It’s my all time favourite, (for reasons I’ll elaborate on below), but I also do think that its puzzles are mostly average, and perhaps a bit too much on the easy side.
I could imagine that such a sub-par presentation can ruin the experience quite a bit. The German version doesn’t suffer from these problems.
That part is really outstanding . If Chains of Satinav would have had a bit of a lighter tone (or a less unsatisfactory ending), it might have been a better game than Memoria, all things considered.
I can clearly say that I do value Memoria more for the story, and the ending specifically, than for the puzzles, so I too tend to lean more towards a story first, puzzles second design, provided the two aspects remain at least somewhat in balance.
So why is Memoria my most loved P&C adventure, all things considered?
First, there is the setting. It’s taking place in The Dark Eye universe, which is the German equivalent of Dungeons & Dragons. Even though I never played the actual pen & paper RPG, I did play a large variety of TDE computer adaptations (Realms of Arkania trilogy, Drakensang 1 and 2, Blackguards), and that makes many of the places and things on screen instantly recognizable. As franchises go, for me that’s in the same league as, say, the LA Indy games. (Makes me really wonder why there never were any P&C adventures in a Forgotton Realms or Dragonlance setting.)
Second, and more important, was the emotional impact the ending had on me. I can’t think of any other game that had invoked such a reaction in my 25+ year history of gaming. That it had accomplished the feat of bringing actual tears (of joy) to my eyes made it instant #1.
Finally, I am also a bit a fan of Kevin Mentz, though hard to say if that’s not more a result of playing Memoria. But I thoroughly enjoy any interviews he gives, his ideas about P&C adventure design, and am eagerly awaiting his next oeuvre (which was first announced in 2014, and may or may not be released next year).