My main annoyance with the adventure game market is that it's largely forgotten how dynamic it used to be. When I got into it, it was one of the most progressive genres around, with lots of generic games that wanted to be Monkey Island or whatever, but just as many that pushed the boat out in both design and technology - things like Three Trials design, the semi-realtime world of Laura Bow, techs like iMuse and being the first genre that made it genuinely worth getting a CD drive back in the day. The fact that many of them revolved around puzzles and dialogue chains didn't really matter - when I bought a new adventure, I was buying into a new experience, not a glorified crossword book.

Then, I didn't use walkthroughs because it was likely the only game I'd have to play for a month. Dammit, I finished Discworld. These days, I typically resent the game for stopping me to the point where I felt like picking up a walkthrough, just like I have no shame using cheat codes if an FPS gets stupid-hard. I craved new experiences then. That's what I want today. It saddens me to see the appalling shit that self-proclaimed fans will accept instead. Lest we forget, even Limbo of the Lost was pulling high scores before the plagiarism got caught.