series of crashes amid the loading procedure along the way. Well, let the roasting begin! Puzzle design was exchanged for the capability of waving and pointing at each other, from the get go it creates illuson of teamwork, for instance, when my freind was seeing/hearing the progress in solving puzzle, i couldn't witness any progress whatsoever even standing beside him, with nothin' to do but to let him guide me. I found myself bored out of my mind after series of introductory puzzles, which weren't quite bad, BUT that's exactly where game's literally telling you "to guide" or to "be guided", which is plummeted my motivation to continue further. It's not about two heads thinking together to work out a way anymore and tension in the puzzles is downright gone, it's puzzle for the sake of puzzle thing now.
Wait a second, tho, best part of mind-massacre is yet to come, but due to some details being forced out of my mind, for feelin' indifferent towards them, i'll get to the part where vomit started accumulating down my throat and continue...
Puzzle in the sewers was on fine line between stupid and obscure from perspectives of both players, we've figured out how it's supposed to work alright, but the way information was provided to other player was so misleading, that it had very little to do with situation in the room with generators, so we had to brute-force it by wild-guessing.
After this unpleasing room, we'll get actually interesting puzzles where you actually get to work and interact with each other, after slightly convoluted, but interesting puzzle with tubes, which probably would have been that way, if we weren't solving it like couple of deaf plumbers, still it got us back on track, and we'd managed to enjoy the next few rooms. However, despite the fact we had fun there, i can't help but mention, that some details such as tiny pick-up triggers on some items (gardening shovel), that you'll get wrong idea that you don't need this item untill you try to interact with it from opposite side, and having cyan colour on the indicator above the handle, while having liquid of green colour in the bucket, also some actions didn't made any sense to me, like being able to remove plants without having a shovel. Next room was pleasure to solve as well.
And now we at the point i finally lost it. Personally, i don't dislike a complex puzzles, but the way it was implemented here, it turned out way too convoluted with the info each of us was provided, and what's more it was quite difficult to keep the track of the progress we made as well, so neither of us was at the control here to even slightest extent. I don't even want to remember the last room, it threw us all the way to the beginning of having roles of "Guide" and "Subjected to be Guided" with providing us with befitting to roles puzzle, i don't even count part two to this puzzle and fact that we both crashed after we'd failed last puzzle, it sure surprised me that game couldn't even crash according to human design.
Well, despite our experience during our playthrough, let me say couple of words regarding music. Music was nothing really special even in previous installments of the game, however it did it's job really well in first two games, keeping tension to a degree, SFX during transitions between rooms and such, which it doesn't in THIS game. Plot was really unnecessary here and thank you for force-feeding the ending sequence to me.
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