
As you make your way through the game you will begin to collect information on places, people and items that you come across. This creates a larger tableau for the gamer to live within and this exists in concept as well as visually inside of the artist's studio in the great 'Earth Temple' that the player may peruse whenever he or she wishes.
At times the puzzles can seem somewhat arbitrary and can be maddening, but for me this just cements the inherent 'truth' that AgeTec seems to have mastered in this and their other games [Raw Danger, Disaster Report]. The truth in question being the fact that existence frequently throws red herrings and other distractions at us as we make our way through. We all look back at our actions and think how we could have gotten through at a much quicker, more efficient pace; Instead we find ourselves repeatedly slamming our heads against the walls of frustration wishing that we could just turn the situation off and move on.
This game represents a sort of niche genre in that it is understandable that it was not met with huge success. The type of gamer that this work appeals to seems few and far between. I do not say this in an attempt to compartmentalize but to lament my own lack of ability to slow down my central nervous system enough to actually allow myself to become immersed within its environs. I am of a generation weened on the quicker twitch style arcade shooters of old yet this was the type of game that I was longing for as a younger man in those arcades: A true immersion into another world: an immersion so complete that at times I would find myself suffering from a truly realistic malady: boredom.
-Kurt Weller