

At worst, you’d see a section where the word “House” was scribbled on the ground as a placeholder. At best, you’d see a vaguely house-shaped group of unshaded polygons. walked me through the first two worlds, Hunrath and Mofang, in their very early stages. Obduction’s changed quite a bit since last I saw it. 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. Whatever was done on September 1, that’s what I played.Ī quick side note before we get going: The Obduction build on September 1 was “playable,” meaning the game could be completed start to finish. I walked in and was led to a laptop, on which was that day’s build of the game. After PAX this year, I retraced my route from 2014 and once again ended up in Mead, WA, at the house that Riven built. The real news is I’ve played Obduction- two hours of Obduction. And I doubt it’s surprising to anyone who’s backed a Kickstarter game. That’s the business side of this whole thing, and frankly it’s something Miller hinted at as early as last year, when I went to Spokane and he said the game was much bigger than Cyan anticipated. By now you’ve hopefully heard Cyan’s spiritual successor to Myst, its new game Obduction, has been delayed into 2016.
