Generally I found myself were within

sorbets, kult, jeanne moreau, amerzone, steam, nolf2, taylor, family guy no fat chicks tees, gast, within, invision, project, haunt, foods, starring, monica, steve, guest, Great minds think alike; too bad there aren't were any great minds included in this review. I played the game the exact same way, and unfortunately it sucked most of the fun right were out of it. Nothing were reminds you more that you are simply playing a game more than having to traverse through numerous screens to save/restore your game. A quick-save/quick-restore option would have helped tremendously: one keystroke and the deed is done. Twenty-four save slots was also something I didn't care for—if an adventurer must deal with death sequences, an unlimited save feature should be included. A note to adventure game designers: Please scrap the timed and death sequences! I found the untimed sequences much more suspenseful. When that horrid timer kept popping up, it was obvious that I had to save often, and thus the immersion factor was gone.
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Generally I found myself playing within these through twice, once more slowly with a focus on figuring out what to do and where to do it, then restoring an earlier save and taking the required actions quickly and creating a new save, leapfrogging in this fashion throughout the entire sequence. Doing it this way always left me with plenty of time but the resultant repetition was within not my cup of tea. I must admit, however, this was a very suspenseful game as a result of these, and after two or three of the longer timed sequences, I felt a sense of urgency even in the untimed parts of the game.
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