
A third-person survival horror game styled after early-2000s horror game classics. What was supposed to be a regular inn turned out to be hiding a nightmare inside...
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Languages: English, Portuguese - Brazil
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
JOGÃO!! Um ótimo jogo brasileiro, com puzzles bem interessantes e uma ambientação animal. Acho que a quantidade de inimigos eventualmente fica um pouco maçante, e um puzzle especifico envolvendo um relógio não tem indicações muito claras e pode deixar muita gente presa. Independente disso, achei IRADO e fiquei muito feliz de ver um jogo tão bom feito por uma brasileira. Parabéns pelo trampo <3
At this stage, I've played a lot of fixed multicam games and I've developed an extensive set of criteria by which to judge them... which no average player is going to care about! Nonetheless, I was immediately pleased by my first impressions of Observo. Proper fixed multicam - no pivot-cam unless the dev is implying some kind of voyeurism! Indeed, no trucking camera at all (iirc), giving the game a severe yet reassuring sense of intentionality and purpose. Angles are carefully chosen for clarity and composition, with some lovely vignetting effects. Controls are camera-relative, with sole developer Ana Rocha boldly avoiding the tank-control conventions of yesteryear - bravo! To hell with needless nostalgia! Yet Observo is nothing if not a carefully observed tribute to some of the survival horror giants of the late 90's, early 2000s - with the foundational blocks formed by pushing early Silent Hill through the mold of early Resident Evil games. The Yamaoka cutscene synth and noise-rage battle music, the PS2 era character models and the environment textures (high res but point filtered so as to invoke the PS1), all covered in film grain post-process and swaddled in particle fog...! Distinctive flavour is lent by the limited environment palette, evoking a quiet, dusty Brazillian backwater, with the occasional word and label in Portuguese rooting the player in a particular location. I love when games do this - take the player to a specific time and space, ideally somewhere the developer is familiar with or has a special passion for... and really, this game could lean into that aspect a little harder, but I appreciate what I can get. =) As the player reluctantly checks into this almost-abandoned little inn, there's a slow trickle of events to build anticipation (untrustworthy electronics, an inescapable, keening wind and some very odd statuary). Fellow guests exhibit bizarre behavior. Trepidation increases - surely the world is about to slide out of control... here comes the tip into madness...! What an atmosphere! What an achievement! What a sudden, immensely irritating difficulty cliff we suddenly slam into, quickly replacing a dreadful reveal with ill-judged melee, rote button mashing and high-stakes, high-stress encounters for very little narrative or horror gain. A meter+ long lead pipe has the apparent reach of 25cm, abominations have abominable reach for their grapple attacks and hammering buttons to break free of said grapples seems wildly ineffective for a great deal of the time, often resulting in near death or outright gameover conditions. While the player can ultimately gain a device which seriously enhances their combat effectiveness (and said device is pretty damned cool), you remain very close to that high-stakes grapple-and-death throughout the game. Like, I'm not new to these kinds of games - I expect to be punished for whiffing my attacks, I'm okay with juking through mobs of enemies and making hard choices based on scarce resources. I do, however, reject the principles of masocore on normal difficulty for a horror game - I'd much rather prefer a genuinely rewarding melee system played on normal. So, dear player, I encourage you to play this game on 'easy' mode. You'll still have to deal with some irritating bottlenecks... and killing monsters may eventually come to feel trivial on this mode (see unrewarding melee system), but it will allow you to get back to enjoying the atmosphere, narrative and puzzles. Speaking of narrative... it's a little slight (enigmatic?) for my tastes, but this is rescued by the performed responses of Edgar, the main character - who seems believably horrified, stunned and ultimately irritated by his plight. It's always entertaining to follow a character who has reasonable responses to unreasonable circumstances, and I'm almost sad the game doesn't give Edgar a chance to leave a note in the guestbook as he eventually checks out. It's possible the three main narrative threads will make a little more satisfying sense in New Game +, but I'm probably not going to play that. =) Still - some really fun puzzles, barring some un-taught mechanical twists (eg. you can use the ladder multiple times in different circumstances). The inventory and menus are clear and effective. There's no map function available to the player - instead, you're expected to navigate the (relatively limited) confines with the use of a couple of wall maps, which is fine by me. Players have unlimited saves in saferooms, with a traditional Resident Evil 'magic chest' system for things you can't currently carry. Cutscenes are nicely cinematic, with great use of camera trucking, fov pulling and simple, clear composition and blocking. There's a few elements lacking rudimentary polish that would really make the game shine - Edgar tends to moonwalk (his walking speed is visibly faster than his walkcycle), there's relatively little flinch / damage feedback and I couldn't see a wind-up phase for the enemy grapple attack. This game doesn't have much in the way of innovation from a mechanical standpoint (trap aside!), so it's a little disappointing to have trouble with this area of the game - on the other hand, it's a solo developer, the game is a substantial size and fixed multicam takes a lot of work! I hope we'll see more games from this developer, ideally more with the fixed multicam approach. Observo is made with passion and dedication and it is well, well worth the €9 for a eerie adventure and an overnight stay in this charming, out of the way little inn. Clean sheets, hot water and shuddering, bloodcurdling groans next door - sleep tight!
