In one example, it started with light strings, added small bells, and ended with a booming choir. For lengthier puzzles, the music, composed by Inon Zur, will gradually escalated. Microids showed off a really lovely new feature regarding puzzles and background music. Kate will need to convince one doctor that she’s mentally stable despite her mammoth tale, and then find a way out after discovering another doctor is working with mercenaries to stop her. It reminds me a bit of the added physicality in Myst IV: Revelation.Ī good amount of the adventure, apparently, is just leaving the hospital. This time around, instead of just clicking and watching the screw automatically fall out, players must hold a button and rotate the left stick to turn the knife. After picking up a knife from a nearby tray and examining the button again, she tried using it to turn a screw. When examining it, she was able move her view to look at the other sides, which revealed a set of instructions.
In this case, Kate needed to get a call button working.
This was an opportunity for Microids to demonstrate how the item interaction has changed since the previous two games. Kate’s first task is just getting out of the room, which, of course, can only be accomplished via some complicated adventure game logic.
When she wakes up, Kurk, a spiritual leader for the Youkols, the mysterious tribe tied to the mammoths in the previous two games, is in the room with her, himself injured with an amputated leg. Apparently, after leaving Hans, she nearly dies in the frozen tundra, and the game begins with her in a hostpital. So imagine my sheer joy when I learned that after so long, Microids is finally making a third game in the series, carrying Kate’s adventure just a little bit further.