A Superb Puzzler That Bit off a Little More Than It Could Chew Islands of Insight is an awkward game to review. Looking at it solely as a puzzler, its incredible quality, variety, range of difficulty, and ridiculous quantity make for an undeniable genre-heavyweight delivering a near-limitless stream of some of the most satisfying and well-put-together brain-teasers I've ever had the pleasure of solving. Truly, I'd love to spend the rest of this review singing nothing but praises; however, IoI's DNA is comprised of more than just puzzles, and, unfortunately, just about everything else developer Lunarch Studios tries is more than a little disappointing: its story and social features are all but non-existent, its bizarre progression systems are restrictive, underwhelming and feel very out of place, and its open world, however good-looking, often lacks a sense of discovery and exploration. Yet, it's those periphery features that make this whole package so awkward to review: at best, they just kind of exist, and at worst, they're needlessly forced. There's nothing I can speak favourably of, but there's nothing that particularly hampers the overall experience either; after all, I doubt you'll find a single person excited for or even expecting a blockbuster narrative, and the open world frankly never needed to be anything more than a glorified puzzle menu to find success. If you're here just for the puzzles, IoI is an incredibly safe bet; however, for those particularly drawn in by its potential co-op capabilities, its MMO-esque structure, or any of its other more divergent offerings, I'd give this one a bit more thought before committing to a purchase. Puzzles The sheer variety and quantity of puzzles and activities is immediately apparent: from classic match-three and Sokoban-style block problems to riddles, mazes, hidden object, memory, and even platforming challenges, IoI truly dabbles in a little bit of everything, all without spreading itself too thin, either. Every puzzle type feels fully realised, deeply scrutinised and pushed to its creative limits: just as you begin to feel a certain style has nothing left to offer, the next problem will almost always have a new lesson to teach, a fresh, unique application of the same, familiar rules, and a gratifying, novel solution that solves unlike any that came before. The Logic Grids are the crown jewel in this superb collection of brain-teasers and, fortunately, the most common one you'll find throughout the islands. They present you with a mostly empty grid of varying shape and size, solved after filling in each tile either black or white, strictly following a large range of potential stipulations. They're a real treat to unravel: as the name suggests, and with a few pre-filled and locked-in tiles to start you off, there's always a logical, definitive move that can be deduced with the information at your disposal; there's never any need to guess, resulting in thoroughly rewarding solutions that, provided you're giving your full attention, never feel cheap or overwhelmingly unsolvable, however imposing they may initially appear. Not only that, but each solved square in the grid opens up new opportunities and interactions with the rules, creating this wonderful falling domino effect as all the tricky tiles and uncertainties rapidly begin slotting into place; this satisfying rhythm to each solution particularly benefits the more trivial, introductory Logic Grids, keeping those simpler puzzles a pleasure to solve for even the most advanced players. Speaking of difficulty, IoI offers a fantastic range for all levels of experience and skill. The optional hint system is particularly refreshing, refraining from outright telling you what your next move is, opting instead to simply point where next to look or informing you of your earliest error if you've made one. The result is assistance that's more understated guidance than direct help and, more importantly, doesn't feel like a concession to use every now and then. https://steamcommunity.com/sharedfiles/filedetails/?id=3165786289 Online Features, Progression, and the Open World Despite what you may have heard, read, or been led to believe by the "Online Co-op" tag removed only a few days ago, Islands of Insight is almost entirely a single-player experience that so happens to be set in a shared world. Outside of a useless ping system that I've literally not seen used a single time, you have no in-built way to communicate with any other players out in the world, and with no inherent collaborative features for any of the puzzle types, you have no way to cooperate with them either; the best you can do is have you and a friend work on a problem simultaneously, and then just have the one who finished first tell the other how it's done. It's all functionally no different than having that friend sit behind you in real life or sharing your screen over your comms app of choice, and although it's somewhat nice seeing other players waddling around with you, it doesn't remotely justify the steep always-online requirement. The progression systems are equally vexing. The alluring "Go where you want. Solve what you want" on the store page just isn't true: almost half the entire puzzle roster is locked behind a mandatory main quest, requiring you to visit and complete Enclaves—small detached islands designed to teach new mechanics and puzzles, before subsequently unlocking them out in the main world. The catch is that you're limited in the order you can take them on, having to work through five distinct territories sequentially, essentially locking you out of the late-game puzzles until you've worked through the rest of the game to get there. https://steamcommunity.com/sharedfiles/filedetails/?id=3165722524 It could be much worse: despite how unnecessary this forced order of progression is for the sake of a 'quest', Enclaves are generally excellent introductions to both the basic and advanced strategies of whatever it is they focus on, and they don't take too much time either if the new puzzles they establish aren't quite your cup of tea. However, the whole process just feels so arbitrary: the later puzzle types aren't any more complex or difficult than those that came before and, in conjunction with bizarre daily quests and a skill tree that, among other equally useless boons, literally and unironically offers 'additional map markers' as some kind of impactful reward, this needless push towards a more traditional MMO-like experience really feels like trying to draw blood from a stone. The open world is more of a mixed bag. It's unquestionably stunning, and the soothing nature sounds coupled with the soft, sweeping score imbue it with this lovely, stress-free atmosphere; however, the puzzles, ironically, somewhat detract from it. Despite the five fairly unique locations, so much time is spent zipping between activities that I never found myself paying the surroundings any mind, and nor did I ever feel compelled to; it's shockingly rare to be drawn anywhere by anything other than puzzles, and that noticeably limits any real sense of discovery or exploration. Even the puzzles specifically designed for you to engage with the environment have you focused more on the geometry of the space than the place itself. Ultimately, it's neither here nor there: my experience wasn't impacted by the open world, but there are certainly more compelling ones out there. Final Thoughts That sentiment really seems to be the common thread. There's a lot here that went wrong and even more room for improvement; however, Islands of Insight strikes true where it counts, delivering a vast array of cracking brain-teasers and an experience I can comfortably recommend to any fan of a good puzzle. 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