![]() ![]() I'm not sure what the dev could have done to make these more interesting as if you've ever had any interest or experience with logic problems it should take you all of 3 seconds to solve these (a few I didn't even take the time to understand and could just solve by jamming my fingers on my keyboard until the door unlocked by sheer chance) but to restate it really doesn't matter as the game's use of depth and physical perception is such a breath of fresh air that it usually takes up your entire attention span, and is almost always utilized in fascinating ways that make you feel very clever for thinking of. While still on the topic of the actual mechanics there's a few areas where you have to retrieve items from behind patrolling enemies in the most basic way possible, by hiding in the background until they pass by and then waiting for them to come back. ![]() Usually there isn't much time spent on this interaction and it's actually mildly tense as the visual and aural designs are so unsettling, however there's one particular encounter with a Tuba/Sousaphone that while very ominous and atmospheric quickly degenerated into sheer annoyance as you have to wait for this enemy's excruciatingly slow movement cycle to pass you 4 or more times as you run back and forth trying to solve what I found to be the most painfully unintuitive puzzle where you have to use a machine to alter a key and bring it back to a couple different doors. The combination of this unprecedented mechanic which in my opinion had no clear indication at the actual puzzle site and an oppressive enemy that was constantly causing screen-shake and destroying my ears with its obnoxious sound effects produced an unpleasant experience that could have been remedied by allowing more freedom of movement to explore the level without facing an enemy timer every time you want to enter the puzzle room, more clear visual signs of the puzzle's purpose in crafting and then removing an item (at no other place in the game do you remove an item after inserting it into a spot), or both. ![]() Besides this hiccup enemy encounters were generally fine, if a bit unnecessary. However, the last chapter of the game could have done with a complete overall as it consisted of nothing but enemy encounters which were again while plenty frightening extremely obnoxious in their tendency to suddenly ignore the rules the player was presented with up until that point (at one point an enemy straight up breaks through a solid wall despite the first level showing enemies trapped behind one unable to get through).
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