{"id":213440,"date":"2017-08-25T04:15:00","date_gmt":"2017-08-25T08:15:00","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/observer-explores-the-scary-side-of-cyberpunk-kotaku-australia\/"},"modified":"2017-08-25T04:15:00","modified_gmt":"2017-08-25T08:15:00","slug":"observer-explores-the-scary-side-of-cyberpunk-kotaku-australia","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/observer-explores-the-scary-side-of-cyberpunk-kotaku-australia\/","title":{"rendered":"Observer Explores The Scary Side Of Cyberpunk &#8211; Kotaku Australia"},"content":{"rendered":"<p><p>    The image above is that of a woman trapped at the moment before    her violent death, endlessly repeating the combination to a    secret door she'll never reach. It's just one small sliver of    the sci-fi mind-fuckery that awaits in the Rutger Hauer-voiced    cyberpunk horror game Observer.   <\/p>\n<p>    Developed by Bloober Team, the studio behind Layers of    Fear, Observer is a psychological cyber-horror    game set in a dark, dystopian vision of 2084 Poland. Between    war and the nanophage, a deadly virus that targets the    cybernetically-enhanced, humanity is pretty much broken. The    survivors have submitted to the rule of a shadowy corporation    that controls where and how they live.  <\/p>\n<p>    Veteran Dutch actor Rutger Hauer plays Daniel Lazarski, a    corporate-funded cybernetic Observer, a neural detective with    the ability to interface with the minds of others and explore    their oft-fractured psyches.  <\/p>\n<p>    Lazarski's own mind isn't perfect. He suffers from a condition    that requires he take frequent doses of a special medicine or    risk \"desynchronisation\". The more stressed he becomes the    lower his medication levels drop, causing glitches in his    perception. He may be an elite cop, but he has the same    vulnerable, electronically-accessible mind as most of the    remaining humans in 2084. He can't even trust himself.  <\/p>\n<p>    The game opens with Lazarski receiving a call from the son he    hasn't seen in years. Adam Lazarski gives his father a warning:    \"You are not in control.\" Then the call drops. Tracing the call    to a run-down apartment building out in the sticks, Lazarski    rushes off to find his son. When he arrives he finds a    decapitated body that may or may not be Adam. As he    investigates the crime scene a nanophage alert sends the entire    building into lockdown. Lazarski is trapped inside with a    murderer, but also something much worse  humanity's leftovers.  <\/p>\n<p>    With most of the building's tenants sealed inside their homes    for their \"own protection\", much of Lazarski's interactions    with the living involve conversations with small static    viewscreens. Hauer's voice warbles like he has a mouthful of    moist pebbles, his inflection occasionally shifting    erratically, as if glitched. The people he talks with range    from the oddly friendly and upbeat to violent and angry. All of    them are lost and broken.  <\/p>\n<p>    While not learning horrible things about horrible people,    Lazarski uses his special cybernetic enhancements to try to    solve the murder and find his son. A sort of electronic vision    allows him to see and interact with wires, bits of technology,    and electrical components, even those buried deep inside human    bodies. His biological vision allows him to scan for DNA and    analyse blood.  <\/p>\n<p>    His greatest tool, however, is the ability to jack into the    brains of other people and explore their thoughts, hopes and    fears. Mostly fears. In the extended clip below, Lazarski    enters the mind of a dying murder victim in order to glean    information about his attacker. It's one seriously fucked-up    trip.  <\/p>\n<p>    Developer Bloober Team has earned a reputation for creating    creepy horror games. They have mastered the use of off-putting    sound and visual cues to layer on the fear. The difference in    Observer is they have multiple realities to play with.    There's the real world, which isn't always real to begin with,    and then there's the mindscape, where anything can happen.    These digital mental constructs are packed with horrifying    imagery, inventive puzzles, and the odd deadly creature    relentlessly hunting for interlopers. Nowhere is safe. As Adam    warns at the beginning of the game, Lazarski is not in control.  <\/p>\n<p>    I'm about five or six hours into Observer, having had    to stop playing early this morning because I needed sleep and    certainly not because I was frightened. Between the main    investigation and the side missions I've discovered exploring    the future's most horrible tenement, I have many more hours to    go. I'm looking forward to it.  <\/p>\n<p>    Observer    is now available on PC.  <\/p>\n<p>            Please log in or register to gain access to this            feature.          <\/p>\n<p>          I had this conversation on my Facebook recently and it          went absolutely ballistic, so I thought I'd bring it to          Kotaku. Best Back-To-Back movies by a single Director.          What are your favourites? Top of my list. Ridley Scott          with Alien and Blade Runner. Imagine making those two          movies back-to-back. Insane.        <\/p>\n<p>          It's understandable that most people don't finish the          story campaign in games that trade more heavily on their          multiplayer, like Call of Duty or Battlefield. But you'd          expect singleplayer-only games to be different, right?        <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read more here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.kotaku.com.au\/2017\/08\/observer-explores-the-scary-side-of-cyberpunk\/\" title=\"Observer Explores The Scary Side Of Cyberpunk - Kotaku Australia\">Observer Explores The Scary Side Of Cyberpunk - Kotaku Australia<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> The image above is that of a woman trapped at the moment before her violent death, endlessly repeating the combination to a secret door she'll never reach.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/cyberpunk\/observer-explores-the-scary-side-of-cyberpunk-kotaku-australia\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187757],"tags":[],"class_list":["post-213440","post","type-post","status-publish","format-standard","hentry","category-cyberpunk"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/213440"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=213440"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/213440\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=213440"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=213440"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=213440"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}