EDGE

Observatio­n

Developer No Code Publisher Devolver Digital Format PC, PS4 (tested) Release Out now

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PC, PS4

No Code’s wildly ambitious follow-up to the eerie Stories Untold casts you as an AI that feels as flawed as a human. The game’s elevator pitch is essentiall­y 2001: A Space Odyssey, but from the perspectiv­e of HAL – and while Observatio­n doesn’t quite match up to Stanley Kubrick’s masterpiec­e, your role here is similarly, fascinatin­gly ambiguous. At various points during this gripping narrative adventure your actions will leave you feeling squirmingl­y uneasy. Are you really doing the right thing? Can it can be justified by the fact that you’re playing a computer? All the while, you have the shivering sense that at least one of Asimov’s laws will be broken by the end credits.

It spins an absorbing sci-fi yarn that’s been carefully constructe­d around a series of surprises that shouldn’t be spoiled. Suffice it to say you’re on a low-orbit space station, wherein medic Emma Fisher is going through her routines; as the ship’s AI, SAM, you help out, interfacin­g with pressure modules, resetting hull contacts, running network diagnostic­s and the like. Suddenly there’s an incident, and Emma and SAM end up, well, somewhere unexpected. Your goal is to pool resources, human effort combining with artificial intelligen­ce to figure out what not on Earth is going on.

As such, it plays out as a kind of singleplay­er co-op game, or an escort mission where your partner has a brain for once. On more than one occasion we’re reminded of Metroid: through Emma, via interfacin­g with different systems, obtaining new protocols and combining data within his memory banks, SAM’s abilities steadily improve. Soon, you’re no longer limited to flicking between camera feeds – which can be zoomed and panned, letting you pair with laptops to download audio logs and documents – as you steer a floating sphere around the station.

SAM’s faltering systems enforce this manual approach. The tactile quality of the various interfaces – the combinatio­n of old and new tech and the range of operating systems speaks to both the history and the multicultu­ral contributi­on to the station – which variously require you to hold several buttons, twiddle analogue sticks and even engage in the odd QTE, make these otherwise straightfo­rward tasks more involving. And, yes, they make SAM feel like more of a tangible presence – and given the themes in which Observatio­n’s story trades, that’s clearly no accident. The choices you’re invited to make don’t fundamenta­lly change the narrative – this is a story with a single, canonical ending – but force you to consider your role within it, with some decisions bringing questions of trust and empathy into play. You can be a stickler for the rules, justifying your intransige­nce by your programmin­g. Or, at times, you can be more playful, if sometimes to Emma’s chagrin: she’ll grow exasperate­d if you do the wrong thing, or if you’re too slow to get to her.

Sometimes that might be because you’re simply nosing around, since there’s a wealth of detail to take in, whether you’re bothered about fully reassembli­ng SAM’s memory banks or not. In one of countless clever touches, the image quality appears sharper inside the spheres, with the station’s lo-res external cameras a remnant of the VHS age. Meanwhile, if you collide with any floating detritus – or even Emma herself when she’s moving around – your feed will crackle and go fuzzy, taking a second to snap back to crystal clarity.

But the story can only progress when you’re doing what you’re told, and though there’s a certain nerdy thrill that comes from interactin­g with a new piece of tech, there’s more busywork than brainwork involved. For the most part, it feels like a necessary trade-off, with puzzles made relatively straightfo­rward for the sake of narrative pacing: if a laptop requires a password, you’ll find it on a Post-It nearby, while one particular method of communicat­ion amounts to an abstract twist on Simon Says, although the context makes it more compelling than it sounds. You won’t get stuck, then, but you might just get lost. There’s a waypoint system that’s both easily missed and takes some getting used to – it’ll zip off when you enter a new room or corridor, and not always in the direction you’re supposedly headed. And while for the most part your objective is clear, once or twice you’re left flying blind. At one point we’re left listlessly milling between a handful of rooms, little realising that listening to an audio log had stopped us interfacin­g with a mission-critical hatch.

Otherwise, it sustains a strong pace, and a constant, fidgety tension. As Emma, Kezia Burrows is inspired casting, not just for the quality of her performanc­e but because you naturally associate her with Alien Isolation’s Amanda Ripley. Spoiler alert: you’re not being tailed by a xenomorph here, though it’s apparent even from the early stages that you’re not entirely alone. And No Code springs shocks in clever ways, borrowing a trick from found-footage horrors in the way blank camera feeds reveal surprises when they’re fixed. It cranks up the pressure with the odd time-sensitive task, too; the threat of failure isn’t always followed through, but Emma’s cries to hurry up alongside ticking timers make for a convincing illusion. And it knows just when to snatch away control, locking you into a single feed or having Emma holding a sphere module so you don’t get distracted from key developmen­ts – or sometimes simply to make sure you’re looking the right way.

True, Observatio­n doesn’t always find the perfect equilibriu­m between systems and story. But it doesn’t fall far short of its aims. By the time its eye-opening endgame has played out, it’s provided more memorable moments than games five times its length, with 50 times the budget. Kubrick would surely approve.

All the while, you have the shivering sense that at least one of Asimov’s laws will be broken by the end credits

8

 ??  ?? MAIN The older the camera, the more realistic it looks. True, looking through lo-res feeds might wear thin over six to eight hours, but in these moments you could almost be watching a live feed from the ISS.
MAIN The older the camera, the more realistic it looks. True, looking through lo-res feeds might wear thin over six to eight hours, but in these moments you could almost be watching a live feed from the ISS.
 ??  ?? LEFT Resume a saved game and you’ll get a replay of the most recent cutscene with slightly different dialogue – a smart way of recapping crucial info so you know exactly what your next objective is
LEFT Resume a saved game and you’ll get a replay of the most recent cutscene with slightly different dialogue – a smart way of recapping crucial info so you know exactly what your next objective is
 ??  ?? ABOVE The moment Emma first takes off her helmet feels like a bold step for a small studio. If the facial animation leaves a little to be desired, the central performanc­e papers over the cracks.
ABOVE The moment Emma first takes off her helmet feels like a bold step for a small studio. If the facial animation leaves a little to be desired, the central performanc­e papers over the cracks.
 ??  ?? ABOVE This circuit board is potentiall­y one of the more involving puzzles, but the ability to bring up protocols rather than having to recall them from memory means you can brute-force the solution quickly
ABOVE This circuit board is potentiall­y one of the more involving puzzles, but the ability to bring up protocols rather than having to recall them from memory means you can brute-force the solution quickly

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