devolver digital
Auto Added by WPeMatico
Auto Added by WPeMatico
When you watch 2001: A Space Odyssey, do you find yourself criticizing HAL 9000’s machinations and thinking, “I could do better than that!” If so, Observation may be right up your alley. In it you play a space station AI called SAM that is called upon by the humans on board to help resolve a deadly mystery — though you may be a part of it yourself.
The game takes place in the near future on board the titular space station, a sort of expanded version of the ISS. You are booted up by astronaut Emma Fisher after an unspecified event that seems to have damaged the station. You, as the Systems Administration and Maintenance AI, are tasked with helping her as she first tries to simply survive the immediate aftermath, then starts to investigate what happened.
To do so you perform various tasks such a digital agent would do, such as unlocking and opening hatches, checking for system errors, collecting information from damaged laptops and so on. It’s mostly done through the many cameras mounted throughout the station, between which you can usually move freely and change the angle so you can get at this hatch or that scrap of paper on the wall.
But from the beginning it’s clear that this is not a simple case of a micrometeorite or some other common space anomaly. I won’t spoil any of the surprises, but suffice it to say that like in 2001, the mystery runs deeper than that, and SAM itself is implicated.
Observation is a puzzle game that plays out in real time, though you are rarely presented with a task that needs to be completed in a rush — your commands are rarely an urgent “Open the pod bay doors, SAM!” and more “Something’s wrong with the cooling system, so this hatch won’t open, can you look into it?”
And so you search using your cameras for, say, the server that controls that system, or the scrap of paper that has its schematic so you can reboot it. These solutions are usually just a matter of being, well, observant, but occasionally can be frustrating gadget hunts where you don’t know what you’re looking for among the busy background of a working space station and the detritus of the disaster.
If you’re having trouble with something, chances are you’re overthinking it. I had to look up the solution to one situation, and it turns out I had simply overlooked some interactive objects because they looked so much like background. (For the record, it turns out you can turn stuff on and off at power outlets.)
When you have to operate something, like an airlock, there is usually a little minigame to complete in which you must figure out which series of buttons to hit or hold — nothing too taxing, just a way to make it so you aren’t just pressing the Action Button all the time. The controls can be a bit clunky, such as one that had me hold down s to do one thing, then press and hold w at the same time. Do they not understand the same finger does both those things? Fortunately you can remap controls and although mouse movement is a bit stiff, there’s no need for twitchy response time.
Although the puzzles are a bit simplistic, it’s a pleasure navigating the station because it is so beautifully realized. The creators clearly did a ton of research and Observation, that is to say the station, is a convincing 21st century operation — cameras and laptops are stashed everywhere, and there are sticky notes from the Russian and Chinese denizens, luggage and experiments tucked away or half finished.
It’s also all viewed through a combination of post-processing effects that make it all feel like you really are viewing it through a security camera system. These effects are a bit inconsistent — at one time you’ll hear what sounds like the whine of an 80s drive or system spinning up; others reflect a sort of Windows 98SE aesthetic; your own interface looks like something out of Terminator. It isn’t cohesive, exactly, but the truth is neither are the systems on board the ISS and other space hardware. And it’s a nice touch that lets the developer differentiate each part of the station and the different devices you connect to.
The modeling of the main character, Emma, is also excellent, though lapsing a bit into uncanny valley territory due to some clunky animations here and there. Maybe it’s just the microgravity. But one thing that can’t be faulted is the voice acting — Emma’s actor is brilliant, and other voices you encounter are also well done. Considering the amount of dialogue in the game, this could have been a dealbreaker, but instead it’s a pleasure to hear. Ambient audio is likewise lovely — wear headphones.
The atmosphere is oppressive and tense, but not exactly scary; don’t expect a xenomorph to bust out of any vents, but also don’t expect Space Station Simulator 2019. This is a serious, adult (though not explicit or violent) sci-fi narrative and, from what I’ve played, a smart and interesting one.
I haven’t finished the game (which was sent to me in advance for review… but I’ve been in an intense love/hate relationship with Mordhau), but based on what I’ve played I can easily recommend Observation to anyone with a mind to take on mildly difficult puzzles and experience a well-presented story in a carefully crafted environment. Space buffs will also enjoy. At less than $25 right now (less with this week’s sale going on), I’d say it’s a no-brainer.
Observation released earlier this week on the Epic Games and PlayStation stores.
Powered by WPeMatico
Intense and graphic violence is something we’ve come to simply expect from games, but sexual and other adult themes are still largely taboo — including, as publisher Devolver Digital is learning, drugs. Even if the game in question is a relatively serious tycoon-type look at the current (and legal!) business of selling weed.
Devolver is no stranger to controversy; it has published and helped develop dozens of games and many of them have featured the kind of graphic violence that sets off those who still see the medium as a corruptive, fundamentally debased one. And to be fair, the likes of Hotline Miami aren’t going to change any minds.
But for the company’s first original commissioned IP, it had the idea of assembling a game in the popular “tycoon” genre, but focused on the emerging and popular sector of growing marijuana.
