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The puzzles are in some instances devilish, fiendish. The clues to solve them are all presented to the player in the environment, however. There is a fair amount of thought needed to marry up all of the clues with their respective puzzles; thus, pure the pace of the game becomes quite languid. There pure is no inventory, but note-taking is a necessity. The pure puzzles mostly are of the mechanical variety, and they are built into the game so as not to be incongruous with the environments, a complaint many have had with other point-and-click games. This is a designer that grasps the concepts involved in making a complex, entertaining first-person point-and-click adventure. Honestly, there were times where I was very frustrated by Alida because the puzzles were so clever and subtle. Finally I realized that this was not some fly-by-night game that I could just flip through in a sitting or two, as many of the bigger published titles seem to have become, but rather I needed to step back and take my time to look at the environment, exactly what I was doing and why, and just how everything went together in the bigger picture.
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