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Hours played at review time, across 41 reviews with recorded playtime.
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Jogo muito bom!! Ambientação incrível, atmosfera bem construída, músicas bacanas e uma história intrigante e misteriosa. Os puzzles também são bem interessantes, onde você é recompensado por observar bem o cenário e ler os arquivos. O único ponto que deixa a desejar é no combate: o sistema é pouco dinâmico e um tanto frustante às vezes, e há uma enorme quantidade de inimigos ([spoiler] a estratégia de poupar tempo desviando dos inimigos não compensa, pois eles vão se acumulando muito conforme você avança, tornado-se difícil demaiss de andar pelos cenários [/spoiler]). Tirando isso, é um ótimo jogo para quem é fã do estilo survivor horror, especialmente de Resident Evil e Silent Hill. Um bom jogo feito por uma pessoa só, e brasileira. Espero ver mais jogos seus daqui pra frente!
This game is great in the beginning. It is very nicely made, the graphics are not like ive seen before and the whole atmosphere is eerie and emerges you really into the story (which is very well written and executed!) and the environment. I'm so disappointed because I was so excited... I do have some complaints and that is that there are WAAAAAY too many enemies. It's really bad how every empty space has a mob patrolling it. And then the hitbox is a bit random, sometimes it hits the enemy right on it and sometimes it does not hit it at all even if you hit it directly, sometimes it hits it even if youre aiming to the side of it. I've died too many times for it to be great atm but im continuing so far. Just please, ease it with the enemies. It's not fun and it gets very frustrating to play the game. I can't finish the game, it is impossible for me. And it just makes me more and more frustrated so I will not finish it. Made it to the boss but spawning normal enemies over and over as well as trying to run from the boss etc, just nope. I tried.
Came to the inn so he can sleep, can't sleep for the night instead lol. It's a great Silent Hill experience nonetheless. Good job devs. :) 8/10.
I saw this game described as a 'Love Letter to Classic Survival Horror' and that is definitely the case. I streamed this game and was constantly describing it as an early Resident Evil / Silent Hill style game. The story is fascinating and the puzzles are very well done. If I had to say anything negative, I would say that combat can be a bit frustrating and there were some times that I died and wasn't entirely sure how it had happened. But once I completed the game, I was very happy with the experience I had. If you at all long for the days of classic survival horror, please give this game a chance.
Э-э-э! Я твой третий нога в капкан пихал! Здесь в сэйв-румах не играет ласкающая душу музыка. А ты что? Думал в сказку попал? Observo сразу ставит перед фактом, что дальше игрок будет постоянно делать обсерво. -Обсерво от количества нечисти, которая норовит схватить тебя в объятия, как Джон Сина. -Обсерво от нагнетающих стуков в двери, от которых главный герой прибывает в aкуе. -Обсерво от полной фрустрации и попыток вразумить - "Куда идти?" и "Что делать?" [Вы подобрали медвежий капкан] -Обсерво от того, что пока ты ставил капкан, то сам в него захлопнулся, из-за своего рукожопия. -Обсерво от нечаянно закинутого за границы локации железного прута. Да... До него рукой подать, но пары сантиметров не хватает. -Обсерво от головоломки с часами и такой знакомой, но такой разной комнатой, где "Стрелки этих часов я вертел на шишке своей!" -Обсерво от финального боя с босом. Подобно олдскулосводящим продуктам - Observo не ведет тебя за руку. Игра заставляет пустить потца. Данная игра сделана с душой. Здесь феноменальные отголоски "Sulent Hill" и "Resident Evil", но Observo это иная игра, а не просто копирка. Мне действительно было интересно читать историю Таракана и пытаться предугадать, что же будет дальше. Отличный дизайн хостела, и некоторые его места хочется заскринить к себе в коллекцию; Чудесная Музыка- Акира Ямаоковская, а звуки сочные и качественные. Не хватает только озвучки, но в инди так часто бывает - либо ужасная озвучка, либо полное её отсутствие. Иногда, конечно, попадаются алмазы - но, это скорее исключение. В игре присутствуют некоторые огрехи: 1) Большое количество монстров на старте, когда ты еще не нашел ссaный капкан. Без ловушки - драться с ними вообще не варик - выжрут глазные яблоки. Плюсом идет ничем не оправданное появление ущербных выпердышей, после выполнения ключевых моментов игры. По началу я рейджил, как взбесившийся кабан, но после появления капканов, трудностей особо не возникало. [i] Спойлер по битве с босом. Данный пункт - по большей части - не является минусом, но неподготовленный игрок может приxуetь. [/i] [spoiler]2) Диссонанс внутри головного мозга, после встречи с финальным босом. Потому что, когда ты умираешь в пятый раз и вновь летишь, сонной мухой до катсцены, то хочется дропнуть Observo к чертям собачьим. Просто не верится, что есть шанс его победить. На деле - все намного проще, чем кажется. Нужно просто выстроить дорогу, по которой можно наebать кожаный мешок, а затем как можно реще закакошить этот kал, сбрасывая на него платформы с как можно большей высоты (мне хватило четырех бросков). [/spoiler] 21 кожаная нога из 30
