Независимая студия Cyan, создавшая игры Myst и Riven, приглашает вас в новое путешествие, которое откроет вам целый мир.
Вы гуляли по берегу озера в пасмурную ночь, когда вдалеке вдруг раздался оглушительный грохот. Странный органический артефакт упал с небес и бесцеремонно перебросил вас на друго...
Независимая студия Cyan, создавшая игры Myst и Riven, приглашает вас в новое путешествие, которое откроет вам целый мир.
Вы гуляли по берегу озера в пасмурную ночь, когда вдалеке вдруг раздался оглушительный грохот. Странный органический артефакт упал с небес и бесцеремонно перебросил вас на другой край вселенной. Вас вырвали из вашего уютного мира и отправили в чужой край с типичной канзасской фермой, белым частоколом и весьма странным городком, где нет ни души... вернее, почти нет ни души. Странно выглядит и нелепая будка, бодро поздравляющая вас с прибытием в Гунрат.
Новые миры Obduction раскроют свои тайны только тем, кто стремится их исследовать, задобрить и понять. Наслаждаясь чужими красотами и путешествуя по загадочным пейзажам, помните, что каждое принятое вами решение будет иметь какие-то последствия. Теперь эта история рассказывает про вас.
Obduction ® Copyright 2016 Cyan, Inc. All rights reserved. Obduction ® and Cyan are registered trademarks of Cyan, Inc.
The game is visually stunning. If only that was enough to carry it.
The puzzles are the worst part. The guy you're helping provides criticism rather than help when you're stuck. Some of the solutions seem random. With hindsight they make some sense, but leading up to that point is hair pulling frustration.
My other main gripe is padding. This game forces you to go back and forth, back and forth, to solve a puzzle. It's tedious. Time consuming. Frustrating. And adds zero value to the game. It's only there to bulk out the play time. Yes, the world is pretty, but by the eighth time I'm trotting up that path, I want to see that world burn.
This is indeed a "Myst-like" Adventure game. It has a similar style of wandering through unique landscapes, interacting with machinery and generally being confused about what's happening. With a little work it could have been pretty great but falls a bit flat as a whole package.
Like Myst games there is no inventory and the primary hurdle is usually getting from A to B
The latter part hurts this game some in that unlike it's predecessors Obduction is full roam 3D and often suffers from what I call "poor barriers" Many times you will do a load of puzzling or work simply because your character can't scramble over a small rock pile, scooch down a small cliff, climb up a small wall or reach through a gap to unlock a door from the other side. It can be a bit immersion breaking being blocked by such contrivances.
Story wise it starts pretty strong but leaves a bit too much out to make the end feel satisfying,
Overall what hurts the game the most is a handful of tedious puzzles and a few situations where the path forward seems arbitrarily blocked and unblocks for poor reasons. I will say there is indeed one puzzle near the end that is not terribly difficult to solve but is so abysmally designed that it might take you an hour to actually execute the damn solution. The mechanisms of the puzzle are far apart requiring walking, mechanical interaction, waiting for animations, and continuously sends you back and forth through loading zones making the whole thing a grindy slog.
The game has a fantastic artstyle and I love the Sci-Fi setting. At the beginning I was motivated to explore this strange world, but it became apparent quickly that the gameplay doesn't quite match the aesthetics.
The first and one of the biggest issue is the walking/running speed. The character walks at a snails pace and this is way to slow. There is running and you can turn it always on. The running speed feels more like normal walking speed in other games but it is still too slow. This is a big issue because the puzzles are spread out all over the world, i.e. one button there, a panel here etc., meaning you will walk A LOT. And the world isn't even that big, but the walking speed pads the game time unnecessarily. About 95% of the time you will be walking from puzzle to puzzle even if you just want to try something. Maybe superbrains will know where to walk next without detours, but most people won't.
