A fairly solid recommendation for a flawed but very well made game. Okay, so it's like Myst. Except I don't get to make that comparison, really, because I don't recall exactly how Myst was; because I was a little kid when I played this game on PC and didn't understand sh*t about it; and I was a teen when I actually finished it on Nintendo DS. But the vibes are Myst...is what I'm going to assume based of screenshots of Myst. Look, if that is a useful comparison to you, cool! You like Myst? You like...Obduction? Well that's pretty much in the ballpark. Now for more details... --- Basically Quern puts you in the shoes of an unfortunate (and unwilling, I believe, though that is unclear to me) portal traveler who finds themselves trapped on a mysterious island made of white rocks, pine trees, big white rock and pine wood houses, tons of weird mechanical devices and a load of crystals of varying colors. You quickly realize you are here to follow the guidance or a mysterious man who speaks to you from the past through letters, bringing some context to the story. The narration is solid enough to carry you from main puzzles to main puzzle. Without saying it is the most compelling plot I ever witnessed in the genre, the voice acting is solid, and the prose is subtle enough to be both good at exposition, while remaining somewhat mysterious. And when the game does go for a big exposition dump, it ends up being used to change our perspective on the plot in a pretty drastic manner, adding some more depth to it, which is welcomed. Solid stuff. That story is served by, again, very solid and competent art and level design, mixing simple and recognizable architecture, that manages to be just alien enough to be interesting to look at. The steam punk (crystal punk?) technology, with tons of unnecessary beeps and boops (I'll get to that), juxtaposed with the huge rock faces and minimalist, if not austere houses, make for an interesting place to roam around. And everything is tied together by a pretty chill soundtrack, composed of mostly hits, with a couple of misses here and there, in my opinion. Some themes, especially the main court one (which you will hear A LOT in the first half of the game) feel under-composed, quickly redundant and boring, while also being too short to blend in the background. Thankfully, the vast majority of the OST is very competently made, with tracks that build the mysterious atmosphere well enough. Surprisingly though, the game never really goes quiet, with each zone of the island having its own little theme, that will start whenever you move from one to the other. I feel like a little quietness here and there could have helped sometimes. --- But what about the puzzles though? Well, I'm going to say I mostly had a good experience with the puzzles; which is why I recommend Quern in the first place. But I need to highlight a couple of things I really disliked, and another that I'm still debating as to how much I liked it or not: -Out of the dozens of puzzles that composed the game, there are three that I HATED with a passion. For two of them the game expected the player to revisit puzzles they ALREADY SOLVED, to replay them with a new item; I f*cking hated that, I didn't like it, I was not a fan of it. Though it is understood, fairly early, that you will visit each place several times, puzzles should be done and discarded. I already am trying to juggle in my mind all the concurrent inventory items I have, and unresolved puzzles that might be solved by said inventory items, I cannot also be expected to keep in mind the growing list of puzzles I already solved, just for the sake of TWO OF THEM being relevant several hours later. For me, this is not clever, this is not thinking outside of the box, this is a hard "no". As for the third puzzle, I am not even going to burry the lead, it's the Simon Says. And not only would I not be super enthusiastic about it, because at face value...it's Simon Says. But this one has the audacity to ask you to remember 14 (FOURTEEN) consecutive notes, composed of a range of five, that will be randomly composed each time you retry the puzzle. Now here is the deal: it is obviously a ridiculous task; so the only explanation possible (one that was confirmed by reading a developer talking about that puzzle in a game thread) is that you are not expected to actually play Simon Says. But you are expected to either spam the note system and then painstakingly reproduce the combination, by opening/closing the notebook 14 (FOURTEEN) times; or...to take your smartphone, the thing you are trying to forget when playing video games (I'm not particularly addicted to my smartphone, I'm just trying to be relatable here) to film your screen, and then (again) painstakingly scroll through the timeline of the video to look at each note to reproduce. This SUCKS a big dongle. Taking notes on a piece of paper is one thing. Filming my Steam Deck and then having to alternate between my phone and my Deck to enter a 14 (FOURTEEN FFS) notes combination is just silly. To be clear, I wrote two whole paragraphs, because quite frankly, I just found it infuriating. But the reality is, it was not that much of an issue in a 14-15hrs playthrough. -On a broader subject, I am a bit torn on the whole input system. To be clear, I played this 2016 release on Steam Deck, using both joysticks and the right trackpad like a mouse. It is very likely that keyboard and mouse make a better combo for this game. Although the game has controller support... Basically, when it comes to the interactions with puzzles, Quern plays like a Frictional Games game: i.e you don't just push buttons, you click and drag, click and pull, click and push. The nature of the game world, the ancient and magical technology aspect of the game is remarkably extended to the machines you interact with. It is rare that Quern asks you to simply dial a code on a keyboard. You'll be pulling levers, to align arrows, making sure little LEDs are lit properly, before turning a knob somewhere else. And for the most part, that works to create tactility with the game world. Being a fan of Frictional and games like Statik on PSVR, or the Room trilogy on Android, I'm actually really happy that this is how Quern works. The issue is just that, several puzzles became incredibly tedious to solve because of these controls. Some of the puzzles that I ended finding tedious to solve, felt tedious because testing hypothesis took a lot of mental energy, and required a lot of button presses to get things done. Sometimes, it felt like the expected behavior for solving puzzles was to look at each part of it, then onto a piece of paper, calculating in advance your moves before testing them. I don't believe that is actually what was expected of me; but it felt like that at times. The worst offenders are the alignment puzzles (you move a piece another one also moves; if you move that second one, it moves a third one etc.). These are typically "fumbling" puzzles, where you fiddle around, not necessarily to stumble on the solution, but to look at the thing moving while you are doing it, so you get to a position where you see the solution a couple of moves away, and then start calculating. To be played the "fumbling" way, these require A-that you can look at it while moving pieces, and B-that you can quickly manipulate it. It's a very simple iteration on the Rubik's Cube. But with these controls, and with this admittedly lovely crystal punk aesthetic, a lot of tubes and levers, you are always in for a cumbersome interface, that sometimes is justified and enhance the puzzles, sometimes kind of ruins the solving process. To an extend, I recognize this is a skill issue on my part. If I was better at solving some of these puzzles, I wouldn't mind at all the fiddling. But it is what it is. --- TL;DR I enjoyed Quern a lot. It is well made, has three puzzles I hate and a bunch I loved solving.