Obviously this is somewhat controversial, but the plant is legal in many states and countries already and on its way in plenty of others. This isn’t the time or place for a full evaluation of the scheduling system and the war on drugs, but it suffices to say that it is a complex and interesting business ecosystem that’s teetering on the edge of widespread acceptance. That makes it a bit edgy, but also fresh and relevant — perfect, Devolver thought, to build a game around. So they made Weedcraft, Inc.
Unfortunately, the company’s co-founder Mike Wilson told me the other day, they underestimated how square the gaming industry is.
“This is definitely the hardest game I’ve had to market, and that’s saying something,” Wilson told me. “It has been a fucking nightmare. The fact that we’re still so afraid of a topic like weed instead of the murder simulators you can market any time, anywhere, it’s shocking.”
Console game stores were reluctant to even carry it, and warned Devolver that it would never be featured, which is a death sentence for a game’s discoverability. They couldn’t get ads approved on Facebook or Instagram, and the person who submitted them even had his account suspended. And just this week, streamers trying out the game on YouTube had their videos demonetized.
The only stores that didn’t buck were Steam, which is largely content-agnostic, and GOG, a popular DRM-free storefront.
Why, though? This isn’t a game about smoking blunts or cutting dime bags with oregano to sell to middle school kids.
“This isn’t a pro-legalization game. This is a tycoon game. You don’t do drugs in the game!” said Wilson. “You can play as a totally legal, scrupulous businessperson. We did all this research with like, dispensaries, geneticists, lawyers, we were worried about cultural sensitivity with the subject matter, things like how much more black people get jailed for it. We wanted it to be representative of all the social issues involved. It’s kind of like doing a game about booze in the prohibition era — like, what an interesting industry to study, right?”
It’s not that the companies involved here — Microsoft, Sony, YouTube and so on — are applying some invisible rules. The rules are there; when I contacted YouTube for comment, they pointed me to the list of guidelines for “advertiser-friendly content.” And plain as day there’s the one about drugs: “Video content that promotes or features the sale, use, or abuse of illegal drugs, regulated drugs or substances, or other dangerous products is not suitable for advertising.”
It’s just a bit weird to me still that we have this backwards, puritan approach to this stuff. Think of how much vile garbage is on YouTube and how the most popular games in the world glorify guns and death. But a recreational drug legal in many places and generally well thought of, not to mention a massive and growing business — that’s beyond the pale.
I understand YouTube doesn’t want people doing bong-clearing competitions, and console makers want to appear family-friendly so they don’t lose that teen and tween market. But surely we can be adults about this.
Gaming is maturing to be an interactive storytelling medium that encompasses serious issues, but the industry is holding itself back by its squeamishness about adult themes. And that feeds into the puritanical objections from misguided commentators, who go nuts over romancing an alien in Mass Effect or the ridiculous “Hot Coffee” thing in GTA, but don’t acknowledge the sophisticated storytelling of Return of the Obra Dinn, or subversive commentary of Papers, Please, or the impressive period recreation of an Assassin’s Creed.
Drugs are a complex and controversial topic. I get that some people want to stay hands-off. But when that hands-off stance doesn’t apply to graphic violence, sexism, and other sore spots, it comes off as prudish and hypocritical.
Powered by WPeMatico
If the overstuffed buffets of Far Cry 5 and other expansive AAA games leave a sour taste in your mouth, you may find Minit a suitable palate cleanser. This charming little top-down adventure combines some clever puzzle solving with a well-realized black and white art style.
The pitch is simple: You’re a little guy who picks up a cursed sword that causes you to die every 60 seconds and start over from your home. So whatever you do in this game, you have to do in less than a minute.
Some things reset when you die, and some things stay done — enemies will return, but favors will be remembered, keys retained and so on. Figuring out how to effect lasting progress is a big part of the fun.
Also fun is the art style, which is determinedly monochromatic; not even a shade of grey to be found, only the kind of patterning and hatching I remember from my Mac Classic days. But the developers, a motley crew assembled from a variety of teams, use the simplicity to create a wealth of personality. The limited writing is also fun, with characters barking everything from subtle hints to total non sequiturs.
The simplicity of the graphics and controls (there are just the directions, a button to use your item and a button to die early so as not to have to wait) don’t mean pushover gameplay, though. You’ll have to be very observant and explore every nook and cranny to be sure you have what you need to proceed. I was stuck near the end of the game because I didn’t explore literally every corner of one particularly dark area.
It isn’t boring pixel-peeping — I’m just saying you need to keep your eyes peeled, because everything is where it is for good reason.
I finished my first run (there’s a New Game+ mode) in a bit under two hours, but there was definitely a lot of stuff I didn’t find and side quests I didn’t pursue to their ends. I kept surprising myself with locations I thought I’d explored completely, but rushed to the end so I could write this extremely detailed review.
Minit is a bargain at $10 — you can pick it up for PC, PS4 or Xbox One. No Switch yet, although yes, it’d be perfect for it.
Powered by WPeMatico