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Also, why train Turner at all? If the suspended animation technology resets your memory anyway, why not choose a different Keeper, one who you already know to be good and trustworthy, and just tell them the truth?
It has the bones of an interesting story, but it feels like it could use another couple passes.
So not true capitalism but crony capitalism where all serve one or a small group of people and are left with the breadcrumbs.
And yes it does feel like they phoned in the lore and just relied on one young woman to basically tell you everything which was a good way to keep the game moving but in terms of written lore and depth I think I only read 2 books and 2 checklists!
In fact I have a feeling Rand Miller wanted more than just 3 realms but given the budget and time it just wasn't doable. When you compare this to Obduction or many of the Myst games you actually finished feeling like everything that needed to be told was and you didn't feel like it was rushed.
This just has that didn't have time and needed wrapping up before it got interesting vibe.
I did not see any capitalist vs. communist ideas, it was a simple case of people brainwashed (literally) so they could be used as maintenance drones for centuries. Poorly chosen "Arrivals" showed up to prepare for the end of the mission and simply went power crazy with all the keepers treating them like gods. The narrator knew the ship would only recognize one of the arrivals at the end so wiped his mind and tricked him (us) into doing what they were supposed to do when they showed up in the first place.
Only plot hole to me was the standard bad science fiction plot of astronauts that are supposed to be highly trained and screened to be psychologically sound show up and act like horrible people and or idiots right away.
The rest I agree with though, I enjoyed the puzzles as I love pure mechanical puzzle box style puzzles, where you just fiddle with machinery, switches and the like to make cool things happen. The story itself was a let down and left a number of hoes and questions. Like I thought that Turner was one of the arrivals that for some reason chose to play god instead of doing what they were supposed to, but then what happened to the other crew? Were they also all placed in stasis in those futuristic looking pods near the end, which is never touched on at all?
The few printouts detail that Turner is mentally unfit for a leadership role and won it into a lottery. Then the mission almost went all to the dumpster because of that.
The entire backstory of this game is hinged on an illogical plot device.
The narration was hopeless. First of all i only had narration at the very start, then it came back when i was in the "greenhouse". Didn't even know it was supposed to be more narrated until i read it here on steam.
Not that i payed much attention to the very poorly read/spoken words (sounds like one of the dev's kid stuttering the words out). And the subtitles was barely visible.
The game looks good. And that's about it. Puzzles was from ok to stupid illogical annoying pos.
The bugs drags the game right down. QA.. LOL. Saw some friends did the "testing". Guess they didn't want to hurt someones feelings and told them everything is fine.
What else would you call that? Even the names involved in the Initiative should've been a hint at how those clowns wanted Society to run. Karl Marx was also involved if you read the 1911 Newspaper at the end.
(Also, considering that the public AI tools that are capable of doing this only showed up ~6 months ago... for a 4 year dev cycle, that feels... a bit late?)
Yeah, you could clearly see the red fluid seeping out into the water around it. If the designers wanted the pollution to be contained from the ecosystem it would have been easy to put in some sort of clearly defined tub or bowl. And the art style of that world clearly invoked dirtiness and pollution.
If those puzzles were placed on a real planet, one that contained some sort of ecosystem, it would clearly signal pollution and environmental degradation. And the book in the Swan did invoke those themes as well, "Where will this "more" come from?" IE, callously using up natural resources, which has been a theme in a few other Cyan games too.
But in the end, it was just a pod designed deliberately for that purpose, no ecosystem was being ruined and everything was functioning exactly as planned. So it kinda laid a bunch of thematic groundwork and then threw it all out again at the end.
...except, by recommending the book on those terms, I am inherently giving away what it so gradually builds up toward, ruining it for a new reader -- just as anyone who knows it, would have Firmament spoiled, by hearing it brought up in such context (hence the spoiler tag ...although, this is spoiler *thread*, so...). :P
For that matter: If one have a soft spot for the the whole concept of linking books and an infinitude of possible worlds to go to, Zelazny's Chronicles of Amber series leans heavily on its take on those ideas. :7
Called Quern - Undying Thoughts. I'm guessing most Myst fans have already played this.
https://store.steampowered.com/app/512790/Quern__Undying_Thoughts/
If you need to exercise your nugget: https://store.steampowered.com/app/1709550/Schizm_Mysterious_Journey/
notoriously difficult, not just the puzzles but getting to run larger than a stamp :P