this is your basic "you wake up on a spaceship with amnesia" game. the game is small but not cramped, and the puzzles are mostly easy. oddly, while the game has four (technically five) NPCs, you have very limited interaction with any of them; they either give you items and information or they're shallowly implemented obstacles.
the bravura puzzle near the end involves (Spoiler - click to show)rewiring a circuit board with limited and outdated information. it's a complex bit of coding and requires some experimentation.
all in all, this isn't a bad game, and it's a good introduction to IF in general. there are no unfair puzzles and you're never expected to read the author's mind. i wouldn't recommend it to experienced players, who can probably whip through it in about 20 minutes.
(this is a review of the original game, not the remastered Steam version)
now, i'm not the type who tends to get through games without resorting to at least a FEW hints and walkthroughs. there are different kinds of puzzles that a person can get stuck on. sometimes a verb must be guessed. sometimes there were non-obvious inventory items that were missed. sometimes a game is unfair. and sometimes puzzles are completely logical and even intuitive. there's really nothing like the feeling of being stuck on a puzzle for a couple of hours or overnight and then suddenly having the light dawn: you try it, and it works.
Anchorhead gave me that last feeling many, many times.
i believe i only had to resort to hints a couple of times -- once early on when i was having trouble tripping a specific flag to advance the day, and the later sequence (Spoiler - click to show)in the mill that many had problems with.
more to the point, the horrifying story kept me riveted. there are games where one kind of trundles along, hits a puzzle where any progress seems impossible, and gives up (frequently because the author put their e-mail address under HINTS instead of giving a link to actual hints or a walkthrough on their webpage). but there are games where you hit a brick wall puzzle -- in this case, (Spoiler - click to show)sabotaging the summoning at the lighthouse -- but you're so committed to the character and so immersed in the world that giving up is simply not an option.
i solved that puzzle myself. and it was the greatest feeling.
that said, there are some things that bear warning about and could potentially trigger people's PTSD. the plot relies heavily on (Spoiler - click to show)the villain's history of incestuous rape and, while figuring that out yourself is a wonderful puzzle that gives you that slow, creeping sense of dread as you realize what's been going on, people who've gone through the real-world equivalent may not react well.
little breaks immersion more than when the protagonist of the game refuses to follow your instructions.
there's a reason why so many people dislike stock parser answers like "Violence isn't the answer to this one" -- if i'm dealing with a padlock and holding a heavy rock in my hand, and i type BREAK THE PADLOCK WITH THE ROCK, i at least want to be informed of why my action failed. the stock response mocks the player for attempting a logical action. immersion break.
in a game like A Matter of Importance, half the actions you try are refused by the protagonist, often for the silliest of reasons. the protagonist is such an egotistical coward that they refused about half the actions i was able to give them, and examining almost anything comes back with a snotty message about it being unimportant.
the first move - third move, actually - puzzle is a guess-the-verb that makes no sense in context. i was only able to solve it (after multiple logical actions were "irrelevant" or "wouldn't help me") when the game gave up and told me (Spoiler - click to show)"maybe it would be better to ignore the cars," which clued the bizarre IGNORE CARS.
i tottered around a bit in what seemed to be the main game area, being informed that despite being a burglar i was not interested in any aspect of the building i intended to break into, nor in stealing anything else, nor in interacting with NPCs. and sometimes when the game informs you that something is irrelevant, it's lying, but you have to use exactly the right verb on the right specific detail to proceed. anything else would give you one of the game's stock "that's irrelevant" messages.
it's an aggravating feeling when the solution to a puzzle is right at your fingertips but you can't work out the correct phrasing to get your recalcitrant, obnoxious player character to do it.
there's a strong suggestion in the INFO menu that all of this is in aid of something: that this is supposed to be a difficult, frustrating game with some kind of manifesto or major twist at the end of it. but i've spent too much time beating my head against this game already.