To be honest I was expecting your reaction ;) In fact I was a bit surprised that you didn't want to bite my legs off earlier ;P
The whole point of horror attacks are that you don't know WHEN the strike comes!
- Putting a visitor to sleep so that you can use a saw when he's snoring?! WTF?!
iirc, Ord says clearly that he's worried about the gallery staff hearing the electrical saw so creating another sound to cancel out the noise makes sense. Some people really do snore this loudly. Back in the army boot camp, I had to share a room with 10 people and one of them snored so loudly we had to occasionally wake him up so we could sleep. And when I stay at youth hostels, there's always
at least one person who snores so ridiculously loud that you could put this into an adventure game anytime. And a German friend of mine snores so absolutely insanely loud that I opted to sleep in the kitchen when she came to visit and occupied the floor of my apartment - she then offered to take the kitchen the next day as she was sort of aware of the snoring. So yes, not entirely unrealistic.
- The whole mini-fan section was very MacGyverish and felt really far-fetched for me.
True, it is far fetched but iirc all the necessary stuff is there so no pointless backtracking, no dead ends. I found it very sensible in that the goal of the various steps was quite clear, I just had to figure out ok I put this into this first, then place it back into this, ah wait... I gotta do it the other way around...aha! Felt like comfortable brain-jogging without that early Sierra adventure nonsense where you really had to resort to brute forcing aka randomly try everything -which I consider a waste of time. And I was a big McGyver fan as a kid so no complaining from me in that regard.
- Confession... my biggest WTF in this game. Seriously?! What's the IQ of that guy? -10? ;)
Not unrealistic. At my middle school/high school, some teachers were priests and not all of them were incredibly smart, often falling for the simplest of pranks so this didn't seem otherworldly to me. Plus, a little silliness is part of the program for any p&c with a retro feel, even if the story is serious. It didn't break the forth wall for me. Simon the Sorcerer breaks it a lot more even though it's a silly game to begin with, at least that's how I feel.
- The only passport Ord decided to take happened to be very important later on. What are the odds?
I'll give you that one. Wasn't Sarah's brother's name known to Ord earlier, so Ord would have recognized the name and had a reason to take that passport? Sure, the game developer could have made the ship larger like the cruise missions in Terror from the Deep and made you search every cabin and put a passport into every coat hanging around and then lure you into a dead end once you get off the ship and can't get back in case you got the wrong one or none - Kyrandia style (when you fly to the castle and can't get back, that almost broke my game if I hadn't saved earlier). But Samaritan Paradox was largely made by one person and if 90% of Hollywood movies can't come up with a better script than that (and they can't imho) then it would be unfair to expect more from a low to no budget indie game designer.
Such little flaws in the script don't make the puzzles themselves illogical or detract from my experience, it's just plot holes and they aren't worse than elsewhere. It's been a while since I played Resonance and to be honest I can't remember any major plot holes in that game right now so I can only compare the games in terms of the point & clicky nature of the puzzles, not so much in terms of script details.
- A reading man that doesn't want to be disturbed. A coin conveniently hidden in a sofa. A rockmen conveniently standing next to a jukebox. Very convenient indeed :D
Yes yes, ok so the game doesn't make you backtrack much or carry around various red herrings that you'll never use, I'm actually glad for that. The coin in the sofa was a bit much, but the Blackwell series does this kinda stuff all the time and gets much higher ratings :'/
I like to play adventure games like that, they don't cause stress.
And that's just a few that immediately came to my mind while I was writing this post. If it was a humorous game everything would be fine. It just didn't fit here... I know that it's very subjective but I don't remember anything so unrealistic in e.g. Resonance but perhaps you can find something... What makes a difference is: when do I realize that something was very unrealistic? After finishing the game when I'm retroactively thinking about it or just when I'm playing it. In case of the Samaritan Paradox I was struck by several nonsensical situation immediately after encountering them. That left a bad taste in my mouth.
As mentioned above, I can't think of any plot holes from Resonance to destroy your argument, I mostly remember puzzles.
But I think I know what the problem is: You are simply too smart! You see, as much as I hate to admit this, my brain doesn't have any extra RAM when I play those kinda games so I can't pay attention to the puzzles -and- plot holes at the same time, if I do a replay I'll spot such things but not on a first playthrough where I'm too busy solving the tasks at hand and trying not to get stuck. I noticed that you cut through games like a knife through butter so maybe this game was too easy for you and you started overthinking things. I'm much more forgiving of such minor flaws if the atmosphere and other elements compensate for it.