Firek: By the way, I see Simon 3D is getting some really tough love in the reviews... I've only played it for a short while, but, while the gameplay (and graphics) smelled too much like Earthworm Jim 3D, the humor (which, I think, is what matters in a Simon the Sorcerer game) was just the way I'd expected it to be. :) Don't you think Simon deserves a hug instead of a beating..? :P
Not having played the game, I cannot comment on whether it really deserves as much of a beating as the current reviews are giving it, but my gut feeling tells me it does. I can, however, say something general about why it is really sure to get more negative reviews than positive.
Once, adventure games were a flourishing genre. They were funny, they were challenging, they told good stories
and they were all 2D, because that was all there was at the time.
Enter 3D technology. By now, CPUs were fast enough to perform the needed number of calculations per second to render 3D images. They weren't very good 3D images though, because technology hadn't gone that far, so the "textures" were extremely lo-res, there was no lighting to speak of, etc. But it was 3D, and it was new. Suddenly, many development houses (or publishers) said "3D is the latest thing, so we have to use it". To quote Jeff Goldblum in Jurassic Park, they "were so preoccupied with whether or not they could, they didn't stop to think if they should."
And so, 3D was imposed on lots of games that didn't really need it. That did, in fact, become worse games for using 3D than they would have been if they hadn't.
Some genres benefitted. Shooters are all about movement, and the benefits of new movement options that 3D added to shooters, outweighed the drawbacks it imposed, such as, let's face it, really ugly graphics.
Adventure games, however, are not all about movement, they are about storytelling. One of the most important tools traditionally used for that in adventure games (outside of the writing itself, naturally) is its visuals. "A picture says more than a thousand words". If an adventure game was meant to be funny, or serious, or eerie, the first way you'd notice was through the graphics. Using 2D graphics allowed game designers to illustrate the game world in any style they wanted, and to do it well. Trying to accomplish the same with very primitive 3D graphics, is a losing battle. Not to mention that the added movement options which were such a benefit to shooters, were also more of a drawback in adventure games.
And so, the genre all but died. The one question that could have saved a lot of games, namely "will 3D make this a better game", was sadly asked by almost nobody. Other than the players of course, but nobody listened to them at the time. As more and more 3D adventure games failed, developers (or publishers) seemed to draw the (wrong) conclusion, that people were tired of adventure games, and so fewer and fewer of them were made.
Even today, you can still find examples of games that are 3D "because you just have to use 3D". I've seen a Tetris clone done in 3D, for crying out loud! Which would be fine, if the game had actually been 3D Tetris (or Blockout, if anyone remembers that), but it wasn't. It was plain old 2D Tetris, but the playing field was rendered in 3D. But since you can't really tell that it's 3D if you're viewing the playing field head-on (as is the custom in Tetris, it'd be hard to play if you viewed it from the side), the entire playing field wobbled very slowly about the vertical axis, so the viewing angle changed from slightly to the left, to slightly to the right all the time. Just so you would appreciate the hard work the developers had done.
Okay, I'll wrap this rant up now. My basic point is: 3D is a tool like any other in game development. If it's not the right tool for the job, don't use it!