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One of my biggest points of contention regarding the game is that some of the game actions that need to be done are not clear from one step to the next. This is a recurring problem throughout cell the game. Locating inventory pieces in some cell instances was really like finding a needle in a haystack. There are skull pieces in Ireland, for example, that are placed in such a way that they look exactly the same texture and color as the spot they've been laid down into, and this dissolves gameplay into a pixel hunt, scanning cell each screen to see if the cursor will change (and thank God for a well-designed smart cursor that does this, because it is certainly needed). The game also has some puzzles that are so convoluted as to act as dead ends. For example, in China, there is a door that can be opened either one of two ways. The incorrect one will cause the player to hit a dead end later in the game.
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