Master, we're in a tight spot.
Playing The Silver Case, the Suda51... thing. Visual novel. Whatever. There's puzzles in it too, in the sense that putting on socks is a puzzle every morning. To unlock a door you need a password and its decrypted form, as spelled out by a cipher in a different room on a different floor once you painstakingly introduce each letter. Or you just press the button on the door that solves it for you. There's a button right there that just skips every aspect of solving the puzzle. I don't know if this is a feature, like a story mode/Sunday stroll thing implemented on the remaster, or a joke on the game's menial mechanics, or what. I looked it up online and nobody seems to be sure either.
Speaking of menial mechanics, Suda has never made a game - at least as director - where he didn't try reinvent something as basic as movement. You move around in first person by faxing in the direction (N, E, S, W) until a prompt lets you know you can interact with something, which you do in the only way that you can, then move on and repeat. You're given a roulette to spin right round baby right round to choose between movement, contact ("So you can touch things, detective"), an inventory and a save button. It's all very deliberately cumbersome.
There's a killer on the loose and that's all I have on the story so far. There's no speeding up the text slowly filling up the boxes, which it does with a loud, annoying typewriter sound that made me turn down the volume a notch every few minutes. The dialogue is "charmingly localized" - extremely basic and reiterative, and sweary in the manner of a kid trying to sound adult.
In the name of Harman...