Export: It's pretty flawed, but its hearts in the right place and it has a nice story and atmosphere and very unique feel. It's a definite middle ground between the messy and vague Lure of the Temptress and the much m
ore refined and well-crafted Broken Sword. One of its biggest flaws is the dependence on unrelated events triggering a change elsewhere in the game world.
For example the puzzle in which you need to get past the door locked by the fingerprint device is literally impossible to solve until you do some totally unrelated activity elsewhere. Not only does the player feel stuck on the door puzzle, with no hope of ever solving it, s/he's also expected to intuitively return to this area upon doing the totally unrelated, distant task elsewhere. Very bad puzzle design, and that's not the only time it happens.
This is how a lot of the classic adventure games worked, I suppose I can see how it bugs some people, but I'm not bothered by it.
I beat the game without guides and was never stuck for more than 20 minutes on one puzzle.