![]() This was a pre-release version so there are a few minor programming bugs/inconveniences that I'm sure will be worked out eventually. Sometimes it updates, usually with navigation, but not always. This leads to previously selected commands turning grey, even if they need to be used multiple times in the game. However, the control of the ship is through a dialogue interface. Dialogue interface is standard in that new/unanswered questions appear in white and grey out if they have been asked. Inventory does not auto reorganize when items are used/removed. This is a minor aesthetic gripe it'd be nice if the menu/hint buttons in the corner would minimize or hide themselves unless you brought the cursor over that area or something. I guess by the end of the game I got used to it, but the classic P&C lover in me might have liked a "look" icon. It essentially acts as combination of an auto "look" icon, a way to keep track of what objective you should be focused on, and an inner monologue of the main character. So, the info bar at the top is an interesting mechanic. Takes inspiration from ideas about the Technological Singularity. The few times I did get stuck the hint system was calibrated to the exact amount of clues I needed. Puzzles are mostly in the sweet spot of challenging, but not frustrating. Doing this takes a great deal more time than the generic response method, but it’s so worth it in terms of immersion that I wish more games took the time to do this. Or maybe your idea was stupid, but the game gives a funny comment. It’s so nice to see a game that takes the time to acknowledge that maybe you have a good idea there but it’s not what their looking for and doing so by utilizing a custom response prompt. meanwhile you’re trying to match their craziness with your own and you just can’t see why the solution doesn't involve combining the bucket and the kazoo cause you justwantthedaMngAmetOmOvEFoRWaRdWHATTHEFU. According to them it’s so clear that you need to stick the gum on the pineapple why can't you just see it. You end up playing "Who has the crazier moon logic" with the developer. Your trying to throw everything at the wall and see what sticks. ![]() When you get to that point in a P&C, again you know the ones (the "what the hell am I supposed to do point") and your greeted by these premade lazy responses, well its damn frustrating. It’s almost cliche to see a game call upon a few classic responses, you know the ones."I can't do that", "I' don't want to do that", "that doesn't make any sense", etc. What I mean by this is the developers actually took the time to write responses many possible interactions. Another thing that this game has that I absolutely love to see is seeing detailed interactions between almost all inventory objects. Backgrounds, characters, inventory objects are all very well done. Speaking of detailed, the art is fantastic in this game. This must have been an awful lot of extra work, but I noticed it early on as a running theme with this title, which namely is attention to detail. In many cases (not all) if you were let’s say halfway through, the hint system would update with the info you already had. ![]() What I found interesting though is how well it adapted to where you were with a particular challenge. Actually, scratch that, I'll talk about the hint system right now! It’s a Universal Hint System (remember those guys?!?) with tiered clues that get more detailed the further along you go. Good quality of life features like a hotspot highlight function, basic autosave, double click fast walk, inventory scrolling via mouse wheel, and fantastic built in hint system (more on that later). I take notes when writing reviews and I've come to find the more time I go without writing anything down, positive or negative, the more interested I am in the game itself. Engrossing story with interesting worldbuilding and good writing. ![]()
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