Eyes on >observer_

Between Amazon’s Twitch Prime and the various Humble Bundle stuff I’ve been a part of, I own a ton of games I’ve never even heard of.  I decided to start running my way through them.  First on the list, because I organized it alphabetically, was the oddly titled >observer_.  Looking at its Playstation Store page, I see the game bills itself as a ‘Cyberpunk Horror’, with the tagline “What would you do if your fears were hacked” which is not quite accurate to what actually goes on in the game.  But looking at the guts of the game, what really is >observer_?

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It’s cyberpunk as hell, is what it is.  Ugly technomodifications are commonplace, corporations act more like government, a high degree of enforced social stratification, Rutger Hauer is there, you get the whole cyberpunk shebang.  You play as Daniel Lazarski, one of the titular Observers, members of the corporate-owned police force who jack into the chips in people’s heads to experience their memories in abstract form.  He gets a call from his estranged son in which he seems to be needing help, which he tracks back to the most run down future apartment building you’ve ever seen.  Tracking things down there, he finds a headless corpse in his son’s room, with plenty of evidence of foul play around.  Shortly afterwards, the system detects the technoplague in that building, and locks the whole place down in quarantine.

>observer_ was made by Bloober Team, the same folk who made Layers of Fear, a game I actually own twice but likewise have never played.  From what I understand, though, it’s somewhat similar in gameplay.  It hews close to the whole Environmental Narrative/Walking Simulator thing.  When you’re not forcing your way into people’s memories, you’re pretty much just exploring the apartment building you find yourself locked in, searching out clues to lead you to the killer.  It wouldn’t be cyberpunk if you didn’t have technology to help you on that, and true to form, you’ve got three types of visions to work in there.  Night-vision is the obvious one, but you have a filter that highlights and gives extra information on all the technological objects in your view, and a filter for the biological objects as well.  Using these, you can pick up traces that are otherwise invisible to the eye, autopsy the other bodies you find, get a small degree of specified X-ray vision, and more.  The core of the gameplay is largely linear, you’re just moving along the path, seeing the sights, and picking up bits of information here and there that lead you to the next place to go.

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Things get shaken up quite a bit when you’re breaking into people’s heads.  At least in terms of tone.  They’re still crazy linear, and there’s usually much less for you to figure out and more just walking from place to place, but really that’s where this game shines.  You get into people’s heads and you can see their memories.  But it’s not clear, and it’s not direct, and it’s beautifully abstracted.  It’s where the game gets into the whole spooky freaky stuff it trades on.  The imagery it gets into is rather disturbing in the best of times, even when it’s delivering the more mundane moments in these people’s lives.  Early on in the story, our dear Lazarski, cut off from backup and with his son at risk, jacks into someone under situations that are supposed to be dangerous and harmful, and he actually has to disengage the safeties on his system to do so.  This has horrible effects on him, and those same effects he sees in other people’s minds start showing up in reality as well, as the lines between reality and his own mind start breaking down.  The visual glitches and imagery you see as this state takes hold forms some of the more interesting parts of the game.

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>observer_ does explore a lot of the ramifications of the cyberpunk setting it’s using in interesting, albeit generally shallow, ways.  You see the effects of people getting addicted to VR, what happens as body modification gets more extensive, the idea of people choosing to go without implants and being thought of as fringe for it.  Most of it is explored in brief conversations, so again, you don’t get to go super deep into it, but you do get some really interesting ideas coming through there.

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Some places call >observer_ a horror game.  Some stick with thriller.  I find it a little hard to place.  The game wants to be scary.  If it was a movie, what it does might have succeeded.  Not so much as a game thought.  Part of it might be how limited it is in scope.  It feels a lot like it was built under limitations, like a game jam or a NaNo thing.  They had a set amount of time and/or resources they were wanting to keep this within, and they stuck with that.  There’s not a whole lot of assets here.  In fact, there’s only two NPCs that you see outside of cutscenes, two enemy types (of which one is only in one scene), with nearly all your interactions taking place through communicators or beyond doors so you don’t actually interact with much more than voices.  You have to stealth by the enemies, but the main enemy is incredibly simple to get by once you learn the rules it operates with, and it becomes clear some time after they’re introduced that there’s nothing that’s going to happen to you outside of those enemies.  Granted, game overs are really bad for maintaining a horror environment, because they completely ruin immersion, but there has to at least be the threat that the bad things are going to do bad things to you, and the monsters here are so disconnected with anything that they don’t do it.  It ends up being a scary game without much in the way of threat to it.  It can get very tense, but that lack of threat keeps it from being very frightening.

It’s also not a very clean game.  Your eyes are robotic, which gives it an excuse to be throwing a lot of visual glitches at you, many of which can be somewhat headache inducing, to be honest.  Problems come in when there’s plenty of actual glitches as well.  And it’s hard to tell what’s a real glitch and what’s an in-story glitch.  There was a point in time where I used up all the ‘stop freaking my eyes out’ medicine I had to no effect, then continued on, frustrated at the designer’s choice, only to find out later that it was something that wasn’t really supposed to be happening.  Some time later, I spent a good ten minutes in a completely black room trying to figure out what to do, before checking out a walkthrough and figuring out that the game just failed to load.  Kind of put a damper on the whole thing.

Overall, I’d say I had a decent time with it.  Especially knowing nothing about the game going into it, it was a very interesting experience, and you see some real bursts of creativity there.  It’s probably worth saying that, judging by online reviews, the people who like this game really like this game.  I didn’t quite go that far, but if you’re into cyberpunk and environmental narrative spookiness, maybe it’s your cuppa.

