I'm not one to treat objects as women either, but I'm flabbergasted that people want to fixate on that one aspect, which if the game is played through to completion, is almost a moot point anyway. This game is mature, and I mean mature as in "a poignant and mature representation of universally-resonating relationship anxiety problems. Not to say that it's something universal to every single testosterone-fueled individual, but a fear of commitment or taking a relationship to "the next level" is a fairly common occurrence. This game handles this theme in the most creative of ways, and the polish downright shines on this work of art.
The puzzle nightmares themselves are, as pointed out in the game, metaphoric trips through a subconscious rife with anxiety, pushing and pulling the blocks that stand in ones path, striving to climb ever higher. The bosses in these levels are the very manifestations of Vincent's inner turmoil that chase him through his nightmares.
The game-within-a-game, Rapunzel, allows the player to hone their skills for the block-moving madness that befalls Vincent while he slumbers, but with a fun retro-arcadey vibe that suits it perfectly.
Stories unfold in the most organic of ways - through Vincent's relationships with his fellow sheeply adventurers and real-life compatriots. By the end of my playthrough I had learned a great deal about these characters and genuinely cared to discover more about their virtual little lives.
So blah blah blah, I know it isn't a game for everyone, nor will I insult your intelligence if you don't care for it, but I found it to be completely engrossing and tons of fun. And I've still got at least seven more playthroughs to go.