A heist game that mixes movement with puzzle screens. You walk your character through the bank on the keyboard, and when you reach a lock, a safe or a security panel the game hands control to the mouse for a puzzle. That split keeps the pace uneven on purpose: stretches of careful creeping broken by a stop-and-think moment. Progress comes from solving rather than fighting, which makes it one of the calmer games in the action category despite the subject.
What went wrong?