Puzzle Agent 2 Review
If you’re of a religious bent and an adventure game fan, you might consider lighting a daily candle in your home shrine and muttering a quick blessing on the heads of the folks at Telltale games. As I described in my recent E3 Report, Telltale is clearly committed to the adventure genre, and they have quite a variety of adventures in their stable and in development.
Puzzle Agent 2 is, indeed it’s true, the sequel to Puzzle Agent, which was reviewed here by my colleague Greg Collins. I respectfully disagree with his judgment that it wasn’t really an adventure game. I think it is without a doubt an adventure game, and with this sequel added, it’s a more complete one. Casual, yes. Short, yes. Miniature, even? Yep. But it’s an adventure game, all right. Like Syberia and Syberia 2, the two Puzzle Agents really comprise one complete game. It tells the story of Special Agent Nelson Tethers from the Puzzle Division of the FBI. He’s in frozen, desperately rural Scoggins, Minnesota, to investigate mysterious goings-on at the local eraser factory. A work stoppage at this particular eraser factory is no small problem, as it’s this very shop that provides all of the erasers used at the White House! Based on the Grickle cartoons of Graham Annable, Puzzle Agent 1 and 2 have a distinctive, minimalist, cartoony style.
I give the puzzles high marks, because they employ new twists on tried-and-true formulas, which add a bit of freshness. There are logic puzzles, sliding block puzzles, movement programming puzzles, ferry-different-animals-across-the-lake puzzles, jigsaws, math, and more. But the designers do an admirable job of giving these familiar puzzle types an organic vibe that really makes them fit into the game well. To a non-gamer, the conceit that an entire town was so utterly besot with and saturated by puzzles would seem simply ridiculous, but as an adventure lover and puzzle fiend I had no problem just going with it.
The story is surprisingly intriguing. There was a mysterious event at the local eraser factory that no one can quite explain or document. Currently the factory is locked shut and no one can get in. The people in the town seem secretive, even furtive. What’s worse, Agent Tethers begins seeing things he cannot explain: tiny garden gnomes sneaking about at night, and visions of dead astronauts. The first game ended without Tethers finding satisfactory answers to the many intriguing questions in the town. The government seemed satisfied, however, because Tethers did manage to get the eraser factory up and running again. As the second game begins, Tethers is still very much bothered by the unanswered questions from the first game. What’s the deal with the little gnomes? Where is the missing factory foreman, and what is his true identity? Is there a murderous conspiracy among the locals? What do astronauts have to do with the big picture? And why is there gum stuck all over everything?
One more thing: The game has an absolutely lovely piano score. Like the rest of the game, it’s minimalist, but it’s also haunting, eerie and intriguing. It made firing up the game even more of a pleasure. If you’re worried because you didn’t play the first game and therefore won’t know what’s going on, be of good cheer: The first game downloads with the sequel as a bonus. They’re both just a couple of hours long each, so you might as well treat them as one medium-long game.
System Requirements: PC:
Mac
This review is copyright Ray Ivey and Just Adventure and may not be republished elsewhere without the express written consent of the author. Republication of said review must also contain a link back to Just Adventure. |




