A funny little gem of the post-Golden-Age of adventure games, Gray Matter possesses a certain charm that contains a humble nostalgia. Like its author's previous game, Gabriel Knight: Sins of the Fathers, the story of Gray Matter revolves around the supernatural. A young American street magician traveling Europe chances upon Oxford hermit Dr. David Styles, whose mysterious nature and odd experiments cultivate an air of mystery.
-- Solid atmosphere, great writing, and an intruiging story all make Gray Matter a cerebral experience.
-- Though it boasts dated graphics, the engine holds up well enough. I rarely felt it inadequate, and sometimes it was quite attractive.
-- Most of the puzzles, while not difficult per se, are satisfying.
-- Some of the voiceacting is either uninspired or poorly timed.
-- A few of the puzzles are TOO easy and simply feel like busywork (example: Samantha needs to steal a key, so she uses a magic trick that requires another item. Sam goes to another location, purchases the item, and performs the trick at the former location. But now she needs to purchase ANOTHER item to perform a second trick to distract someone, which involves backtracking again)
-- The music can get pretty repetitive.
Overall, Gray Matter offers a fun, engaging experience that will feel familiar to adventure game veterans. It's a great game for newcomers, too, since its puzzles aren't quite the non-sequiturs of yore; still, its approach to adventure is satisfying because Gray Matter's writing is so very apt.