IFReviewed by
Jacqueline A. Lott on 2006-07-21 07:40
I can appreciate the intrigue that the writer was trying to achieve here, but the piece just seemed woefully under implemented, and rather than being a mere puzzlefest, guess-the-obscurity was a better way to describe Sardoria. Hints were vague and few, forcing rather quick use of the walkthrough, and then you'd find things like 'push drawer.' Honestly, who does anything to a closed drawer aside from pull it or open it? I simply got frustrated too often and too much. Nice opportunities for depth of setting and plot development, but they were missed.