The indie scene loves a breakout hit; especially those that either defies or creates a genre. Lucas Pope’s Papers, Please is a fantastic example of this creating a new genre of documentation review based games like Cart Life, This is the Police and Va11-Hall A. This always then begs the question as to how they’ll follow up the breakout hit: iterate on the formula, try something completely different or pursue a passion project. Pope appears to have gone for option 2, wanting to challenge himself with a lot of creative constraints to build something quite different to anything else he had done before. The result certainly achieves that, enough so that I didn’t even know it was done by him until I saw the developer name on the Steam page. I can certainly appreciate the level of craftsmanship brought to bear here however putting a good 4 hours into the game I don’t feel much compulsion to go back.

The good ship the Obra Dinn disappeared some six months ago, taking with it 200 tons of cargo and all of its crew. One day however it strangely turned up in port, bereft of any crew. You are an insurance assessor, tasked with boarding the ghost ship and figuring out what happened. Your tasks are simple, identify the crew, how they perished and who was responsible for it. What follows is a tale of endless tragedy that befell the crew of the Obra Dinn, their journey seemingly cursed from the start to fail. That is of little concern to you however, you are merely there to document everything and report back to your superiors. You may never be the same again, though.

Obra Dinn utilises a 1 bit colour palette in the vein of computers from another era. You can even switch between different models of computers, although all that really does is change the 1 colour you’ll be staring at. It’s still a 3D game though so the effect is a really unusual one. Indeed I’m struggling to think of another 3D game that utilised dithering to achieve shading so from a visual perspective the game is truly unique. This also gives rise to some really interesting visual effects, like when the background fades away to an image (like the screenshot below). I’m typically a very visual person when it comes to games but what Pope has achieved with the Obra Dinn is quite astonishing, even with just 1 colour to work with.

The game play takes the form of an investigation whereby you’re tasked with figuring out who died (or didn’t) when and who or what was responsible for it. You do this by reliving the last moments of most of the crew through the use of your pocket watch. Reliable information is incredibly scarce and so you’ll have to rely on various other things in order to make your judgement calls. This can be things like someone’s position on the ship, their race, their relationship to others or even where they were. When you make 3 correct guesses the game will confirm them for you, preventing you from simply spamming the options and hoping for a hit. If this sounds like a challenge it most certainly is, one I’m not ashamed to say got the best of me.

You see as you relive the last moments of the crew’s life you’ll get to see the story of how the ship met its fate. Following this thread until the end probably lasts a couple hours or so when the game will indicate to you that you’ve seen everything and should get on with solving the puzzle. This will of course mean revisiting a lot of the memories, looking for clues and trying to figure out what information you can glean from where. For some this is going to be a great experience, following the chain of clues to find that one nugget that lets you seal away a fate or two. For me though? It became a chore, not least of which was due to the annoying way in which you have to go to find the memories in order to review them. I did give it the old college try though, solving 15 fates total, but after that point, knowing all there was to know of the story, I didn’t feel like there was much left for me to enjoy.

Perhaps my brain is currently wired for short term gain, thanks to the almost embarrassing amount of hours I’ve put into Black Ops 4 even after panning it, but I couldn’t help but feel much like I did when playing The Witness. The level of care and attention to detail is obvious but I just couldn’t find the joy in there that others seemed to. To be sure this is a game the creator wanted to make, not something that was driven by community or by a large customer research team. There’s beauty in that, and I wholeheartedly support developers attempting this if they have the means, but it also seems to have a trend where craftsmanship can sometimes overpower enjoyment. The usual line I’d quip here is that this game isn’t for everyone but then really, what game is?

The Return of the Obra Dinn is a fantastically crafted game from Lucas Pope, showing the kinds of creativity that can blossom in the face of severe constraints. Everything about how the game was built is unique from the art style to the unique investigative mechanics to the wonderful sound and music design. However beyond the first couple hours, where the story drives you forward, the game peters out considerably and I could only manage to stick with it for another couple hours before putting it down. Credit where credit is due though there are a lot of people out there who are finding much to like about this title and an astonishing 31.5% of players have managed to fully complete the game. So this may simply be a case of this game not being for me but if the idea of playing a time travelling insurance assessor is apealing then it might just be for you.

Rating: 7.0/10

Return of the Obra Dinn is available on PC right now for $19.99. Total play time was 4 hours with 13% of the achievements unlocked.

About the Author

David Klemke

David is an avid gamer and technology enthusiast in Australia. He got his first taste for both of those passions when his father, a radio engineer from the University of Melbourne, gave him an old DOS box to play games on.

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