This is the answer to what Silent Hill would look like as an Indie title. It absolutely nails atmosphere, enemy design, lighting, fog, the... almost copyright infringed soundtrack.. Exploration is accessible enough with a few maps to help you along the way, there's no head scratching puzzles that keep you stumped, and the environmental design/fixed camera placement is executed nicely. The combat seems to be a point of contention among the community however; only consisting of one melee weapon and various other support tools. Sadly there's no real good middle ground here since by default the standard melee swing has horrible range and it's easy to get chewed up by the (visually unique!) monsters; on the other hand the completely re-usable, abundant bear traps you find are overpoweringly broken - capable of entirely stunlocking every enemy type (Only 2 - sadly) for enough time for you to finish them off; which then turns the game's enemy encounters into a loop of: Hearing an enemy, Determining where they are, Placing a trap between you and them, Waiting for them to approach Move in for the kill - Rinse repeat. (There's a.. throwable iron pole sub weapon also I guess, the unintuitive aiming direction/accuracy of it made it seem pretty worthless, even when I point-blank hucked it at something that was stuck in a bear trap one time it wasn't even an instant kill, so they seem to exist only to clog your inventory.. ?) Monsters frequently get repopulated throughout the relatively small environment also as key items and progress is made, and because the enemy bodies don't actually disappear (nice touch!) it actually becomes a bit hilarious and lessens the tension by the time you are at the 11th hour of the game and need to wade through dozens of bodies strewn across the courtyard or lobby.. One of my main bugbears however is the lack of Tank Controls; which really ought to be a staple in fixed camera survival horror games. Holding a direction in 'direct 3d control' is fine up until the point where a shot [i]crosses the line[/i] with a new mirrored angle, and all of a sudden me running 'East' is now moving my character 'West' as he quickly doubles back to the way he just came from due to the perspective shift. This is a huuuge no-no and happened to me more times than I remember keeping track of; especially aggravating when I'm specifically trying to manoeuvre around monsters and trying to fight, but I can't keep control of which way I'm going. This is why fixed cam is typically synonymous with tank control, since 'Up' is always 'Forward' and you never run into these issues when it's all uniform. That aside I did have fun with this one, some neat clever puzzles (Time hopping back and forward in one instance was great), though It might take me another play or perhaps a writeup of sorts to sift through the narrative and ending, which felt a little vague and left me befuddled. Nice budget indie for the 90's survival horror fans at any rate.
Awesome little horror gem with a few minor problems. Took almost 5 hours to finish first playthrough, I will definitely be going back to find out more secrets 8.5/10 + The sound design and music is straight retro 90s Silent Hill, awesome. + The puzzles are balanced right, not too difficult or annoying. + The creatures are well designed and the use of the Bear Trap is actually a welcome addition to the genre + Beautiful atmosphere and use of fog + Lots of fun little secrets and endings to uncover - When one specific simple enemy grabs you sometimes no matter what you do you cannot get out and you die. Even at full health while tapping like crazy. (probably a bug) Unlimited save points are very frequent so its not a huge problem. - The last boss is well designed however is very annoying to play and beat - The pipe weapon needs more reach, and more weapon variety and enemy variety would have been nice - The story is weird and surreal, par for the course of these games, but this one doesn't really go anywhere interesting Basically if you love retro survival horror you will most likely have fun with this game. Its better than most of the indie silent hill clones out there that is for sure. You can tell it was made with passion.
imitação pobre de silent hill ou resident evil de ps1
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