Obscure: The Aftermath

By: Eric M. Martin

Monday April 21, 2008

A few surprises from Ignition Entertainment’s suspense-filled sequel
For anyone who ends up playing Obscure: The Aftermath, please make note of a few simple things. I played the PlayStation 2 version, so any technical gripes I have are for the system first and foremost. That being said, we come to the core of the matter. While I don’t feel that this is a fantastic title, it is certainly not worthy of some of the mediocre to mid-grade scores it has received. Then again, that’s half the problem. After playing the game for a little over three hours, I felt my mind being assaulted with several questions from beyond the void. I’ve realized that a title such as this is a gaming journalist’s challenge. A true test of the skills of opinion, if you will. There is so much about Ignition Entertainment’s sequel that I cannot let go of, and I feel should be addressed to the gaming community at large.

Obscure: The Aftermath has a one-player mode, but let’s be honest with ourselves. This game was designed with a 2P in mind. I won’t go as far as saying that you can’t play it by yourself, but I will say that you shouldn’t. I’ve never seen a game of this genre, save Psi-Ops, that gave you a blatant excuse to call a friend. Part of the untapped genius of this game is the notion of getting help to survive a survival/horror atmosphere, lending an invaluable quality of atmosphere that most games would kill for.

Speaking of atmosphere, I can’t remember the last time I got nightmares from either watching a movie or playing a game. The first night after playing Obscure: The Aftermath, I had dreams about zombies and monsters and me in the middle trying to survive while my neighborhood went to pieces all around me. I woke up in somewhat of a sweat, hoping to catch reality by the throat. For the first time in a long time, on a gaming level, I realized the true power of a thoroughly immersive experience. There is an untapped quality about this game that gamemakers and filmmakers all seek to have, and that very few actually harness.

The Achilles heel of Obscure: The Aftermath, at least where a couple of gaming sites are concerned, are the technical aspects of gameplay. Camera control is less-than-favorable, but I was somewhat expecting that when I began. That pretty much took the edge off of the disappointment. Aiming with firearms and melee objects is nigh inexistent, which is definitely not something you want to have when you’re in a rushed panic against swarms of mutants. After all, it’s difficult to play a game that you truly cannot play.

Many games have reached this juncture. Yes, the concept is great. Yes, the controls are horrible in many cases. Yes, there is no excuse. But, there is something different about Obscure: The Aftermath that puts me in such a forgiving mood. I don’t think I’ve ever felt this much admiration toward a game in my adult life. Something about the mood combined with music cues and a truly cinematic way of storytelling has captured my attention. Couple that with a decent graphical job, both in cut scenes and playable environments, and you’ve got a great package.

On a separate, but relevant note, I think that Obscure: The Aftermath sets a benchmark on co-operative play games. There are several games out there that offer co-op modes that truly enhance the experience. How many games are there that force you, albeit inadvertently, to need a second player in order to complete? If this were a mandatory two-person venture, I don’t see why it couldn’t have been more successful. If the control and camera issues were tweaked just a little more, we’d have had an unstoppable game on our hands. We don’t, but it doesn’t mean that Ignition Entertainment and Hydravision should go unrecognized for their attempt.