When you comb through the dense Xbox Live marketplace, and sort the games alphabetically, separated from genres and assignations, there comes a point where neon blurs into blurry neon, where the titles bleed into each other in a fog-covered tundra of freakish shooters and free-to-plays, as if you’re flying over Siberia in a helicopter; so when you find Lorelei and the Laser Eyes, it’s like you’re piercing the clouds with a beam of neon sunshine, and what you discover on the ground was always that oddball out: something that invites players to appreciate its aged, puzzle-heavy adventure, a game whose marketing – avant-garde and nihilistic and half-suffused with noir mystery – barely scratches the surface of the old-school brainwork its makers have in mind.
In Lorelei and the Laser Eyes, the mystery at the game’s core is wrapped in brevity, and asks the player to control a woman with no name but a letter and a mission she can’t quite remember. The puzzles that players must solve in order to progress need to be integral to the hotel itself – its rooms and corridors and strange, haunted inhabitants. It’s a story that demands the player’s powerful intelligence to gather the trail of clues and solve the mystery as to why she’s there.
Every room in the Hotel Letztes Jahr presents puzzles, locks and safes to solve, behind which lurk more puzzles that require tactical thinking, brainteasing and brute-force computing to access. Lorelei and the Laser Eyes shows the player respect. It books their clues in an in-game menu like an eidetic memory would, so that nothing they learn is ever truly forgotten.
The art of the game becomes essentially a character, composing tableaux in angry monochrome, in which the glow of neon red – a harbinger for players, to heighten their sense of awareness – blazes at regular intervals. The aesthetic is not simply for decoration. It serves to focus attention on how the game is taking shape, moving into grim, alien environments where reality itself is called into question.
The puzzles are the centre of gravity: they demand staring, observation and lateral thinking but never reach for the impossible. The game’s design philosophy means that players are always given what they need, not just to finish the game but to work out even the thorniest puzzle and, if needed, there’s a calculator in the game to assist further. It’s rare that a game makes a player feel smart but The Witness does.
A slightly less appreciated feature of ‘Lorelei and the Laser Eyes’ is that it actually has reasonably well-designed puzzles that are presented in nicely gradual difficulty, with clear but subtle signposting – Lorelei’s sleeves, for example, change direction on floors that are perpendicular to the direction she just came from. It’s clear that the game’s creators have taken care to make sure that the big challenges that players have to handle, such as a particularly perplexing maze, are a sense of forward motion and that progress isn’t just lurking around the corner.
In fact, the most compelling choice the creators of L.A. Noire made was to make the game’s story as compelling as its puzzles. Weaving the mood and the mystery into a ‘choose your own adventure’ style narrative that the player shapes through inquisition and answer, Lorelei’s reality reveal is the kind of narrative bait that entices players into a mode of questioning and deduction designed to test the players’ very comprehension of the story. Story in this way becomes a component of puzzle play, rendering the adventure as a cerebral stage upon which the ultimate puzzle becomes the story. This is content.
Perhaps one of the most impressive things about Lorelei and the Laser Eyes is how well it blends gameplay mechanics with narrative advancement. With each puzzle solved and each new room discovered, the player learns more, and the act of playing itself becomes an integral part of the storytelling.
There are no perfect games, of course, and Lorelei and the Laser Eyes stumbles a few times with its user interface, especially with its menu navigation. Designing so much of the whole experience to work around just one button can be a mixed blessing, especially when some of the clues, notes, and trinkets that the player can stumble across in the game are so robust. Most of all, since Webby has been teasing us with a tell-me-more system for many years, it seems a lost opportunity not to build at least a slightly more meaningful hint system into this game to help and encourage those players who get stuck.
To anyone who loves puzzles, narrative games and the handful of old-school PC adventures that are rightly hailed as atmospheric masterpieces, Lorelei and the Laser Eyes is an absolute must-play. It isn’t only the best point-and-click in years, but also the finest ‘love letter to the genre’ I’ve ever seen. Wood’s mad-scientist résumé aside, I can’t think of many better ways for you to spend your time. Each bit of nostalgia is lovingly constructed into something new, an intricate and rewarding experience. It’s a challenge for the brain and a feast for the senses.
Fundamentally, the laser is the game’s way of providing, on a mechanical level, the attention spans in the midst of the miasma of puzzles and story that Lorelei’s sudden daze tries to convey. The laser is that lucid light with each lucid resolution, each puzzle solved, each question answered, in a winding path from shadows into untangling. Loreille and the Laser Eyes is an invitation to explore a world where no challenge is an obstacle to be overcome, but a portal to be passed through on the road to enlightenment, where every answer is only the beginning of a new question, and escape is the last step on the journey to the truth and the last breath before ever-lasting life. The laser is not merely a device or a feature in this game; it is an existential force: a piercing ray of light through the darkness that is calling out to the player to uncover the secrets of this mysterious world.
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