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" ... Solving any given puzzle isn’t demanding, per say, but finding the next puzzle, the next doorway, the next story trigger, the next anything, really, is where a good portion of the difficulty lies. Troll and I, you see, isn’t too keen on player guidance. Yes, the occasional hint will pop up, reluctantly shedding light on a partially obscured crag or color-coded rock wall, but the amount of time I spent aimlessly wandering the quasi-open world map in search of objectives is more significant than I’d like to admit. The environments can look similar to one another and aren’t exactly designed in a way that consistently funnels you in the correct direction—a noticeable problem in what is admittedly a very linear game. Nor is there something akin to say, Lara Croft’s Survival Instinct from the recent Tomb Raider titles, to assist with objectives. There is a limited feature that aids Otto in tracking wild boar, but this can’t be extrapolated for broad compass use. Even a current objective list would have been nice, or perhaps a simple map with waypoints. And yes, you read that correctly: There is no in-game map in Troll and I. If leaving players to fend for themselves was indeed a design choice, then I stubbornly respect the omission, but to not even include a basic atlas just feels counterproductive. ... "