Lorelei and the Laser Eyes
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Lorelei and the Laser Eyes
I recently finished a game called Lorelei and the Laser Eyes, developed by the Swedish studio Simogo and published by Annapurna. The title alone is enough to give you an idea of the level of madness, but believe me when I say that reality far exceeds expectations.
Right, but which reality are we talking about? Well, that's hard to explain. So: there's an illusionist, an artist, a director, an old lady, and a dog in a house in the woods that doubles as a hotel, where truly strange things happen. Dates blur, roles mix, locations overlap, and the suspicion of being trapped in a lysergic dream grows ever stronger. But you shouldn't stop at appearances.
The game is one massive puzzle box to be solved piece by piece and, like any self-respecting puzzle, it is governed by ironclad logic as well as honesty. Why do I say honest? Because while Lorelei might seem daunting (and it is), it's never unfair or reliant on "moon-logic." The solution is almost always right there in the elements you've gathered—or at most, in the ones you haven't collected yet—but it's never left to chance. In short, you'll get there, even if it takes some time.
All it takes is the bare minimum required of a good detective: a spirit of observation, a dash of ingenuity, just enough lateral thinking, and a pen and paper. Oh, and crucially, do not ignore even the most miserable scrap of paper. Everything makes sense, both in terms of solving the riddles and understanding the plot, which unfolds through fragments and hyper-metatextual cues in the postmodernist tradition, featuring more or less explicit nods to Infinite Jest and House of Leaves.
I didn't know anything about the game until a month ago, I didn't know the developers, and I don't know what awards they've won—if any. But the first two things I thought were:
Video game writing has taken giant leaps forward (and any inferiority complexes towards other media are entirely unjustified).
I didn't think classic graphic adventures (meaning those based on puzzles and heavy reading material) still had so much to say.
Played Sayonara Wild Hearts by developers Simogo and been gobbling up any content/discussions I can find about it. @samspicturesandwords went over the possible symbolism and meanings of the Stereo Lovers and I wanted to do the same with Hermit64. If you haven't played it, please do!
The first is the stage you encounter The Hermit arcana, The Desert of Doubt. In Hermit's voiced song, The World We Knew, the first line is, "I'm too young to remember when the world was alive." Referring to the lifeless desert, where the hermit sits alone, a reflection of the lens they view the world through.
However, in the stage right before that, Night Drift, you see more and more power lines, communication towers, satellite dishes show up along the sides of the road as you near Hermit.
Even though Hermit is isolated, they do have an ear to the outside world. Maybe attempts to reach out or a want to stay connected? Or to maintain safety?
Getting into the actual encounter, the first thing Hermit does is use The World arcana to turn The Fool into a game cartridge and inserts it into their vr headset.
Hermit64, in their reclusive way, is sharing their world. And what does The Fool find? Despite Hermit's cool and calm presentation, internally, there are all kinds of hostile obstacles and defenses.
A departure from the other, solely external, arcana fights.
Going back to the line, "I'm too young to remember when the world was alive". Focusing this time on the young part, having felt this way for a very long time. Not remembering life before this desert. With that and the lines, "They say begin again, but I'll take any fragments I can find. They say begin again, but I'll treasure any fragments left behind." Of course, in this depression, Hermit holds dear to what little they have and can't let go. A hint to the nature of this heartbreak.
"Begin Again" is also a nod and response, maybe a consequence, to the first heartbreak's (Fighting Devils) more upbeat/positive song about letting go and moving on.
Navigating through the internal world, the defenses and obstacles, The Fool eventually reaches Hermit64's heart. Which is as big as it is guarded.
Something I noticed is there are only two times the Fool retaliates in this fight. The first time, is when they were completely surrounded and there was no other option (no screenshot, sorry). And the second at the final encounter.
The Fool fires back at the heart and the fight ends to the line "And it's too late to start anew." Tragically, the Hermit is "too old to start changing. Too tired to rewind..." Hermit's heart is broken and desintegrates. The Fool moves on.
