Wednesday, 24 August 2016

Obduction’ Review: A Cinematic VR Marvel from the Creators of ‘Myst’

quote [ Unlike a lot of virtual reality games, Obduction actually has a fairly involved plot and a mysterious game world with plenty of twists and turns to enjoy. Rest assured that all of those surprises are preserved by this review. Read on with freedom true believers, you need not fear spoilers within this realm.

Where the hell am I?”

This is the thought that rang through my head as I took my first steps into the world of Obduction: a new virtual reality game from Rand Miller and Cyan Worlds, the creators of the classic PC adventure franchise, Myst. ]

Backed this during kickstarter. Trying to download it now and can't wait to play it.

Partial article in the extended, along with a video link.

VR version is not out yet, just the pc version.

https://youtu.be/Io1GdRlOe6w

Even if you had never read that last sentence, anyone who has played, seen, or read about Myst will instantly recognize the connection between the two titles. They share the same essential grammar, the same emphasis on puzzles and exploration, and the same sense of “What in the world is going on?!” that lingers with you until the very last moments of the game.

As far as I’m concerned, VR has never had an experience that builds a world better than Obduction. From the opening moments, you’ll feel transported into a realm that has enough similarities to reality to feel familiar, and enough extra-dimensional surprises to feel truly wondrous and unsettling.

The setting of Obduction, while breathtaking inside of VR, is almost impossible to describe outside of the headset. Imagine if you took an emerging Old West town from the turn of the century, imbued it with a Gilded-age aesthetic, filled it with enigmatic characters, and then scooped the entire thing up and transported it into an alien dimension full of purple mountains and multiple suns. That’s Obduction.

The juxtaposition between the normalcy of a wooden shack or cave, against the foreboding sight of an alien sky littered with unfamiliar stars, creates a motivation in you to explore every room, rock, and corner that you can. This is a very good thing because that’s most of what Obduction asks you to do.

Your time in Obduction will essentially be spent doing three things: exploring this mysterious little town to uncover its true nature, solving puzzles to unlock new areas, and cursing silently under your breath.

The first reason for these subtle expletives is that the puzzles in Obduction are hard. Really hard. I consider myself fairly good at solving video game puzzles. In fact, if you’re playing a Zelda or Metroid title, I’m the guy you want sitting next to you saying “What if you tried putting a bomb against that wall?” and offering other advice along the way.

Obduction’s puzzles are, like the world itself, seemingly from another dimension. But let me be clear in that they’re not unintentionally obtuse, but rather that they’re so uniquely challenging because they are so clearly designed with VR in mind. This means that, for the most part, solving an Obduction puzzle is mostly a matter of assessing a scene as if it existed in the real world. There are no cracked walls indicating that an explosive may create a door in Obduction like in Zelda. Instead, you’ll be studying a generator to see where its wires lead in order to determine which crank you need to turn to finally get it powered up. Up close inspection like that isn’t customary for most gamers and it’s something that really shine in VR.

Setting up puzzles this way may make them harder to solve, but it also makes them more satisfying to complete. You feel like a regular Sherlock Holmes when you’re able to deduce from a realistic environment exactly which steps need to be taken in order to unlock your next phase of gameplay.

The other reason you’ll be dropping a few choice phrases as you play Obduction, is because it frankly doesn’t have the greatest controls. This game falls into the same trap that titles like Adr1ft stumbled upon before it. Basically, games that require you to exhaust an environment through rigorous analysis and backtracking don’t agree terribly well with VR in my experience.

The reason for this is that VR can only allow you to move in certain ways and at a certain pace in an open environment without creating motion sickness for a lot of people. Things like incremental turning and teleportation movement are comfort options that make the experience more bearable. However, the problem here is that the pace of backtracking and re-exploring areas multiple times is frustratingly lethargic.

This rings even more true when solving puzzles. You may routinely be faced with a, “I might have missed something all the way back by that rock that will take me 10 minutes to get back to, but I really don’t want to go through the hassle of getting there again.”
[SFW] [games] [+6]
[by Mythtyn@6:25pmGMT]

Comments

HP Lovekraftwerk said @ 7:40pm GMT on 24th Aug [Score:1 Funsightful]
Will they use the Towers of Hanoi puzzle? I think that's a law in most countries.
Seneki said @ 9:19pm GMT on 24th Aug [Score:1 Good]
Also backed it. And it actually looks like they've pulled it off, because i had them as a long shot.
Will download later, at work now...
conception said @ 7:48pm GMT on 24th Aug
There are so many games I'm waiting to play in VR - Alien Isolation (and most horror games), the new Mirror's Edge (vomit bag nearby), all space sims all the time. I can't wait to be really susceptible to motion sickness and hate life.
Mythtyn said @ 12:03am GMT on 25th Aug

I've never had an issue with motion sickness in VR. I guess some people are more suceptible than others. I can run full speed for hours at a time and spin around without issue.
conception said @ 4:05pm GMT on 25th Aug
Yeah, it's a pretty common thing as it taps into our "this food is poisoned!" vomit reaction. I'm hoping I'm not affected much but as you get older, motion sickness becomes more of a thing as the liquid in your ear gets more viscous.
Bruceski said @ 9:50pm GMT on 24th Aug
Yeah, this is a worthy Myst game. Maybe not the best one, but solid.

I've got some things half-done, others I don't have the info for, some I THINK I need to do (or just get an achievement for doing), a base-4 geometric number system to figure out (as someone who loved D'ni numbers this gets a non-sarcastic "yaaaaaaaaaaaay"), some clues that make no sense, navigating the areas is itself a puzzle I can't quite turn my brain off for...
Bruceski said @ 9:58pm GMT on 24th Aug
Do note that this reviewer throws around "designed for VR" and such but I think they're mis-stating the Myst style. The type of game works well with VR, but there's nothing in here that's gonna stymie PC players or "why did they do it this way". The default is full-motion like RealMyst or Myst V, but there's also a setting to make it frame movement like Myst 1-4. I haven't tried it out, but it should serve retro-purists well if they did it right.
spaceloaf said @ 3:00am GMT on 25th Aug
I have heard this is a good game and will probably check it out at some point.

But that reviewer doesn't sound on top of his game at all. Zelda and Metroid are not hard games; they're designed for kids for christ sake.

Tell me you finished the speed test in The Witness or got all the stars in The Talos Principle, and then I'll accept that you're good at puzzles.
Bruceski said @ 3:02am GMT on 25th Aug
Done it and Done it. Completed the Witness about 5 seconds after Hall of the Mountain King started.
spaceloaf said @ 4:11am GMT on 25th Aug
Yeah, me too, although I did need help with the locations for a few of the stars in Talos Principle. But I didn't cheat on any of the actual puzzles.
Bruceski said @ 7:25am GMT on 25th Aug
Beat it aside from finding a few more achievements, about 9-10 hours, definitely worth 30 bucks.

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