Otherland

We’re on Mars. An ancient, arid world. Red sands stretch to the horizon, dotted here and there with exotic alien buildings. Above, the evening sky is... whoa. An arc of something is sweeping across the vast dome of the sky, turning dusk instantaneously to star-studded night where it passes. At the point of transition it’s just possible to catch a glimpse of something else: wireframe graphics. I’ve come all the way to Real U’s offices in Singapore to see an MMO in which the day-to-night cycle looks like a graphics error, and it just might be the most exciting thing I’ve ever seen.

In this truly artificial world, you can travel by “spline surfing” - literally surfing from place to place on curving lines of light. This isn’t some passive, WoW-style gryphon taxi. Buckner calls it “a puzzle-based means of travel. It’s your skill at traversing from one spline to another at the right time, or working out a puzzle within the spline field, that gets you access to secret places.” You can also acquire portable portals: place one when you find somewhere special in one of the many worlds, and you can create a private shortcut from that place back to somewhere you know. Friends can share that shortcut, but enemies can hack into it, too.

Eschewing the unwritten law that MMOs must compromise on tech and visual flair, Otherland is rendered with the Unreal 3 engine. “Single-player games have evolved massively in recent times in terms of production values, in terms of story, in terms of setting, in terms of cinematics,” says Andrew Carter, CEO at Real U. “It simply hasn’t happened the same way with MMO games, and that’s something we want to do with Otherland.”