![]() My big standout being a seemingly straightforward one who slowly devolves into revealing his crazed obsession with another as you continue to question him. Conversations with tenants range from the tense to the outright comical. Of course, a lot of praise goes to the writing he works with. Despite not knowing what the hell is going on, Hauer’s gravelly portrayal of Daniel keeps you at ease – the man has seen some shit, and he is not to be messed with. Part of this is the game establishing you can’t die in the real world, and part is the incredible voice acting performance by Rutger Hauer. Most of the real world segments keep you on edge, but weirdly feel safe enough not to worry too much. Daniel has two sensors to scan the environment, allowing you to find clues and extra items. Most progression comes from talking with drug addled psychos hiding behind their apartment doors. What follows is an undebatably tense game of cat-and-mouse through a small apartment complex. Upon being sent to investigate a murder case, Daniel receives a call from his long lost son, revealing he has some connection. This leads to war, pushing many survivors to rampant drug usage.Īs you can imagine, the job of an Observer is not easy. The overruling megacorp, Chiron, established these after a widespread disease wiped out thousands of people. Observers are equipped with a “dream eater,” allowing them to enter the minds of others, accessing their memories and fears. You play as Daniel Lazarski, a police detective also known as an Observer. True horror lies in the deepest thoughts of both you and those you surround yourself with. Instead, Observer opts to shove it’s Orwellian dystopia in your face and leads you to realize that real horror is not the monsters from your nightmares. But these situations are hardly the focus of the game. It has creepy characters you may or may not be able to trust. It has hide-from-the-monster stealth moments. Developer Bloober Team not only acknowledges these questions with Observer, they do so in ways that subvert your expectations, leading to a genuinely thrilling horror experience. ![]() No combat but bland, predictable jump scares? Gamers are out. Should we allow the player to defend themselves? Are we relying too much on jump scares? How do we keep them on edge? The answers to these questions – and much more – must be balanced out to create a thrilling horror experience. Horror games are always tricky to develop.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |