The problem with games like this is that when combat is the only way to get through a situation there's going to be a point where combat encounters all feel the same and the best way to get to the fun parts is to open up the console. Still, great characters, interesting structure, my only big reservation is that I thought I really fucked up during the endgame and then I looked it up and my choices didn't really matter to the final outcome which takes a bit of the bite out of all the tough questions in the final few missions.

The adventure game bits are a real charm, frequently laugh out loud funny and extremely "oh shit that makes perfect sense, I can't believe I didn't think of it sooner" clever. The platformer bits are... not as much of a drag as they could have been.

Got like a chapter and a half in (like 4 hours?) and literally nothing of consequence had happened either on a plot or character level and when I checked to see how long the game was I found out it was 11 chapters long and that's just the first ending. Fuck that.

Extremely charming art, and I love whenever a thing fits into another thing

It would be nice if any of this worked. The puzzles are neat, but they're neither compelling enough narratively or mechanically to be the main driver of the story, as opposed to a game like Murder By Numbers wherein dull picrosses were pulled forward by a charming mystery-comedy romp. Here the general tone is maudlin macho Takenism, sitting through dull text conversations to find out dull plot revelations while in the interim suffering through horrendous art direction, as this team never met a visual asset problem it couldn't solve with stock photos and a hastily applied Posterize filter. Every aspect of this game gives the feeling that it expects another part to pick up its slack, and when none of them do, the rope flies right away.