Last Labyrinth Review (Katana)
I definitely enjoyed some parts of Last Labyrinth. There's a lot of puzzles on offer of all different kinds, and it's a neat concept for VR. Ultimately, though, I decided its problems kind of outweigh what there is to enjoy.
First, you should know, while early puzzles are cool concepts that might not take you so long, some of the later puzzles get very, very difficult, and leave you very few hints to interpret them. This can be a good thing and a bad thing - there's certainly an appeal to working out long brain teasers. One of the harder puzzles involved putting weights on a scale, after reviewing comparative balanced/unbalanced weights near them. This one teased my brain and flexed old algebra muscles for a while, but as with a number of the other hard ones; it just doesn't feel like the right fit of puzzle for this game. I had to take off my headset and mess with numbers on a sheet of paper to work it out, which was admittedly a cool challenge, but took me out of the experience.
There were multiple that, upon reviewing them, I felt that it wasn't plausible for a player to understand the solution without dying to it multiple times. For instance, it's impossible to perfectly judge just how far a piece of rope might "stretch" when the object attached to it falls just by looking at it. Other rooms don't make clear which button is the "Check answer" button that might kill you if you did something wrong.
The high difficulty isn't helped by the long animation time. Elaborate deathtrap animations are certainly a creative appeal to the game (and a morbid one if you enjoy that type of thing). But the other sequences hurt more than help. A puzzle in Resident Evil or Fatal Frame where you're just zoomed in on a box isn't all that bad; they don't kill you, and you're just moving a cursor. But needing to point out contraptions to Katia, and wait through death animations on wrong answers, takes a while and doesn't add too much appeal.
The game's story is incredibly disconnected and unclear. I'm fine with mystery elements, but not when they're as base as "What is this game?" It plays even faster with the term "ending" than Yoko Taro does, and you'll get used to skipping the credits. That might be someone else's appeal more than it was for me, but more importantly, a number of endings are held behind incredibly specific sequences of events (eg, losing at a certain game 1 time, 2 times). Organizing these destinations in your thoughts becomes harder with no kind of ingame map or logical connection of physical space (eg, proceeding through certain doors will land you back into the origin room for a particular event)
These multiple endings, when they start to require redoing old puzzle rooms, exacerbate the issue of long animations. Worse is the tipping point that made me decide my review would be negative; the game features no menu of any kind. No buttons on your controller will let you select prior rooms, let you quit to the root menu, navigate back to the room you came from, or even bring up Options. This isn't a developer theming choice - this is just laziness. It means often in order to get out of a particular place, you literally need to execute whatever part of the puzzle leads to a death and skip ahead to the Game Over screen, which even has its own intro animation.
I didn't take the time to get the True Final 100% Ending where Katia blows up the Phantom with a rocket launcher (jk). I enjoyed parts of what I played, and I acknowledge the game is longer with more content than I anticipated. But it doesn't connect well, it doesn't have a great payoff, it's a struggle to get through, and the interface is pretty bad.