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Playable adventure that requires lots of patience
Lure of the Temptress is a perfect example that certain types of game features do little to help the player experience. So, let me tell you a bit about the Virtual Theatre engine. It was designed with the idea that in order to produce an interesting NPC character, you had to make him/her follow his own routine, trying to produce a result that suggesting that these entities were alive. But, from a player's perspective, even though these under the hood strings were set in motion, the effect was rather confusing. You'd often try to locate an NPC you talked to before, only to find him/her departed. Unable to locate him/her you'd wait around, do some scouting, maybe forget about him/her completely and move on. But, say, if your quest depended on it, you had no other choice but to wait around, pacing and doing nothing, until they resurfaced. Given that you had no option to find out where they might at, ask around or do some digging, you were left with a lurking feeling that you were wasting time. And, this feeling is inherent in this game too often than I care to like. Lure of the Temptress is indeed a nice adventure, but you have to really be patient with it, allow it lots of time to sink in, and be ready to wait around. Not much fun when another thousand old titles await discovery and new games appear constantly. But I won't argue against its story and presentation. It's ok, though, unfortunately, you will probably tire of Lure of the Temptress long before it has managed to lure you in definitively.
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