The Technomancer
card-carrying scientician
As someone who wants to see a real resurgence in the first person adventure genre all of this sounds just dandy
http://uploadvr.com/hands-on-preview-obduction-myst/
http://www.gameinformer.com/games/o...2/obduction-is-deeply-rooted-in-myst-ery.aspx
http://uploadvr.com/hands-on-preview-obduction-myst/
My preview began in the valley between two tall mountains, pictured above. Immediately, I was blown away by how beautiful this strange, new world appeared. Anyone that’s played the game’s Cyan is known for – Myst and Riven, primarily – will have an intimate understanding of the type of environment on display.
What those games can’t prepare you for, however, is how immense and immersive the world of Obduction is. Throughout my 30-minute preview build, I was constantly stopping to stare at the sky, or gaze off of the edge of a cliff, or just gawk at the colors and atmosphere. It was breathtaking.
At first, I can teleport to different blue “nodes” on the ground at preset destinations simply by moving the Xbox One control stick. I can turn the sticks to rotate my view, or simply turn my head and body to reorient myself. Alternatively, I can click the left stick to activate a free movement mode. For someone with extensive VR experience, it may not cause any type of VR sickness, but for the less initiated it could present some issues, thus the creation of the teleportation mechanic.
The first puzzles I found included pulling levers, turning wheels, and exploring my environment to uncover hidden passageways. Everything felt very natural and, in many ways, much like an authentic Cyan Worlds game, which is clearly by design.
http://www.gameinformer.com/games/o...2/obduction-is-deeply-rooted-in-myst-ery.aspx
There are lush environments to explore (in fully rendered 3D), buttons to press, levers to pull, and cryptic clues are everywhere, and there's even a sense that some of the architecture comes straight out of the Myst-world that redefined the exploratory adventure. My journey took me through a variety of areas, remnants of a once-successful town or village in an arid, rocky zone and a mysterious cavern area filled with strange lights and steampunk-esque designs. We're given only the barest of narrative threads to pursue, but like Myst, I'm assuming that many answers will come from the initial deluge of questions about the characters and world.
The touch of a button raises many questions as figures appear in brief video sequences to illuminate the world around you, and off vague hints about some of the wonders – and dangers – that it contains. I found myself carefully examining every discarded note, every outcropping of rock, and every lever, wheel, and crank. The puzzles seem quite robust, if openly obvious to how they function – manipulating switches to make a train track function properly, or turning a wheel around to provide access to new platforms.