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When you build a game with conversation, particularly conversational puzzles or conversations that set flags, it's not enough for it to just offer a challenge and a compelling story. "The Elysium Enigma" has challenge and it has an interesting story.
What it doesn't have are good characters.
There are essentially three NPCs in this game; your PC is a generic male Star Trek space guy and doesn't really have a personality.
The main NPC is a farm-girl named Leela; she is immediately described as attractive. When you first meet her she's dressed in rags and begging for help; the next time you see her she's stark naked and perfectly happy to walk around in that state indefinitely. You can give her femme accessories like combs and mirrors and talk to her about herself. (Spoiler - click to show)She will also kiss you, unprompted, and you can flirt with her and ask if she's up for a relationship. At one point she even throws herself on a bed. If you're thinking "hey, this is a ridiculous heterosexual male fantasy woman who exists solely to be a sexual object," then I'm right there along with you.
(Spoiler - click to show)Until it's revealed that she's a spy from an enemy space nation that wants to go to war with your space nation. This becomes incredibly obvious when you find a tight-fitting alien jumpsuit that fits her perfectly. Of course, the second she's exposed, she becomes a vicious ice queen who does nothing but try to kill you -- in other words, as soon as she begins acting intelligently she becomes a dire threat.
While one could make the argument that "Leela" is a disguise intended to pander to the PC's libido, she breaks character so briefly and solely for a fight scene so it's hard to consider that an excuse. You can do everything short of actually bedding her, and that feels less like forbearance and more an attempt to keep this from being classified as AIF.
Then you have Petroc, who is the SOLE person in the town and is a grouchy Luddite old man. While he certainly seems more realistic -- this is what you expected when you came to the planet, after all -- he's almost entirely one-note. Talk to him about anything and he'll turn it into a jab at the concept of technology or offer to let you give up your job and settle on the planet. (He makes this latter offer over and over.)
(Spoiler - click to show)That's all I really have to say about Petroc, but I had to have a spoiler here so the one for Leela doesn't make her blatantly obvious.
Finally you have Soolin, your ship's pilot. She, too, is immediately described as attractive. Despite the fact that she spends the entire game sitting in the shuttle trying to get you to give up and come back, she's probably the most likeable and realistic character in the game. Her responses to conversation aren't a syrupy male fantasy nor completely predictable. I liked her.
(Spoiler - click to show)Again, nothing more to say about Soolin.
I also have to say, having no one in the town but Petroc feels like a huge cop-out. You're visiting an alien planet with a vastly different culture! (Spoiler - click to show)Not that the culture has anything to do with the plot, but it's still interesting ... Give us some random NPCs hanging around, maybe split some of Petroc's information among several characters, anything to make this planet not seem so completely deserted.
This is a technically competent game. I only ran into a single bug, and it was just that an automatic numbering system couldn't spell the word "twelfth." It has some pretty good puzzles, like finding the flag, actually using the raft, and obtaining the passwords. The basic plot -- (Spoiler - click to show)a brief and boring mission turning into a hunt for a spy -- is serviceable.
But frankly, when you build a game where conversation is so crucial, having your characters consist of an irritating fanatic, mission control, and little miss Captain-Kirk-Teach-Me-Of-This-Thing-You-Call-"Kissing" feels like the missed opportunity of all missed opportunities.