Review
Datura Review (PS3)
Motion control hasn't been the success it perhaps should have been. There, it's been said, so run with that thought. Yes, it's generally been rubbish. Heavy Rain was decent, remembering that the technology is still so much in its infancy that a more subtle, relaxed approach is needed at this time. Where motion control developers fall down is in their attempts to do too much, too soon, before the tech has 'grown up' and got a hell of a lot more precise and sophisticated.
Datura is like Heavy Rain in that its use of the Move controller (you only need the one with the flashing orb thingy on it to play) doesn't require that much in the way of precision. Playing out from a first-person perspective, you move yourself forward and back, hold X and point left and right to turn your view and so on.
To keep things from getting too frustrating, you move slowly (tap the trigger to run if you do want to go quicker.) This gives you a good chance to observe your surroundings and drink in the atmosphere of the wood you find yourself exploring.
Solving simple, logical puzzles requiring basic actions to complete brings curious flashbacks/visions of seemingly unrelated scenes, some of which have alternate conclusions depending on your actions. For example, there's one where you're chained to a cop and you have to decide how you want to escape. Naturally, your reviewer here chose the 'evil' path because it was funnier.
Completing these puzzles gets you further into the forest, the visions becoming more tangible and intruding on the wooded world you inhabit. And then, bam, over, credit sequence.
To say this is an abrupt ending is an understatement. Knowing the game is short still doesn't prepare you for the big 'That's it? **** off” moment when the curtain falls. It's most annoying because you finally felt things were happening, some plot might get revealed beyond 'this must be some kind of drug trip' musings. Imagine if Shawshank Redemption just cut to the credits just after Tim Robbins was getting bummed by the Sisters. It wouldn't leave a good taste in your mouth (not to mention in Tim Robbins').
So yes, it feels like the first episode of something bigger, a taster or prelude to something potentially intriguing. If, and that's a big if, the developers come back with a 'sequel' or follow-up, it might be worth picking this up, but we wouldn't bet on this happening. You might also call it a 'tech demo' or a 'proof of concept' to show that this form of adventuring can be done using the Move. If so, and we can expect an actual full game using the techniques employed here, great – but it still doesn't make this any more worthwhile.
If you're a PC owner, you might remember Half Life 2: Lost Coast, which was a tech demo affair to show off the new lighting effects of the Source engine's latest (at the time) update. That's kind of what Datura is like, except Sony are charging for this and Valve never wanted a penny for Lost Coast.
Reasonably solid Move implementation will appeal to those desperate to try to justify a purchase of the hardware, but nobody else should bother with it. A couple of good ideas (like the way you have to move the controller up to glance at the map, a la Far Cry 2) don't warrant spending money on a tech demo. Even if you do get to saw a cop's arm off.
Favourite Game Moment: I think I just gave that bit away in the last sentence there.
Datura is like Heavy Rain in that its use of the Move controller (you only need the one with the flashing orb thingy on it to play) doesn't require that much in the way of precision. Playing out from a first-person perspective, you move yourself forward and back, hold X and point left and right to turn your view and so on.
| Puzzles don't usually involve any real brain power to solve |
To keep things from getting too frustrating, you move slowly (tap the trigger to run if you do want to go quicker.) This gives you a good chance to observe your surroundings and drink in the atmosphere of the wood you find yourself exploring.
Solving simple, logical puzzles requiring basic actions to complete brings curious flashbacks/visions of seemingly unrelated scenes, some of which have alternate conclusions depending on your actions. For example, there's one where you're chained to a cop and you have to decide how you want to escape. Naturally, your reviewer here chose the 'evil' path because it was funnier.
| Datura is at its best when it's concentrating on being visually effective |
Completing these puzzles gets you further into the forest, the visions becoming more tangible and intruding on the wooded world you inhabit. And then, bam, over, credit sequence.
To say this is an abrupt ending is an understatement. Knowing the game is short still doesn't prepare you for the big 'That's it? **** off” moment when the curtain falls. It's most annoying because you finally felt things were happening, some plot might get revealed beyond 'this must be some kind of drug trip' musings. Imagine if Shawshank Redemption just cut to the credits just after Tim Robbins was getting bummed by the Sisters. It wouldn't leave a good taste in your mouth (not to mention in Tim Robbins').
So yes, it feels like the first episode of something bigger, a taster or prelude to something potentially intriguing. If, and that's a big if, the developers come back with a 'sequel' or follow-up, it might be worth picking this up, but we wouldn't bet on this happening. You might also call it a 'tech demo' or a 'proof of concept' to show that this form of adventuring can be done using the Move. If so, and we can expect an actual full game using the techniques employed here, great – but it still doesn't make this any more worthwhile.
| Most of the game is spent in the woods, but sometimes you have flashbacks/forwards |
If you're a PC owner, you might remember Half Life 2: Lost Coast, which was a tech demo affair to show off the new lighting effects of the Source engine's latest (at the time) update. That's kind of what Datura is like, except Sony are charging for this and Valve never wanted a penny for Lost Coast.
Reasonably solid Move implementation will appeal to those desperate to try to justify a purchase of the hardware, but nobody else should bother with it. A couple of good ideas (like the way you have to move the controller up to glance at the map, a la Far Cry 2) don't warrant spending money on a tech demo. Even if you do get to saw a cop's arm off.
Favourite Game Moment: I think I just gave that bit away in the last sentence there.
Videos
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Datura Dev Diary: Delve Deeper
03:59 | 748 views | 0 comments -
Datura Teaser Trailer
00:18 | 572 views | 0 comments
Comments
By stuntkid (SI Elite) on May 24, 2012









