![]() 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. 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.
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