I had a feeling that you would respond to that. It's strange; our tastes in adventure games are otherwise quite similar from what I remember of that thread where Dicksmoker asked for recommendations and the reasons you've given for, for instance, holding The Pandora Directive in such high regard. If anything, I'd say I'm the more storyfaggish of the two based on another thread from around the same time ("What makes an adventure game great?" or somesuch). But I've never understood why you seem to give Gray Matter's mechanics such a pass.
It's not as bad as, say, Gray Matter in terms of dumbing down
It was much worse. The only parts of the game that weren't insultingly simple were the popamole cover shooting... in an adventure game. I can't possibly imagine what could be more dumbing down. At least Gray Matter had some clever puzzles even if they were easy.
If you mean the magic tricks, they pretty much boiled down to choosing the only trick that could possibly be applicable in the current situation and following the explicit, step-by-step instructions that were given to you. IIRC, each trick was used exactly once, making the choice even more obvious as the game progressed.
If you don't... I'm not really sure what you could be referring to when you say that Gemini Rue is "much worse" in terms of dumbing down. Thanks to the context-sensitive cursor in Gray Matter there was only one way to interact with any given object at any given point in the game aside from using different inventory items - up to and including which objects you
could use inventory items on - and the game even indicated when you had done everything there was to do in an area. In some ways, it fit the term "interactive movie" better than any other game I've played; it wasn't as cutscene-heavy as most games referred to as such on the Codex, but what gameplay did exist required so little input on the part of the player as to be practically inconsequential. I don't know how Jane Jensen managed to go from making a game as rich in interactivity* as the first Gabriel Knight to something like this.
Gemini Rue may have easy puzzles, but at least it neither limits the player's options so drastically nor engages in such blatant hand-holding. There may have been a couple of cleverer puzzles in Gray Matter - still not clever enough to pose any real challenge, so I don't see the difference as particularly significant in this context - but those elements of the gameplay stood out the most to me and are why I consider it dumbed down in comparison.
Also, you thought that the popamole cover shooting wasn't insultingly simple?
* Insofar as the term applies to traditional point'n'click adventure games - for instance, the number of objects on a screen with which you can interact, the number of ways in which you can interact with them, and the frequency with which doing so results in a unique response.
Plot twist was superb too - it's not that it's predictable, but the game reveals it to you the player before it reveals it to the main character, through very clever narration. So yes when it does get "revealed" it's predictable because it was in fact revealed earlier.
To be clear, what I meant was that it was obvious even before it was revealed to the player (regardless of when it's revealed to the character, it should go without saying that it would be obvious once it's revealed to the player). But I agree that it was well-executed, as stated before.