This game simultaneously handholds too much and too little, if that makes any sense. Let me explain, particularly the "too much" part. The story of the game involves searching for hidden characters and objects Where's Waldo/Wally style in sets of ten maps, each map separated by "ticks" of time - ranging from a few seconds to a few minutes. Your job is generally finding murders or other crimes in certain ticks, and track their culprits backwards bit by bit to the point where they first got what they needed to do the crime - the point where you can stop them. So the Story Mode . However, the Story is very heavily guided. Each action you take - even small ones - is punctuated by several lines of exposition or dialogue about the story - and sometimes a minigame - which is fine on its own but often jarring, followed by the game forcibly moving the player to the another tick for the next part, which also wouldn't necessarily be a problem though it does take control out of the player's hands. The issue arises in how these shifts are very attached to what the story needs the narrative of the puzzle to be: it's not uncommon for the player to find the culprit and be prepared to follow them tick by tick to figure out what's going on or where it and other things they've also figured out meet, only to suddenly be thrown back five or six ticks to what can feel like a completely different scenario, because the story suddenly needs the player to focus on something else or find the culprit in a completely different context - which is where "it's jarring" and "outside of player control" start becoming more clear problems. Things like this completely take the player out of the game's seemingly intended setup of being able to follow the mystery bit by but, undercutting the player's investment in that part of the game, and it happens pretty much constantly. More than once the game has even instant-revealed something I was expecting to play the game to find, because it wanted to hard pivot to something else. It just tends to feel like I'm being strong-armed along rather than able to play the game. So where does the "too little" part come in. Well... it's actually part of that whole "suddenly throws the player into something different in because the story says so," part. It's also not uncommon for the story to go "forget the murder for the moment, something weird is happening in this tick! Can you search the map for something out of the ordinary?" - when the map is full of fun, goofy situations that could all be considered out of the ordinary, forcing a rare use of the hint system just to get some clarification on what the game means. Eventually the game introduces a "hot/cold" system to help the player guide to the general vicinity of what they're looking for, but in my opinion that more tries to bandaid the issue of the player sometimes just being left adrift with no direction, rather than really fixes it. The game doesn't even have the ability to go back to ticks you've already seen, and look at the context clues there to help figure out where things are going - something you think would be essential (and something that is, of course, possible in the board game version of this game), basically leaving them stuck. At the time of this review I've not finished the game but have done a fair amount of it, and even if this functionality eventually gets unlocked like the hot/cold system I would still mark this is as a tool the game is needlessly withholding rather than making readily available. Or in short, the story mode is too focused on the narrator strong-arming the player through story in a way feels disjointed in the moment and - most importantly - undercuts the puzzle and gameplay underneath. And it all fits together in the end for the narrative - yes - but its frustrating to play. So much of the game is spent reading the narrator's dialogue or playing its constant minigames - many of which are too simplistic to really be considered minigames (one is literally just "click these dots on the screen") - and it takes away from what makes the game shine. So why am I still recommending it, even though I have such a prominent problem with the game? Well, because even with that frustrating presentation there's a good game in here. The art is gorgeous, the various situations and misadventures and stories of the illustrated characters - dozens of them per map - all delightful to watch and follow. The basic concept of tracking a story through finding objects across time, solving mysteries by tracing them back to their source and finding ways to undo those temporal shifts, is genuinely engaging even with all the strong-arming. I love the way solving some of the mysteries can cause the map to change slightly, allowing some things in the map to have completely different outcomes if you examine them later: just playing the game as the game intends it to be played is wonderful. And the story is genuinely compelling - just excessively intrusive to the gameplay. I'm partway done with the game, and fully intend to finish it even though it's been bugging me enough to write a review about its issues at this point. Naturally, this means the Fulcrum mode - where the player is free to examine all the ticks, figure out its stories and context clues to investigate and follow set of random individuals on the map throughout their entire story, without interruption or forced shifts in focus - is by far its best mode and is where the game really shines, giving you just the pure benefit of what the game offers. Even if some of the characters you follow are movie references so deep they can be difficult to follow if you don't know the context. So I would suggest this game for a hidden object fan, a sharp-eyed puzzle fan, and a fan of games that present a lot of different little stories that the player can follow. But I do believe that it's important to be informed of where the game can be frustrating in executing those stories first.
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