The Witch’s House

It’s the season for it, right? Picking up some good, spookifying tales of your medium of choice. Seems to be one of the funnest things about fall for a lot of people.

This year around, even I, who am convinced that time is an illusion created by the greeting card industry, got into the horror season. Now, I’ve had an odd relationship with the horror genre. I really can’t put my finger on why, but I just stopped feeling it. Haven’t been getting the thrill, chills, and spills that people so much enjoy about it. Even so, I wanted to revisit those feelings this year. See if I could find a hint of that point of being deliciously disturbed.

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So I picked up the Witch’s House. Freeware puzzle horror game made in RPG Maker by Fummy, officially translated into English by vgperson. “Freeware RPG Maker horror game?” I hear you ask. “Those are all over the place. What makes this one so unique.” Just hold your horses. I’m getting to that. Patience is a virtue, you know.

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The Survival Horror Balancing Act

Ever since survival horror became a thing, video games and horror have gone together like peanut butter and chocolate.  Like cheese and wine.  Like me and everyone else’s girlfriends.  The inherent nature of video games lends a lot of tools that really compliment the necessary design for good horror.  The immersion.  The unpredictability.  The lack of story compression.  It’s ironic that a genre once defined by its mimicry of film elements has so quickly developed into something all its own.

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I played Fatal Frame 3 recently.  It scared me.  Well, until the last few chapters at least.  And in a totally manly way, that reflects no weakness on my part, of course.  It also made me wonder at how long it’s been since I’ve actually felt that kind of tension from a game.  Most of the big publishers have been going for more of an action horror ever since RE4 rocked the world, with even Shinji Mikami’s efforts to bring survival horror back to its base in Evil Within seeming to hew too close to the action side.  The action horror just doesn’t bring the same level of stress so necessary to horror.  The indies have been filling the gaps, but personally, I don’t think I’ve come across an indie game that quite gets the survival horror mix right.

Horror is not an easy thing to deliver.  I’ve tried.  That work will never see the light of day.  And horror in video game form requires a very specific mix of elements that seems to be increasingly difficult to get right as the medium goes on.

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The big thing at the center of video game horror is stress.  Which is kind of counter intuitive with most games, as stressing out the player is a sign you’re doing something wrong.  In survival horror, though, that’s central to the experience.  A lot of it should come from having some sort of empathy with your central character who’s in this situation so above them, hence why your character’s are always pretty weak and generic rather than being a true doom murderhead like me, but what’s unique about video games is that a lot of this stress gets imposed directly onto the player as well.  Necessary resources are always scarce, controls are deliberately clumsy, and viewpoints are pretty limited.  You end up having the player fight with the mechanics as much as the character fights with the terrors facing them.  Having your character comparatively weak to the enemies they’re facing is a big one, but you, the player, are weakened as well.  Taken outside its context, this would make for an absolutely horrible time, but because the goal of these games are not to be fun, but to fill your pants with dread, they get to use that as part of the experience they’re building.

The stress has to be very carefully managed, however.  That’s part of why the good survival horror games are so slow, and work entirely at the player’s pace, because it’s easier to manage the necessary stress that way.  You want a slow buildup there.  Time to realize that the next room may have a whole bunch of enemies and you’re down to your last healing energy drink.  You need to be able to suffer from the poor controls and camera angles without being overwhelmed.  You need to be pressed to the limit, ever fearing that last nudge that will push you over, but then taken back some so that being at the edge doesn’t grow stale.  And you need to be very, very careful not to push the stress too far.  It is so easy for that level of stress to rise from the tension necessary in good horror to frustration, killing the mood of the game.  A death is a pretty common trigger for that, not only breaking the immersion but providing a relief to the pending fear in the form of anger as the player now has to deal with the punishment that comes with the failure state.  Survival horror has a very thin line that it has to walk in order to be effective, and good designers both guide and push the player along it, keeping them at just the level of stress necessary.

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Most of the modern games I’ve played seem to have lost that balance entirely.  Usually it’s on the side of not building enough tension in the first place.  Now that the genre’s making way for action horror, most of the stress built is instantly relieved just by blasting away at your foe.  The big problem is not just that you can kill your enemies, but you can kill them comfortably.  Fighting them doesn’t have as much pressure when you’re carrying an arsenal and every fight is not this whole new struggle.  And not only does the pressure not get built up in the first place, you get immediate relief by overcoming it, so things don’t get built from conflict to conflict.  Also, it’s a little hard to be scared on behalf of your character when your character is such a badass.

So far, a lot of the indies I’ve played seem to take it too far in the opposite direction, going for an even longer game than standard survival horror, and not building enough tension up in the first place.  I know I’m going to have to hand in my keys to the internet for saying so, but this was my big problem with Amnesia.  You play that game for so much time without much happening, that any sort of threat the intro and mystery builds up just fades with time.  A lot of indie horrors focus on the more puzzle/adventure aspect that comes in with the genre, and you do want to give them that, as well as give them time to absorb the story and get the suspense built up.  But suspense and fear come from two different sources of tension, and any attempts to induce one will fall flat if efforts up to now were largely towards building up the other.

I’m sure there are still some good examples of classic, solid, fearful survival horror out there.  I just personally haven’t played any that have come out since the PS2 era.  And there’s a reason for that.  It’s just so hard to get the balance for horror quite right.  It takes a lot of personality put into the game, a lot of preparation for the player’s actions, and a lot of manipulation of the player without letting them onto it.  It seems to become a much rarer form that those who do undertake this endeavor do so well.