V_K
Arcane
I've been thinking about this, and I blame the point-and-click movement. If you had to manually direct your party into position, it'd feel a lot more engaging. It almost worked in the Manacalon Ruin, because the library itself was 3D, so even though stones and pillars needed to be activated in a linear order, finding the next one and figuring which path it opens wasn't as braindead as elsewhere.I just finished it and the ending sequence is, indeed, a bit underwhelming. The whole "push things and jump around" section highlights the worst aspect of this game: exploration is too linear and most of the time it almost feels like busywork. You keep finding these boulders, trees, and columns that you just have to click on without putting any real thought into it. I think reworking the basics of how the exploration works, adding branching paths and real problems you have to solve instead of those fake puzzles, would greatly improve the game.
Particularly the area with the toppled city is such a wasted opportunity - I loved the brainfuckiness of gravity working differently for you and the objects, but it didn't really go anywhere.