![obduction hints only obduction hints only](https://res.cloudinary.com/lmn/image/upload/v1/gameskinnyc/d/e/s/destroyed-screenshots-44a97.png)
When the game’s full of more objects to stop and look at, it’ll hopefully feel more natural to keep walking. Again, I was playing a stripped-down version of the game that was basically just scenery and puzzles. These environments are so large, at one point I actually had to ask, “Have I…missed something?” because I felt like I’d wandered so far without encountering a major puzzle.īut hey, that’s what set-dressing is for. The hardest part at the moment-Cyan’s biggest challenge, I think-is letting players know what’s a puzzle and what’s merely scenery. Last year Miller told me Obduction switches towards other types of puzzles in the back half, but I’ve yet to get there (and language/symbol puzzles are typically what stump me). The early hours seemed quite a bit easier than, say, Riven, but it’s hard to know how the game will progress-especially because pretty much everything I played was mechanics-based. Other times it’s awesomely alien, like the hundred-foot-tall engine at the heart of Mofang (pictured above), massive chains wrapped around the center’s whirring gears.
OBDUCTION HINTS ONLY GENERATOR
Sometimes it’s recognizably realistic, like the minecart I rode around Hunrath or the empty diesel generator sitting in a trainyard. What I played of both Hunrath and Mofang felt like classic Cyan-classic Myst-full of levers to pull and buttons to press and cranks to turn and et cetera. This is a Cyan game, after all, and you’re going to need to work through a bunch of puzzles to figure out what’s going on. There’s still the question of the locked door though. I expect longtime fans will love this (I did) while newcomers will be more mixed in their reactions, as there’s still a level of artifice to the look. I’m pretty much going to ignore them, except to let you know that they were shot with real actors and real cameras, a la Myst. These projectors (there were a few in what I played) were the only bits of story in the build I played, and shed very little light on the greater conflict. The build was basically the scaffolding of the game, the bare minimum required for me to flow puzzle-to-puzzle. Most important: Practically none of the story/world-building-a.k.a. Miller told me this morning that nothing I saw has changed though-they haven’t rescoped the bits I played, so this is all still pertinent information. I also had a few complaints about the controls at the time-I’ve been spoiled by Frictional’s first-person adventures ( SOMA), so Cyan’s current realMyst-esque scheme feels dated to me.Īny of this might have changed, as Cyan wanted me to wait until the delay news was out of the way before publishing this hands-on.
![obduction hints only obduction hints only](https://guides.gamepressure.com/obduction/gfx/word/95490005.jpg)
However, it still wasn’t playable in the way you’d want, as a few art assets were missing and puzzles were still being refined. A quick side note before we get going: The Obduction build on September 1 was “playable,” meaning the game could be completed start to finish.