Sayonara Wild Hearts - Nintendo Switch 2 Edition now available - Gematsu
Publisher Annapurna Interactive and developer Simogo have released Sayonara Wild Hearts – Nintendo Switch 2 Edition via Nintendo eShop for $12.99, the companies announced. It is a free upgrade from the Switch version.
Sayonara Wild Hearts first launched for PlayStation 4, Switch, and Apple Arcade on September 19, 2019, followed by PC via Steam on December 12, 2019, Xbox One on February 25, 2020, and PlayStation 5 on February 24, 2025.
The Nintendo Switch 2 Edition offers the following visual modes and features:
Handheld Mode
1080p resolution and 120 frames per second
TV Mode
1440p resolution and 120 frames per second
4K resolution and 60 frames per second
Remix Arcade
This mode turns up the heat, featuring progressively faster and challenging gameplay, where players must aim for high scores in random song bites with zero loading
Here is an overview of the game, via Annapurna Interactive:
About
Sayonara Wild Hearts is a euphoric music video dream about being awesome, riding motorcycles, skateboarding, dance battling, shooting lasers, wielding swords, and breaking hearts at 200 mph. As the heart of a young woman breaks, the balance of the universe is disturbed. A diamond butterfly appears in her dreams and leads her through a highway in the sky, where she finds her other self: the masked biker called The Fool. Traveling through futuristic cities, dark forests, and electric deserts, The Fool sets out to find the harmony of the universe, hidden away in the hearts of her star crossed allies: Little Death, Dancing Devils, Howling Moons, Stereo Lovers, and Hermit 64.
Key Features
Custom-written vocal pop soundtrack.
A pop culture mash of electric pop, dance, fashion, anime, arcade games and subcultures.
An inclusive cast of stylish characters based on tarot cards.
Sensory overloading arcade game action.
Constant surprise and delight as every stage introduces new elements.
Challenging and intense, yet pure and inviting gameplay.
Buttery smooth gameplay: 1080p / 60 frames per second docked, 720p / 60 frames per second handheld on Nintendo Switch.
Straight to the action: virtually no loading times.
Watch the announcement trailer below.
Switch 2 Announce Trailer
Lorelei and the Laser Eyes
Since this game seems to have slipped under the radar for the most part, I wanted to give it a shout out and recommend it to all lovers of puzzle games.
The basic premise is that you play as a woman invited to a secluded and almost completely uninhabited hotel somewhere in central europe. You're given almost no information to start out and it's up to you to piece together what is happening (and what already happened).
In the house there are puzzles. So many puzzles. Several people have compared the puzzle aspect to Professor Layton (which I have not played). They range from logic puzzles, to patterns, to spotting hidden elements in images, manipulating and mirroring, memory games, etc, etc.
It's not an action game; there are no enemies or combat. I also wouldn't call it horror so much as mystery, though it is a little creepy at times.
The visual aesthetic of it is quite striking, being in black and white with only splashes of red/violet in certain places. Also the soundtrack was fantastic.
It draws a lot of inspiration from things like surrealist cinema, horror games (think original resident evil without combat), and more. Several reviews have said it has Twin Peak vibes. And it has things to say about art and capitalism.
While there are some minor annoyances with the controls (no dedicated back button in menus is the big one), overall it played really well and I never got bored. It's also really fun to play with a second person (no online co-op or anything, just through streaming on discord or something) and work together on the puzzles.
So if you like puzzle games in creepy houses with slowly unfurling mysteries, it's definitely worth grabbing.
[Review] Lorelei and the Laser Eyes (PC)
Pew-pew eye-lasers not included.
How have I never drawn fan art of this game before it literally built me.
Everyone and their entire families should play Ilomilo right now I'm not even kidding it's so good and fun and creative the emotional and I HATE that everyone sleeps on it.
Progress images (and some design points) below the cut:
I dream in black and white See it all through laser eyes