PCPOWERPLAY

Observer

I’ve seen things you people wouldn’t believe

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Developer BlooBer Team Sa publisher aSpyr price $ 29.99 AvAilAble At STeam, gog observer-game.com

Being an Observer kind of sucks. It’s low-paid work for a domineerin­g corporatio­n that involves enduring invasive biotechnol­ogical augmentati­ons, an immunosupp­ressive drug dependency and a mandate to pry on the sub consciousn­esses of the depraved citizens of tech-noir Krakow, 2084.

For player-character Daniel Lasarski, the night that Observer takes place is particular­ly unpleasant. After receiving a distressin­g call from your estranged son and tracing the signal to a lowerclass apartment complex, you happen upon a series of grisly murders. This meticulous­ly crafted first-person cyberpunk thriller admirably takes queues from Deus Ex, System Shock, The Cell and Blade Runner (Rutger Hauer even plays the protagonis­t), as crude electronic­s, body augmentati­ons, neon lights, heavy rain, smokey exhaust ports and dilapidate­d buildings set the stage for a dark trip.

In true cyberpunk detective style you’ll sift through seedy apartments hacking terminals, reading emails, studying forensics and jacking into the minds of others. Your high-tech rummaging is assisted through the use of two scanning augmentati­ons: one for biological data - identifyin­g blood stains, suspicious markings and injuries - and another for electronic signals - revealing which equipment can be interacted or interfaced with.

Scanning for these points of interest is a solid mechanic and helps sell the detective aspect of the experience, though one single scanning mode for both clue types probably would have sufficed; switching back and forth between “bio” and “tech” scanning

the emotional impact is heavily reliant on standard horror convention­s

visions as you probe a murder scene tends to add more nuisance than nuance to the gameplay.

As an Observer, Lasarski’s most powerful tool is the ability to jack into the minds of other augmented characters, taking the player through nightmaris­h sections of the game to explore the warped subconscio­us of traumatise­d subjects in search of answers. While some impressive shader effects and tripped out visuals make these psychonaut­ic invasions quite interestin­g to look at, their emotional impact is heavily reliant on the standard horror convention­s we’re all familiar with: a screech here, an audio-distorting crackle there, violent shakes, objects shifting by themselves and the odd jump-scare. Honestly, it’s piled on a little thick. I tended to rush these portions of the game, hoping around each corner for the end to the segment, which often took a little too long to arrive.

Things get more severe the deeper you travel into the night. Lasarski becomes increasing­ly unhinged as his mind wrestles with the situation. These moments make for a suitably dramatic arc for the character, but I don’t think Observer gives players enough time to enjoy its more subtle gameplay before going full Event Horizon on them. The regular setting of the game is very successful at being ominous and eerie without resorting to the tacky tropes of the horror genre. MICHAEL JENKIN

 ?? Two cyberpunk men, observing each other. Yesterday. ??
Two cyberpunk men, observing each other. Yesterday.

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