![]() Said to be coming at a “later date,” it’s a small wonder to me that it’s been delayed with as many technical issues as the normal game has. While I was excited to play Obduction in VR, the PS4 launch did not immediately include PSVR compatibility. It even kicked me back to the PS4 menu when I was just walking along, minding my own business a couple of times. On more than five occasions the game crashed while attempting to swap between worlds. It’s hard to tell if the dev build just didn’t have these long load times, or if they were so stuck on the puzzle idea, that it remained in the game in spite of how long it takes to complete. I had to resort to a guide simply because I did not want to waste any more time swapping between worlds to test theories and try failed solutions. It becomes the memorable focal point of the game in the worst way, simply because of how long it takes to complete. One of Obduction’s final puzzles is an aggravating test of patience due to these load times. It got so bad my wife couldn’t stand to watch me play because it was making her sick. This is compounded by the excessively long load times between worlds, which becomes a major problems when some later puzzles rely on shifting back and forth between worlds constantly. ![]() From the moment I first gained control of my character until the very end scene, there wasn’t a space of longer than 10 seconds that the game went without dropping frames, stuttering, and even freezing for a couple seconds at a time. The biggest detriment to enjoying Obduction is a wealth of performance issues that persist throughout the game. Musical overtures come in at just the right moments during exploration to really give Obduction a cinematic feel and bring these worlds devoid of the living to life. You must discover where they went, why you are here, and how to get home. You are the latest to be transported to this makeshift town, but when you arrive, the people you expect to see aren’t there. What I can say is that it seems pieces of earth are being stolen from time and space, redeposited on an alien planet. Speaking of plot, it’s tough to delve into without spoiling too much. It will give you more insight into Obduction’s fascinating plot. Every puzzle has a logical answer and solution that can realistically be discovered through thorough exploration, so I’d recommend that even if you do look up solutions, try to understand the why behind the answers. As long as Obduction could possibly take you without a guide, looking up the solutions would complete the game in a fraction of the time. It’s a complex system I’m not sure if I fully understand, but I fail to see most average players getting this one without at least looking up a hint. There’s one particular puzzle that is strictly mathematical in nature, utilizing an alien base 4 number system (instead of base 10, as humans use). It makes it too easy to skim over important plot points just because it is inconvenient to read it. Subtitles for in-game text would have been a nice addition for accessibility. I did run into an occasional issue where these in-game sheets of paper were hard to read, whether it was too small on my TV or just illegible handwriting. Why and how a particular door was locked or path was blocked off is reconciled in the narrative, told through journals, sheets of paper and other bits around the world. Most every puzzle in Obduction helped me to gain a better understanding of the world, or sometimes an understanding of the story led to figuring out a puzzle solution. It’s an iterative cycle that, for better or worse, is quite clear in Obduction. He wants to puzzles in the world to feel inherently connected to telling the story, that story to be supported by the environment, and the environment to make for good puzzles. ![]() As I discovered in my interview with Rand Miller at PSX last year, he values a balance of environment, narrative, and game design. Balancing DesignĪs a game developer, there is such thing as gamification, that is to say, compromising the story or world for the sake of game design. It was, in fact, walking down one of the narrow metal bridges in the foggy granite canyon in Kaptar (the second area) that really hammered the Myst/Riven connection home to me, making me pine for the more innocent days of my youth. Each new area is unique, going from the brightly lit desert town to a mist filled haven built from stone and steel, and more later in the story. That isolated expanse persists through Obduction. Cyan is great at creating mysterious civilizations that were once thriving and are now desolate. The first time you teleport to another world in Obduction feels just like unlocking those books to other ages in Myst.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |