Reviews of games new and old, discussions of games and game design, and looking for those hidden gems you might not know about.
Wednesday, November 27, 2019
[Game Review] Obduction
Myst clones aren't exactly common, but some twenty years on since Cyan's classic was originally released has seen a handful of people give their hand at their own version of the atmospheric puzzler. But Myst and its sequels had something distinct that many of these copies didn't have, and a lot of it has to do with atmosphere, and some of it has to do with the mechanical nature of puzzles. A common trick Myst games like to pull is where when you open a door and walk through it, hidden behind the newly opened door is a lever or a button. The idea expressed here is to check your surroundings, to remember and be aware of what you've changed and remember what neutral states those mechanics have. It is actually so common that I couldn't believe I missed it when playing Cyan's kickstarted spiritual successor to Myst, Obduction.
Obduction gets those two things that Myst get right and others seem to fall short of most of the time. Solving puzzles requires realizing what the mechanisms the puzzle consists of and where they are wired up to, following pistons through walls or cables hung overhead. That's because puzzles are tied to environment. Where you can go is also equal to how many puzzles can be solved, sometimes unlocking new mechanics for puzzles you may have already thought you were done with. Therefore, one of the most intoxicating aspects of Myst-likes and Obduction is in trying to get around in its mysterious world and exploring. Acting as lubricant for this sensation is the mythical aspect to the world. Obduction, this time, has you teleported to a piece of Arizona desert . . . only it's captured in a bubble on an alien planet. As to why you or anything is there, the game slowly doles out story shaping a bizarre story about second chances and making due with what you have. It doesn't quite have the mythological, totally-foreign world edge that the original Myst series does, but as a more modern (and culturally identifiable) analog to that same concept, Obduction does a pretty good job.
There isn't much Obduction doesn't do a good job in. The game is essentially divided into three worlds including the main "hub" type world (there is another, but it is so brief it hardly needs mentioning), and each will require you teleporting back and forth between them in order to solve puzzles. Puzzles range from traditional "get the power on" tropes to "what does this lever do?" or "what does this code go to?" There is absolutely nothing innovative about Obduction, but then again I wouldn't particularly ask that of the game. It feels like something meant to live up to the spirit of something, while giving it a new take, and largely that is what Obduction does, even if it feels overly beholden to the Myst series.
The issues with Obduction are twofold, and one of them is a matter of taste. Obduction is slow, and walking from end to end of one of the three maps can take a little more time than you are probably wanting to give it, especially towards the end when puzzles start dwindling and trekking becomes more and more common. Even Myst didn't quite have this type of tedium since you moved by clicking, and could get incredibly efficient clicking quickly from one end of the map to the either. Obduction isn't overly patience testing, but it is enough to turn off those who not accustomed to a slow paced puzzler. The other issue, however, is most definitely an issue. Loading screens in this game are obnoxious, although only just crossing that threshold. Every time you switch worlds, a loading screen will take you there lasting upwards of 20 seconds or so. This wouldn't be so bad, if it weren't for that fact that one of the puzzles requires you to teleport back and forth some 10 times. To call out this one puzzle alone may even be too nice, since there was a simpler puzzle just before which also required about 5 transitions. This block of puzzles felt like it was great in concept, but the execution was severely hurt by the limitations of how this game was made. Granted, it was more than likely a cost for the game's beautiful visuals, something I certainly wouldn't trade, but the section is trying on your patience regardless.
If you are a fan of Myst and those inspired by, then Obduction is more than likely something you can't miss. For those trying to get into Myst, Obduction is not quite so obtuse as Myst and its sequels can get, and so may be the best entry point in this type of game. As for everyone else, your mileage will vary. For me, it was wonderfully fun, and a type of game I'd been hankering to have again for years.
7.5
Subscribe to:
Post Comments (Atom)

No comments:
Post a Comment