Did you love Myst and Riven back in the day? In that case, there’s good news. Obduction, the adventure game developed by Cyan (the creators of the aforementioned games) and crowdfunded via Kickstarter in November 2013, will release on July 26.
Confirmed platforms at launch are PC, Mac and Oculus Rift; the price will be $29.99. Obduction will also be one of the first games to use new NVIDIA technologies like HDR implementation and Simultaneous Multi-Projection; the latter will allow you to select higher resolution with less of a performance hit.
And in case you missed it, we’ve managed to build some very fresh tech into Obduction recently. Nvidia is featuring a few exciting features that Obduction will be taking advantage of. HDR increases the visual range, which means more visible details in the shadows and the highlights. And our implementation of Nvidia’s SMP (Simultaneous Multi-Projection) boosts performance by 20% to 30% with very little discernible degradation in visual quality. SMP technology is sweet for VR performance, but it’s also a nice boost for lower-end systems — or for running at higher resolutions to see Obduction closer to its high-end glory.
As for the story and gameplay principles of the game itself, take a look at the highlights below. We’ve also embedded the latest Obduction trailer for your viewing pleasure.
Obduction’s experience supplies what every good storyteller does: a very personal window into a much larger world. Obduction begins with… well… an abduction – your abduction. On a crystal clear, moon-lit night, a curious, organic artifact drops from the sky and inexplicably whisks you away across the universes to who-knows-where (or when, or why).
And, as anyone who ever played Myst or Riven knows, exploring everything around you allows you to read between the lines and to begin to answer your questions. Why is there an old, abandoned farmhouse – complete with white picket fence – in the middle of an alien landscape? You’ll find out. From this point on the story becomes your story.
Obduction has a few game design elements in common with Myst and Riven, and it skews into new areas as well. Cyan’s basic design philosophy is simple:
- Build every element of the experience to make you, the player, feel like this virtual world has become your world.
- The interface should be intuitive and transparent.
- The story should be revealed through exploration and not necessarily shoveled out in cinematic form.
- The puzzles should range from easy to difficult, but even the toughest puzzles should be designed so that you know that all the pieces to solve it are there in front of you.
- The sound and music should be balanced; they should add emotion but not become distracting or annoying.
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