This game is a borderline one, but ultimately I have to come down on the side of not recommending it.
Tackling something sensitive and complex like Alzheimer's is ambitious, but sadly I find that the gameplay itself is confused, disjointed and frustrating and the plot doesn't make a lot of sense. Perhaps the developer was trying to elicit those feelings to make the player experience something akin to an Alzheimer's sufferer (NB: I'm not trying to be sarcastic; I genuinely can't tell if that was their intention or not).
You are a "restorer", working to restore the memories of a patient suffering from Alzheimers by reliving important events from their life in a deserted representation of a small mining town called Pinwheel.
The gameplay consists of wandering around, looking for red ribbons to collect and store in "The Case". The Case is a safe-haven that you retreat to when you're not delving into the patient's memories and it contains various items of importance to you. It should therefore come as no surprise whatsoever that the patient is actually you, since these items crop up in the patient's memories almost immediately. Despite having guessed that this was the case very early on, it didn't help me to make much sense of the plot.
Once you have collected 10 of these ribbons, you return to The Case to play a music-box, which makes a door appear. You walk through the door, slow to a crawl and point a camera at anything that is slightly colourful and take a photo of it. This causes the scene to change subtly, then once you've photographed enough things, you're catapulted back to The Case (or something random happens) and then you move to a new area and repeat the process. At some point you pick up a lantern that has two purposes - one; to restore/rewind some broken elements of scenery (the number of times that you are required to do this can be counted on the fingers of one hand) and two; to make things brighter. It's also possible to miss large sections of the game entirely before you get to the "end".
If this sounds like a mess of disjointed ideas, it is. There is a real problem here; the game doesn't explain itself particularly well at all, so your objective really is to just wander around and click on things. In addition to the red ribbons, there are countless random objects of (presumably) some importance. You can only carry one at a time, so you teleport back to The Case and put them on a shelf for later use. Once you realise how frequently this is needed, the veneer peels away and The Case is revealed to be little more than one of the worst-implemented inventories I've ever seen in a game.
Combine the "first-person inventory" with the completely bizarre puzzles and frustration and tedium abound. In addition to the red ribbons, you can restore broken projectors by completing arbitrary, completely unrelated puzzles nearby. Sometimes this means placing an item in a particular place, or using an item in some way to make something else happen. Then presto - the projector is restored piece-by-piece. The total lack of any indication of which puzzles do what (and the lack of a map to navigate by), make this process excrutiatingly tedious. If you want to try to use a different item to interact with the world, you have to teleport back to The Case, swap your current item for the new one (you can only drop items in pre-determined places, presumably so it's harder to lose them), teleport back to the memory and try again. Just in case that wasn't frustrating enough, when you teleport back to The Case, you always return to the same spot, so you have to walk over to the shelf that you want, or downstairs to look at a note that you'd only half-remembered. Fortunately the game remembers where you were in the memory, though that does little to reduce the ridiculous amount of wandering around. I nearly quit the game entirely after spending a small eternity traipsing around the Industrial area looking for the tenth ribbon needed to proceed.
The game has some interesting ideas and there are some moving moments, but there are just too many ideas here and not enough gameplay or refinement to make it worth recommending.
The ending does little to explain the plot. Is Thomas really undergoing an advanced medical treatment to restore his memories, or is the doctor just visiting him in his care home and showing him objects from his past that trigger memories? Does the Ether One facility really exist? His wife Jean is presumably dead, but how and when? Did she suffer from Alzheimer's too? Where are all the people in his memories? When did this all take place (Alexander Graham Bell seems to have been a resident, but the telephone was invented in the late 19th century)? Why does picking up small troll figures cause a narrator to start recounting a children's tale? I'm a big fan of ambiguity, but when you feel that even the developers can't fully explain things, it kills a lot of the interest.
Maybe this all makes more sense if you complete all the puzzles, but the pathway to achieving that is so daunting and tedious that I just can't face attempting it - and that is ultimately the game's biggest failing.