I found the situation quite disturbing, more so than 2009's "Interface", which also features a kidnapping. Perhaps it is because our hero is, in this case a woman, and I am rather more chauvinistic than I like to admit; or perhaps it is our hero's stated lack of sightedness. Or, perhaps it is the rather more predatory nature of the kidnapper in this case. In any case, there is a definite sense of vulnerability. Our heroine is in danger and, oh, I can't look...!

As a puzzle game, it was satisfactory. There appear to be multiple paths, however -- multiple ways of solving puzzles such that some become optional or even disappear altogether. That puts the whole game a few notches higher than it otherwise would be. This sort of thing is generally the result of some careful thought and planning, building up the game around what could or could not be done if one actually were in such a situation.

Other reviewers have commented on how our heroine's blindness is not entirely convincingly portrayed. Not having been blind myself -- and hopefully this is something I need never find out for myself -- I can't really speak to that. I will note that I found at least one puzzle that is solved by our heroine's ability, as a blind person, to read braille, which I thought was quite a neat way of turning the situation against her kidnapper. There are one or two other places where additional interesting information is gathered through feeling and smelling things, but I don't know if there were any other situations that seemed quite so specifically about the compensating abilities developed by the blind.

Chipolata sausages and bacon, the greasiness cut by dry toast and the clean tang of grapefruit juice.