{"id":231135,"date":"2017-07-29T05:32:45","date_gmt":"2017-07-29T09:32:45","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/observers-cyberpunk-hallucinations-are-like-being-trapped-in-a-tool-video-pc-gamer.php"},"modified":"2017-07-29T05:32:45","modified_gmt":"2017-07-29T09:32:45","slug":"observers-cyberpunk-hallucinations-are-like-being-trapped-in-a-tool-video-pc-gamer","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/cyberpunk\/observers-cyberpunk-hallucinations-are-like-being-trapped-in-a-tool-video-pc-gamer.php","title":{"rendered":"Observer&#8217;s cyberpunk hallucinations are like being trapped in a Tool video &#8211; PC Gamer"},"content":{"rendered":"<p><p>    My favorite cyberpunk stories are usually the ones about    criminals and outsiders in situations way out of their league,    and my least favorite are about badasses with future-guns    shooting a bunch of cyborgs or robots or whatever. In between    there's the third kind of classic cyberpunk story, in which an    investigator gets too involved in a case and uncovers something    they shouldn't while also confronting a bunch of philosophical    questions about what it means to be human. It sounds specific,    but that's genre for you. Observer tells that third kind of    cyberpunk story, and is about as pure a version as you can    imagine.  <\/p>\n<p>    Developed by Polish studio Bloober Team and launching August 15, Observer is set in    Krakow in the year 2084. You play Daniel Lazarski, voiced by    Rutger Hauerpresumably cast on the strength of his performance    in an iconic cyberpunk detective movie, by which I mean    Split    Second of coursewho has been cybernetically enhanced    to perform neural interrogations, plugging himself into    people's brainchips. It's as if he's walking around inside    their subconscious, observing their memories and secrets.    Observers are basically cops that can climb into your head.    Yeah.  <\/p>\n<p>    These hallways of the mind are represented as literal hallways.    Bloober's previous game was Layers of Fear, a first-person    horror experience full of mindfuck trickery, and that lineage    is obvious when you perform a neural interrogation and find out    it's actually super claustrophobic in someone else's head. In    the part of Observer I've playedthe opening 10 hours or so,    most of which takes place in an apartment building with a bad    case of the murderseveryone I plug into is either dying or    dead, and their mental landscapes are surreal.  <\/p>\n<\/p>\n<p>    Think Seinfeld re-runs are still on?  <\/p>\n<p>    One victim works for the same corporation funding the Observer    task force, and has been stealing data from them. Plugged in, I    experience their fading consciousness as an Orwellian    computerized job interview and a stealth sequence in an    open-plan office, but also through more metaphorical scenes. In    one, I have to cross a field where data cables grow like corn,    while eye-in-the-sky camera drones patrol overhead.  <\/p>\n<p>      At its best, the hide-and-seek pursuit stuff is reminiscent      of Alien: Isolation, and at its worst it's every instafail      stealth sequence shoehorned into a genre where it doesn't      belong.    <\/p>\n<p>    Sometimes things from outside their brain leak through, in such    forms as memories of Dan's missing son suddenly overlaying the    scene or a mysterious figure pursuing me through the    dreamscapes. At its best, the hide-and-seek pursuit stuff is    reminiscent of Alien: Isolation, and at its worst it's every    instafail stealth sequence shoehorned into a genre where it    doesn't belong. Two of the neural interrogations Ive played so    far have involved sneaking. By the second I was hoping there    wouldnt be more.  <\/p>\n<p>    And wow does it get weird. Rooms repeat, I get trapped in    mazes. Chairs and buckets hang in the air. Shadowy    people-shapes, abstracted fuzzing representations of humanity,    hurry past or block doorways. Sometimes lumps of flesh grow on    things. I follow a floating screen and a glowing deer, walls    explode into pigeons, and everything goes fish-eyed or wobbly    like a Wayne's    World dissolve. It's like being trapped in a Tool    video. When the walls are breaking into shards that    hang in the air or screens are flashing images of Polish    dumplings at you, its trippy enough to invoke a full-on Keanu    Woah!  <\/p>\n<\/p>\n<p>    Mostly though, it's hallways. It feels a lot like P.T., and    after a while I start to develop a kind of psychedelic fatigue.    More floating chairs? More old-timey black and white TV    footage? Cool, cool. I'm glad to get back to the real world,    even though it's a dystopian future Poland controlled by a    corporation. Here, it's less horror and more adventure game,    all investigating crime scenes and quizzing witnesses.  <\/p>\n<p>    For the investigation scenes, Dan's cybernetic eyes kick    in and I start scanning everything like I'm Batman with the    detective vision, trying to piece together clues and find a way    out of this apartment complex. It's under lockdown due to a    disease called the nanophage because of course there's a    cyberplague, and automatic security has trapped us all here    together.  <\/p>\n<p>    It's a long time to explore the one slum (and attached tattoo    parlor), but worth it to get to know so many inhabitants. Their    faces are obscured by crusty vidscreens because most of the    tech in 2084 Poland looks like it comes from 100 years earlier    (they even play a pixelated puzzle dungeon game straight off a    Commodore 64), and through those screens I talk to a bunch of    scared people hiding in their rooms, trapped in here with    me.  <\/p>\n<p>    They all have their stories, whether it's the guy going through    holographic projector withdrawals or the widow who lost her    wife to the nanophage. Cyberpunk is at its best when it's    engaging with characters who usually get ignored in favor of    people who fly spaceships. And even though Dan is a fancy    cybered-up future cop, he spends a lot of time observing    ordinary folks. There's even a confused guy knocked out of an    extended VR session by the lockdown whos convinced he's a    starship captain.  <\/p>\n<\/p>\n<p>    My favourite character in Observer so far is another ordinary    person, a janitor. At first,my Dan is rude to him, a    scrappy guy outfitted with junk cyber-parts, but then I get    onto the janitor's computer and read his emailsbecause of    course a cyberpunk game is about reading everyone's email.    Turns out he's a war veteran whose current job excludes him    from the veteran's group that used to pay for upkeep of his    prosthetics. It's a common, relatable story: the people who    most need help are ineligible for it due to bureaucratic    nonsense theyre helpless against.  <\/p>\n<p>    I see the janitor again later and choose a friendlier line of    dialogue, and mumbly Rutger Hauer warms up to him. We stand in    the courtyard while it rains, Krakow's skyscrapers and hologram    ads on the other side of a wall we can't cross while we're    stuck with the pigeons and glitching augmented reality data    overlays that coat the walls like digital glaze. It's a moment,    you know?  <\/p>\n<p>    When Observer isn't being David Lynch's Blade Runner it's a    detective game where you don't have a gun and can't fall back    on violence, an adventure game that's all about talking to    people, guessing codes, hacking computers, and opening doors.    Like all mystery stories, a lot will depend on its finale and    whether it ties up the loose ends in a satisfactory way. I'm    not allowed to tell you what happens after you make it out of    the apartments, so I stopped playing there to write this, but    I'm itching to go back and hunt around for more near future    philosophy, or at the very least, I hope to have more honest    conversations with lonely cyborgs.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the rest here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.pcgamer.com\/observers-cyberpunk-hallucinations-are-like-being-trapped-in-a-tool-video\/\" title=\"Observer's cyberpunk hallucinations are like being trapped in a Tool video - PC Gamer\">Observer's cyberpunk hallucinations are like being trapped in a Tool video - PC Gamer<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> My favorite cyberpunk stories are usually the ones about criminals and outsiders in situations way out of their league, and my least favorite are about badasses with future-guns shooting a bunch of cyborgs or robots or whatever. In between there's the third kind of classic cyberpunk story, in which an investigator gets too involved in a case and uncovers something they shouldn't while also confronting a bunch of philosophical questions about what it means to be human <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/cyberpunk\/observers-cyberpunk-hallucinations-are-like-being-trapped-in-a-tool-video-pc-gamer.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431604],"tags":[],"class_list":["post-231135","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/231135"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=231135"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/231135\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=231135"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=231135"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=231135"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}