Professor Layton and the Curious Village
Note: As the first game in the Professor Layton series, this sets the template for all future entries. If you’re new to the series, this establishes the puzzle-adventure formula, but if you’re coming from later games, you may potentially notice the mechanics are less refined than in subsequent entries. I haven’t played the other games yet, so bear that in mind when reading my thoughts on this one.
Here’s a game that understands how to weave puzzles into storytelling without making either feel forced or artificial. Many of the puzzles hit the sweet spot of being genuinely challenging, while others are a welcome reprieve of simplicity. You never have to feel stuck though, as the game offers hints if you’re really struggling (unless, like me, your ego can’t handle the “cheating”). (Interestingly, I notice that which puzzles are too easy or too hard seems to vary from person to person).
What’s particularly engaging is how frequently the puzzles appear with minimal interruption to the flow and how they (usually) connect purposefully to both the quest givers and the overarching storyline. Each puzzle typically feels like it belongs in this world, feeling instrumental to the bigger story rather than solely existing as arbitrary obstacles. The game even respects your time and memory, providing helpful recaps when you return to a saved game—a small touch that shows genuine consideration for the player experience, which is always appreciated in my book. There’s also something to be said for having a pure puzzle mode available for those who want the mental challenge without narrative context; sometimes I just want to chill with some brain teasers.
I have to contradict myself here. Remember how I said, “Each puzzle typically feels like it belongs in this world”? Well, sometimes there’s something slightly tedious about the puzzle delivery system as the game goes on. There are times when the characters hand you brain-teasers for no apparent reason beyond “here’s a puzzle”, and it breaks the immersion that the game otherwise works so hard to maintain, though these moments are not common. It would feel more natural if every puzzle-giver also provided useful information or story development.