The biggest mystery of the game is how this simple and stark design manages to grind our behemoth PC to a near halt. Running down barely detailed corridors makes the entire thing stagger and churn. Which would be tolerable were it not for your character’s accompanying habit of either refusing to move or charging off in the wrong direction, often to his death.
Dying is what kills Vigil, ultimately. The pace of the game is sedate the first time through, creating a calm tone. But having to repeat a section for a second, third, and certainly fourth time at that same pace creates impotent fury. And knowing the solution is no help - you have to go through each room and find each clue all over again, before you’re allowed to solve a puzzle. So after the game’s pushed you off a narrow bridge despite your clicking in a completely different direction, finding the patience to repeat the last 20 minutes of a section is a tall order.
Oh, for a quicksave. The random deaths aren’t just technical glitches (by the way, Vigil won’t run on Vista). A wrong step can impale you on spikes. In hindsight you realize the clue associated with that death, but hindsight doesn’t do jack for you until after the fact.