![]() ![]() It was a flip switch driving or shooting. Turning this on made it possible to orient the laser towards the target. The trolley could go forwards or backwards, and it was equipped with a blue laser in front. Running had a small acceleration and was always on. Walking was completely useless in this game. I got stuck in the geometry at one point, but temporarily switching to the point-and-click method automatically bumped me out of that bind. It was possible to choose between free walking everywhere, or using old fashioned “node” sphere point-and-click like in the later Myst games. I liked the addition of the directional arrow appearing. Obduction used the same design idea as in the Amnesia games by activating levers either by dragging or twisting them around with the mouse. There were many books and papers to read, however, and they were in the same style as found in the Myst games. It was mostly just used for looking at children’s toys up close. It was also possible to pick up certain objects, turn them around, and maybe even open something up. ![]() I could take pictures with a button and look at them later for clues, but it involved fading to the title screen and navigating a gallery that didn’t even have browse buttons. through the door had tinny and distorted voices. Humans were seen in the form of prerecorded and quite noisy “air movies” shown with an alien device that had a human button on it. Luckily this was made up for by beautiful and often surrealistic dome worlds with a level of detail that made good use of the Unreal 3D engine. There was even a rotating maze a one point that really tested my patience regarding these teleporters. ![]() Unfortunately this also meant loading, and it typically took about 15 seconds each time on my PC.Īs the game progressed and more teleporters were found, waiting for these to finish loading ate a fair portion of the total playing time. It looked good too – big dots swirling around. The teleporters had a handle to activate the sphere and then a button to teleport to some other part of the world. The general thread of the game was to first enable access between domes (until then their surfaces worked like force fields instead of passages) and then use a multitude of teleporter spheres scattered throughout the world. After unlocking a few doors and getting the trolley running on the rails, the general puzzle mechanic was almost always finding and opening more stuff.Īctual stationary puzzles were far between, but they did turn up on a rare occasion. The world got quite enormous when there were three alien domes to navigate between. It could have been done in about 12-15 hours, but I was stuck for several hours on a couple of occasions. It took me about 20-21 hours to complete this game. I had to figure out almost everything on my own. No humans, except C.W., who only mentioned very broad tasks through a door window whenever I had made substantial progress. A cute network of trolley rails were intersecting it all, and there were a lot of locked doors. In this game, the big domes replaced the ages (or islands) in Myst, but they were just as environmentally diverse, and the world got bigger and more prone to me getting stuck, the more doors I unlocked.Īfter a quick abduction I arrived in a sandy canyon with bubbly pieces of human structures from various points of recent human history. Cyan Worlds didn’t stray away from their field of excellence. Although Obduction has its own story that doesn’t have anything in common with Myst, it didn’t take long before I discovered that it was very much a spiritual kinsgame. I was a backer when it was announced as a Kickstarter campaign a few years ago. This was a non-linear first person adventure made by the creators of Myst and its many sequels.
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