The game is a quite good technical job: nice graphics, nice voice work, interesting story... It had everything to be perfect, but things were implemented just all wrong.
The "puzzles" are simply a matter of finding something well hidden in the scenario and, once you find it, you basically need to move your mouse in the right directions and there goes the "solution".
The path you have to take to follow up with the story is made way too explicit by the thoughts of the character. His monologues always tell you what to do next, as hints you didn't ask for.
But the worst is that this game just kills the basic principle of point-and-clicking: exploration. Most objects only become available for use when the character already realized that he needs it. So the first time you explore the ambient he will say something like "I don't need it" for almost everything you try to interact with, but then after some stupid event that makes the character think "Hey, I need a blablabla
for accomplishing that" then suddenly the blablabla
can be picked up(or turned on, closed, open, or any other interaction that was previously unavailable).
It's a big challenge killer, you never really get the opportunity to think things through. As soon as the problem is presented, the character's consciousness gets to the answer for it, inevitably preventing you to draw any conclusion by yourself. What keeps you playing is just the hope that at some point all that seemingly pretentious work will actually turn into something fun. But I guess this is just an illusion.