Another really aggravating technical reason that will increase the play time unneccessarily is the loading. There is a mechanic where you travel from one area to another back and forth because puzzles are spread over these areas. Since they are completely different, the game loads the other area and this feels like it takes ages. It seriously disrupts puzzle solving. And I have a fast SSD and all game load fast. This is extremely bad game design.
Overall I didn't feel it was worth my time walking around and loading areas in the game while occasionally trying to solve puzzles. I used a walkthrough after about 1/3 of the game and don't regret it. Even with the walkthrough, the game felt tedious and too drawn out due to the problems above.
I also didn't care too much about the story,
Other issues:
The game doesn't remember the language setting. It has to be set again every start of the game.
The inverted y-axis works only in free roam mode and is otherwise not handled correctly. Once you are in a vehicle or in a puzzle, it is the wrong way.
The game is beautiful and the universe is original. However the scenario is very linear and fairly short and shallow, and the puzzles were more tedious than clever and felt like they had been artificially placed in the storyline.
I more than met the minimum system requirements, and the game was a brutal headache to play, on two fronts: bugs and performance. I also have some issues with the puzzle design, but that's somewhat subjective.
BUGS -- So many bugs. I'm sure many bugs will be fixed in due time. But they still sucked. I was irritated to take photos through my first 4 hours of play, only to go back and find them unusable, though I can work around that with screen shots and a little backtracking. I was irritated to get soft-locked in so many spots in the game (like forcing a save at the wrong time, or navigating to certain locations where you get stuck, etc.), but I figured out how to work around them. Some bugs are more brutal. Falling through a platform floor while you're moving is unrecoverable, and since the game made the awful design choice of forbidding manual saves, this means that you're forced to replay the whole game. What a bad design choice. There are many more bugs (of varying severity), but I digress. I'm sure this aspect will get better as patches are released.
PERFORMANCE -- I meet the minimum system requirements, and the game is borderline unplayable. I quickly realized that to avoid constant freezing and sticking and stalling I'd have to run the game on the lowest graphics settings (including resolution). Guess what? There are important environmental clues you can't even read on the lowest settings. You read that correctly -- they have a graphics setting which renders the game impossible to beat. You can't play the whole game in low res mode. Without giving spoilers, there are several locations in the game where crucial information is illegible or not visible on low resolution. Combined with the awkwardness of the controls when manipulating objects, this led to one puzzle (the tower elevator) being essentially impossible for me. Hell, you can't fully read most of the books or papers on low res settings. So every time I had to read something, I'd have to switch the graphics settings, then switch back. This crashed the game a few times, and made it kind of awkward to play.
But by far the worst part was the loading screens. Again, I meet the minimum system requirements (including the GPU memory). Using a non-SSD, the loading screens between locations lasted between 45 seconds and 7 minutes, with an average of around 3 minutes (depending on the complexity of the place you're swapping to). Early on this was annoying, but I was so eager to play the game that I looked past it. But soon you realize that swapping locations is the CENTRAL MECHANIC in most of the game's puzzles. I'm guessing typical players will need to swap something like between 75 and 150 times while playing. I got as far as the maze puzzle, realized what would be involved (probably 30 or so loading screens as I was poking around with the solution), and I just gave up. Spending hours and hours looking at a loading screen while solving a single puzzle?
At first I thought maybe something was haywire with my machine. But nope. A quick survey of internet forums shows that my experiences were extremely common. So what happened in development? Did the people at CYAN simply not realize that the loading would take so long, and by the time they realized it they were too far into the development to change course? Or did they realize from the beginning that it would be horrible for slower systems and they simply didn't care? Something else? I really don't know.
CONCLUSION -- The game is so poorly optimized in terms of performance that CYAN should have been more honest about the ACTUAL minimum system requirements. In it's current state I suspect the game is going to be very tedious and unpleasant for most people with minimum systems. In 3 years or so, when today's top-end GPUs are affordable, and when the game has been properly patched, I'm sure it will be a fun game for those without high-end gaming rigs. Had I known any of this, I would have simply waited a few years to play the game.
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