Lorelei and the Laser Eyes is nothing short of a triumph for the puzzle games genre. Its excellent and challenging puzzle design is perfectly complemented by a beautifully minimalistic aesthetic, creating a total package that fans of the genre simply should not miss for any reason.
Lorelei and the Laser Eyes can sometimes feel like the Dark Souls of puzzle games, but no one will regret challenging themselves to solve its many mysteries. Players who enjoy analyzing complex stories will have a blast taking apart the many layers to Lorelei and the Laser Eye's bizarre tale, while those looking for an addicting puzzle game will find it to be an incredibly satisfying adventure. Lorelei and the Laser Eyes is a must-play puzzle game and one of the genre's best.
Brilliant in all senses. A complex story with deep layers and secrets that happen in a big mansion, the Last Year Hotel. It reminds me of titles that play with the "meta" factor like Inscryption or Fez. Fantastic game.
My GOTY for this year. This game presents itself like a noir film with mysterious characters and refined aesthetics, but as you may know, you can't judge a book by it's cover, and Lorelei and The Laser Eyes just keep surprising you from the beginning till the very end. The puzzles are on point and perfectly distributed; they can be hard for people who usually doesn't play this type of games, but the game doesn't require to solve them in a order, so you can shift and try later, which in most of the cases work, plus you'll fell like a true genius after solving them, it's very satisfying. If you feel that you could like this game, just play it, it will be all worthy.
Lorelei and the Laser Eyes is magnificently crafted, oozing with detail, love, and care. What it does amazingly is give you all the tools you need to figure out this mystery within the hotel.
This is one of those games that I’ll think about even after I finish it. As of the time of writing, I still have quite a few mysteries to uncover, as there are some puzzles that just well and truly stumped me. The world it presents is a cryptic one, reminding me of old conspiracy theories from before my time, but it keeps you coming back for more, hankering to pull back the curtains and unlock the doors to discover the secrets behind them.
Lorelei and the Laser Eyes is a new success for the creators of Sayonara Wild Hearts. This narrative mystery adventure catches you at the first opportunity and forces you to leave your comfort zone to face all kinds of puzzles full of imagination.
A gloriously surreal third person puzzle game, set in a hotel where everything from its rooms to its artwork is part of a multi-layered mystery of time travel, mazes, and the occult.
Lorelei and the Laser Eyes fails to capture its intended mystery-filled story because of having to headbutt against puzzles non-stop and some glaring control issues.
Let's say it first : "Lorelei and LL" is brilliant in its aesthetic, and in the feeling of mystery it carries. I get it. The atmosphere is unique - and will not suit everyone, but will be amazing to some others. Some of the puzzles are one of the most brilliant ever seen - especially the ones that revolves around "gaming itself." and the most global ones. Yet, i don't get how people can give it a nearly perfect score. The control scheme is utterly annoying and frustrating.. Moreover, while some puzzles are brilliants, some others are just tedious. And last but not least, most of them are only about converting digits into symbols. It's the same old translating process over and over, again and again. It's sometimes well executed, it has some meta meaning, ok. But it's nowhere close to be a GOTY containder. So all in all, ok, play it, it's lovely, it has brilliant moments, and sometimes it's very rewarding. But be also prepared to encounter teeth-gritting stuff. If you are used to "escape rooms" games and logic puzzles, you'll see a lot of stuff you already know. And repetitive ****. That does not make it a bad game, again it's GREAT, but it is certainly not "a masterpiece close to perfection". Only a good and haunting game, which is already more than we can ask for.
I was enjoying the game up until the 50% completion mark, roughly 25 hours in, but then the game devolves into a series of ****, unfun, sometimes headache inducing mazes. It's just not dreadful. Additionally the design choices which in the early game are annoying at first, begin to /actively/ punish the player and inconvenience them with no other reason than, "Haha f*** you" in the late game. All my good will from the first impressions with the game has been drained away as the end game approaches and the level of player inconvenience and **** ramps up. Really frustrating.
THIS GAME IS ART! ART IS SUBJECTIVE! MY SUBJECTIVE OPINION IS THAT I AM DISAPPOINTED WITH THIS GAME. It started off as a fun puzzle game that had me scribbling in a notepad looking for clues having a blast and devolved into a mess of puzzles within puzzles within puzzles, confusing layout, overabundance of nothing art and overall very meaningless progression. I had to pull out a guide at around 70% and was still lost and frustrated. I love puzzles.... I hate puzzles that call themselves art. MF pick a lane. Now when I get frustrated and hate the puzzles I'm gonna hate the art too. I was looking to forgive all that, put my differences aside if the ending at least ... at least did SOMETHING! Instead it was an ending I had guessed well on in the early game and everything leading up to is was a waste of time. 3/10 laser my eyes out of my skull.
For a country bumpkin like me who knows nothing about art, this game is like the Mona Lisa—but painted with ****.
**Clumsy Controls & UI** --No Back Button 19th-century typewriters had a "return lever," but this 2024 game lacks even a basic back button. You can only control direction and press "OK." To "go back," you must move the cursor to [X] and confirm. The devs clearly knew this, yet deliberately designed it this way. "Don’t you think it’s artistic? As modern-day Picassos, we find this profoundly artistic—a design only the god of art could conceive." Once you enter a puzzle panel, there’s no exit; you’re forced to fail intentionally just to quit. --Players Struggle Not with Puzzles, but with "Wait, This Button Works?!" After dozens of hours, I only have one area map. I found all map boxes but had no idea how to open them—until I accidentally discovered the puzzle interface had page-turning (designed to be utterly unnoticeable). Another example: the torn poster puzzle. I tried reassembling it on paper, only to later realize you could move fragments in-game... with zero hints. **Disconnected Puzzles & Narrative**
The core gameplay is number-juggling: turning symbols into digits, adding/subtracting them, visualizing numbers as shapes, digitizing graphics, then using them to unlock things. None of this connects to the game’s artistic style or story. I’d rather solve magazine puzzles—they’re more fun and remind me of childhood joy waiting to validate answers in the next issue. **Puzzles Demand Mind-Reading**
Example: Two movie posters hang on a wall with a "+" between them, and a locked door requires a numeric code. If you "sync brainwaves" with the dev, you’ll know to add the films’ release years. But why? Why not total their runtimes? Or count the "." in their titles? Or sum their character counts? (All actual puzzle logics used elsewhere). No reason—just whether you guessed the dev’s arbitrary whim.**Zero Guidance **The game opens by telling you to "
grab pen and paper," which I foolishly did. My notes now look ridiculous—mostly useless scribbles. In an alien world, how would anyone know which details are keys and which are trash? Stopping to jot things down constantly murders immersion. I spent hours lost because I couldn’t link poker cards to doors. After scouring maps and documents, I caved and checked a guide. Turns out, I’d missed one throwaway line—unrecorded in any log—just like the only truthful ad for GameSpot:"Missing small details can also lead to feeling lost and unsure where to go next, which can be frustrating."
SummaryThe stage is set. Imagine an old baroque manor, perhaps a hotel or a museum, somewhere in central Europe. A woman wanders in search of answers. An international auteur. What does he want?
An aristocratic artist. Who killed her?
A vagabond illusionist. Who is he? And you, the wandering woman. Why are you here? Watch carefully, observe...