Thanks for the kind words! As for the commentary -- that's what happens when WEG says they'll handle implementing the commentary, I suppose. You can imagine our surprise.
Gemini Rue got far more positive reviews than Primordia from mainstream (and even adventure-game) sites and sold at least an order of magnitude more copies. So, just based on pure odds, you should like it more. But it's a really, really different game. The puzzles are extremely simple, even compared to Primordia's (which, as you note, aren't that tough), there is little inventory management, and there are Rise of the Dragon-style action sequences.
I was unable to enjoy it because, to my idiosyncratic tastes, it had a toxic combination of adolescent "edginess" (the game's main protagonist is a hardbitten, trench-coat-wearing ex-mercenary named Azriel Odin, whose partner is named Kain) and severe disjunction between the character, the player, and puzzles: within the first few minutes of the game, the aforementioned Azriel Odin, though armed with a gun, has to kowtow to a teenage doorman to get into a building, then cowers and hides from two two-bit thugs rather than ambushing them (to kill them or to question them), despite (1) being in a dark room that they are entering from a bright hallway; (2) knowing they're coming while they're expecting an unarmed civilian; (3) having ample cover. Surely I can't have been the only person whose first inclination was to shoot the thugs through the door, and -- failing that -- to hide and wait for a shoot out. But the game would not oblige either path. You had to sneak out and cower on a ledge outside the room until they left. And if they see you, I believe they just shoot you while you stand there.
People (including Primordia's coder) rave about the game, so I suspect I either didn't give it enough of a chance or am just in the wrong demographic. But to me, if you're going to offer the fantasy of being the tough-guy I might've wanted to be if I had been an anime fan at age 13, at least let me be that character! If you want me to be a fiddly puzzle-solver, then make me play as a reclusive robot or something. . . .
Resonance -- another game WEG published but did not develop -- is pretty good. I think it has a few problems of the same sort (the maverick cop was unable to do anything particularly maverick coppy when I wanted him to) and a few different problems of its own (there are some interface systems that are clever, but frustratingly slow moving), but I thought there was a lot that's impressive about it. From the standpoint of polish, it's undeniably better than Primordia. All the scenes are much better timed, executed, animated; the dialogue is probably a bit punchier and the voice acting seems like it went through a few more passes than Primordia's did. The puzzles are generally better, though perhaps a bit less thematic. Ultimately, I didn't find the plot that engaging (when is Dick Cheney going to stop being the behind-the-scenes villain in every terrorism plot?), but most people did, including people who were big Primordia fans.