Liked it a lot, especially the environments, Robert deserves a medal and so does the composer and voiceactor. The story...not so much, kinda lost me and I got a feeling even if I pieced it all together it would not have been that interesting. Like MrTwo I played it back when it was ugly and I thought it was a little bit boring then - it still is boring now. I'm not demanding every game have like combat or puzzle elements, etc. but the ability to pick things up and inspect them would be nice. A lot of people rave about how this is revolutionary interactive storytelling and I still fail to see how that is.
1.) It is not very interactive at all, your ways of interacting with the environment is very limited.
2.) How is a voiceover playing when you trigger something revolutionary?
3.) If the absence of gameplay makes a game revolutionary and we're abiding by the "less-is-more" principle does that mean all games that posits themselves as an interactive storytelling machine just going to be all about walking around pretty scenery and have some pretentious dialogue playing in the background?
I mean, the Stanley Parable was a more interactive take on the storytelling aspect of it all and I'd rather see that beautified.
That said, I must also confess that I kind of expected this to happen so it's totally my fault to indulge in criticisms I have been expecting the game to warrant. I bought it mostly as a level designer and env artist because it interests me greatly to see how people do things, so that's 10 dollars well spent and a big hats off to the composer, programmer, and Robert Briscoe, top notch stuff. Everything else is just slow, meandering, and pretentious.
This is of course my opinion and everyone are entitled to their own interpretation of the piece, a great game by all means, just wished it was more of a game.