This game has great renders and unique characters. However, this is marred by excessive tutorials and slow gameplay.
You're given tasks to complete within a contained chapter. These tasks are a mixture of specific and arbitrary items to collect, a place to go to, etc. The arbitrary items are going to be a serious problem for us OCD types. Each chapter is self-contained, so if you don't get something from a chapter, you're going to miss out. You are presented with options to open drawers and such, but you can't open them now for some strange reason. You have to remember to come back later and try and open them again. This impacts the flow of gameplay.
Also, in regards to the item searching, you can't search drawers fully or interact with things the first time you're in the kitchen. You have to remember to go back to it 15 minutes of real time later or you don't complete the chapter. This forced restriction doesn't do the game any favors, as it punishes the player for having to remember to go back instead of being reminded. Speaking of reminders, if the player already has everything in the chapter, why are we being prompted with the are you sure you want to continue option? It's making us second-guess and go back and double check each spot. For places with small hitboxes, we literally drag the mouse over every pixel in a room. If we've already gotten everything, how about assuring the player it's safe to continue?
At the start of the game, the first 20 minutes of "gameplay" was all tutorial. Seriously? If your game needs that much instruction, please consider simplifying it. There is a similar interrogation process in another game, but it is way simpler to achieve the expected goal. In this game, you have to present a certain item at a certain time. In that game, you just click the clue at the end of the dialog. The mechanic in this game must be presented at a specific time. This led to much frustration, as while I did click on the right thing, it wasn't done at the right time, leading me to think the game was broken. I eventually clicked it at the right time and moved forward. This similar thing happened in the next interrogation, when I figured out this was the mechanic.
Additionally, there's just too much dialog in certain circumstances. You click on a picture, expecting 2-3 lines about the picture, and you end up with walls of text for every picture. For a unique story-driven item, this could make sense. However, when it's every one of them, it's excessive and really slows down the gameplay. I imagine the clues for the lamp puzzle were hidden in one of the pictures in the room. As those were the 7th and 8th pictures and thus the 7th and 8th walls of text, I likely breezed right through the relevant information by holding down Ctrl yet again.
The game did have some funny moments when I wasn't rushing through dialog.
Overall, I did not enjoy the game despite what looked like promising content. I spent too much time in tutorials and strange gameplay mechanics to ever enjoy what I was playing. I love a good mystery, but I didn't love how this one was presented.