![]() The entire climax of Observer is one of these, and it detracts so much from the story's final twists. The first couple of these work fine, but like so much of Observer they're overused, and autofail stealth shoehorned into non-stealth games isn't something I had much patience for to begin with. Livening up the dreams are cat-and-mouse sequences in which you have to sneak past something that kills you if you're seen, pushing you back to the last checkpoint. Eventually it stops being able to disguise how much you're just holding down W to walk past weird stuff. In Observer you open doors by clicking on them then pushing or pulling just like in Amnesia, a cute technique for emphasising the dread of finding out what's on the other side, but so much of Observer is opening doors to look into another weird room that it's numbing. It doesn't help that they're structured so much like every first-person horror game about walking down halls towards spooky doors. ![]() After seeing a bunch of those in a row I stopped being able to process the novelty. It's not telling you anything interesting about the character, it's just a visual effect that looks kind of cool. Straight after the prison wall moment there's a laundry room where piles of computer equipment and clothes glitch into different positions. Those flights of fancy drag on and don't always have much to say. That's Observer at its best, a grimy cyberpunk detective story that veers into extended flights of fancy, Blade Runner if the unicorn bits made up half the runtime.
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