Controlling George commands the utmost patience. The controls are inconsistent and sometimes frustrating. Toggling the run function on, the minute you stop moving George will regain his casual strolling until you reactivate the run function. These aspects are annoying at best but not enough to make the game unplayable. As with any game, there is an acclimation period and SotA is no different. Once you figure out the do's and don'ts of the game, you're more than likely going to ease right in and find your rhythm.
A very slim George suffers from a condition called "Comic Book Strength" allowing him to move the most unmovable objects.
The hardest part about the game is how difficult the problems are. Not in terms of logic, but in terms of location. Some of the solutions are extremely hard to locate, because most adventure gamers can quickly figure out what actions are required to solve certain puzzles. I found myself consulting an online walkthrough for much of the longer-than-usual game. When most adventure games usually run around 10 hours, Secrets of the Ark nearly doubles that. The length of the game gives it ample time to develop a very interesting story and provide some really interesting scenarios.
Anna walks carelessly as George gives his Myspace pose.
Without trying to sound overly negative, SotA has some potential to be satisfying to a degree. For people with more patience than myself, they might find a level of enjoyment with the tough puzzles and hard to navigate levels. I also realize that I'm speaking on the level of a person who hasn't had a whole lot of experience with these games, so some puzzles that might be standard left me scratching my head in a blind stupor.