![]() Despite plenty of structural similarities to Layers of Fear, >observer_ turned the first game’s failures into strengths, telling a disturbing and visually exhilarating tale of a dystopian future where personal privacy has been thoroughly dismantled by the state. Then came >observer_, a cyberpunk mystery heavily inspired by Blade Runner, about a cybernetically enhanced detective with the ability to dive into people’s minds. ![]() ![]() What started with so much promise ended up being deeply disappointing overall. The pacing was relentless, with nearly every room foisting a burst of paranormal activity and frights on the player, to the point where it became almost comically predictable. The game consisted of a strictly linear series of set-pieces connected by corridors full of jump scares, spooky imagery, and disconnected scraps of dialogue that implied, rather than told, the story. The original Layers of Fear told the tale of a painter in Victorian England as he succumbed to a dark obsession with creating his masterpiece, a painting so disturbing it cost him his sanity and his family. The problem is, that mark often leaves me totally cold and I’ve struggled to put into words just why that is – and I’m not sure if there's anything more frustrating for a reviewer than not quite being able to express why you don’t like the end result. In large part this is because these games are clearly the result of supremely talented developers chasing a strong vision and seemingly hitting the mark they were aiming for. ![]() I’ve spent more time erasing and rewriting large chunks of my Layers of Fear reviews than I typically spend doing a full write-up. Not only have you decided on a name that I cannot manage to read or say without chuckling, but your games have been some of the most difficult for me to evaluate in all my years writing for Adventure Gamers. Bloober Team, oh dear, sweet Bloober Team. ![]()
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