Wednesday, December 7, 2016
When the Obduction kickstarter fired up in 2013, it seemed like a good moment for adventure games in general. With Unity3D well-established and the Unreal 4 engine coming up, small teams were in a good position to produce really stellar visual environments. Then Cyan got a million dollars out of nostalgic Myst fans. Good sign, right?
Sure enough, a couple of years later, I saw several Myst-inspired projects on Kickstarter and Steam Greenlight.
Of those, I have now played Haven Moon (my notes in this post) and Neptune Flux (didn't have much to say). We're still waiting on Zed and Xing. (To be sure, Xing's Kickstarter predated Obduction's -- plus one point for foresight, minus one point for taking longer. Give the point back for making progress on a KS payout way less than a million dollars.)
And I have played Obduction, and now I have played Quern: Undying Thoughts. Spoiler: those are the two good ones, so far. In fact, the great ones.
(Note: I was a Kickstarter backer on Quern. Also on Obduction and Neptune Flux.)
Just as it was impossible to talk about Obduction without comparing it to Myst, I cannot talk about Quern without comparing it to Obduction. They're both aiming at the same target: a first-person adventure in which the puzzles span every aspect of the environment. They are graphical IF in the sense that I used to talk about: you must engage with them immersively, placing yourself in the world, imagining those objects around you (and in your hands), considering what makes sense to do in that physical reality.
(Note that that "Characterizing IF" post is harsh on CYOA games. That was me writing in 2002. The field has advanced.)
Quern and Obduction are both top-notch adventure games. Both have really great, creatively constructed puzzles. They both take advantage of the 3D world engine, both visually and in their puzzle design. Both are lonely worlds; they avoid human interaction (and thus the high costs of character modeling and animation). And I finished both in roughly 15 hours of play time. So those are obvious similarities.