

In some parts of the game you can possess guidance spheres: little orb-shaped drones that allow you to fly freely around the station, interacting with things the same way you can with the cameras.

SAM isn't always confined to the Observation's network of cameras. This feeling of being at the mercy of technology, with only a thin layer of aluminium between you and an endless cosmic void, adds an undercurrent of tension. It also reinforces the idea that you're playing as a machine, viewing your small world through the curve of a lens, and that the technology wired through the wounded station is as fallible as anything else. This along with the grounded realism of the station, as well as some beautifully natural lighting, makes for a remarkable looking videogame. Observation also makes subtle use of video effects, with simulated interference, grain, and distortion giving the image a tactile, analogue quality. You can pull up a schematic of the Observation and jump between stationary cameras The game is largely silent except for the ambient rumble of the station and the whirring and clicking of these cameras, which is enormously atmospheric and quietly unnerving. At any time you can pull up a schematic of the Observation and jump between stationary cameras, panning and zooming and scanning for objects of interest. But she's also a trained astronaut and immediately sets to work repairing the stricken station-with your help. Fisher is alone, but as she floats through the station in zero gravity there are echoes of the vanished crew all around her.įisher is justifiably distressed by the discovery that she has somehow, inexplicably, ended up almost 900 million miles from where she's supposed to be. People performing science experiments, socialising, watching the Earth looming below. There's a powerful sense throughout that, until very recently, this place was bustling with life. The Observation is reminiscent of the real-world International Space Station: a strangely low-tech warren of claustrophobic corridors with no up or down, littered with laptops, science equipment, vacuum-sealed space food, and the personal effects of the crew. And an ominous command from an unknown party has infiltrated your programming: BRING HER.

But something seems to have awoken in you. You can, when asked, open doors, cycle airlocks, assess damage, and all manner of functional duties. The station is an extension of you, and its cameras are your eyes and ears. But what's interesting about Observation is that you don't play as Fisher.
