Related, from Waypoint: For performances that affected us in far better ways than those statues, check out our Drama Club writeup, featuring voice actors from some of 2016's best narrative games.
There's one puzzle in the Monastery—which has you making patterns on the circuit boards based on the shapes of tree branches around you—that requires you to look at the floor for a part of the branch that fell. I spent hours of my life in that section. Nowhere else in that area did it indicate that you need to look on the floor—it spent the whole area teaching you to look at the trees. At living branches that were upright against the light.Much worse were puzzles that I figured out the trick, enjoyed that process immensely, and then knocked my head against actually implementing the solution. The Greenhouse is that personified. Different colored lights affected the puzzle board on each floor, and you need to bring an elevator up to the roof. But there's no intuitive way to actually map the colors, even once you've done the "harder" work of coming to that trick.The entire last section of the game was a whole world of painful bullshit with this, with puzzle boards that are obscured in some way. I got to the ending area of the game, after dozens of hours of making terrible charts and cutout cardboard tetronimoes and literally making a crappy paper crosshair in the middle of the screen, because playing it without that gave me a massive, splitting headache.