Usually there isn't much time spent on this interaction and it's actually mildly tense as the visual and aural designs are so unsettling, however there's one particular encounter with a Tuba/Sousaphone that while very ominous and atmospheric quickly degenerated into sheer annoyance as you have to wait for this enemy's excruciatingly slow movement cycle to pass you 4 or more times as you run back and forth trying to solve what I found to be the most painfully unintuitive puzzle where you have to use a machine to alter a key and bring it back to a couple different doors. While still on the topic of the actual mechanics there's a few areas where you have to retrieve items from behind patrolling enemies in the most basic way possible, by hiding in the background until they pass by and then waiting for them to come back. I'm not sure what the dev could have done to make these more interesting as if you've ever had any interest or experience with logic problems it should take you all of 3 seconds to solve these (a few I didn't even take the time to understand and could just solve by jamming my fingers on my keyboard until the door unlocked by sheer chance) but to restate it really doesn't matter as the game's use of depth and physical perception is such a breath of fresh air that it usually takes up your entire attention span, and is almost always utilized in fascinating ways that make you feel very clever for thinking of. The sheer ingenuity and creativity shown by many of the mechanics and more abstract puzzles is nothing sort of breathtaking, which offsets the sad truth that most of the more physical puzzles you'll need to solve are very ancient and basic logical conundrums like moving several objects of varying size from one end of a path to another and the like. I started out enjoying DARQ and by the end I fell in love with it.
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