Blair Witch - title

Blair Witch, as an intellectual property, is in a frustrating place similar to the Alien franchise. Both were innovative horror films that set numerous standards and conventions within their sub-genres, and which have been copied and ripped-off numerous times. Sci-fi games from Starcraft, to Metroid, to System Shock, to Dead Space have all taken heavy inspiration from Alien and Aliens. So much of the iconography of Alien and Aliens have been borrowed by these games, that when someone comes along with a game based on the Alien intellectual property, it's hard for that game to not feel like it's derivative of one (or all) of the myriad Alien impersonators.

the Blair Witch Project has similarly left a mark on the horror landscape. It single-handedly popularized the "found-footage" genre against the backdrop of a creepy, supernatural forest. Games such as Outlast, Alan Wake, and even Resident Evil VII all have a little bit of Blair Witch in their DNA. So when a game comes out that actually bears the "Blair Witch" name, it's kind of hard for it to stand out in the larger horror landscape.

Plenty of games (such as Outlast [LEFT]) have used tropes inspired by The Blair Witch Project.

This is the case with Lionsgate and Bloober Team's new Blair Witch game, exclusive to Microsoft platforms. Nothing that Blair Witch does feels particularly new or creative, even though most of the game's ideas are competently executed. Using a camcorder as a tool for navigation, exposition-delivery, and puzzle-solving feels pulled straight from Outlast or Resident Evil VII. Wandering through the woods and defeating monsters by pointing a flashlight at them gives me flashbacks to Alan Wake. Navigating the forest and occasionally picking up other people's trash also reminded me of Firewatch. Eventually, the whole game descends (rather predictably) into P.T. territory -- but, you know, without all the nuance or careful pacing that made P.T. so unnerving.

Who's a good doggy?

Blair Witch's most innovative feature is probably the dog companion (named Bullet), but even that feels pulled straight from Fallout 4. I probably would have been a bit more impressed if not for the fact that Bullet seemed to lose relevance as anything other than a monster compass, for a large chunk of the middle of the game. Without having healing items or ammunition or any other consumable supplies, the ability to send the dog out to find things feels like a sorely under-utilized mechanic.

Bullet is very well-introduced, and is integral to the early levels of the game. He finds clues for you, fetches key items, guides you to the next objective, and warns you of potential danger, all completely organically and without breaking immersion. But after a couple of hours, he just runs out of things to find and things to do. The puzzle shift away from using the dog, and more towards using the camera to do everything from manipulate the environment, to navigate mazes and looping paths, and even spotting monsters.

Your emotional support dog, Bullet, serves an integral role throughout the game.

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Observation - title

It's real refreshing to come across a science fiction game that isn't just about shooting aliens with laser guns or blowing up space ships. If you're in the market for a thoughtful, well-presented science fiction experience, then I highly recommend that you check out Observation. If you're also into horror, then even better, because this game definitely has some horror elements as well. They're much more subdued, but this game does do a fantastic job of creating a building sense of tension and intrigue as its over-arching mystery is slowly unfurled.

The gimmick here is that you play as a malfunctioning artificial intelligence on a near-future orbital research station. The game is presented as a sort-of found-footage narrative (think along the lines of the Apollo 18 horror movie) told entirely from the point of view of the on-board A.I. Something goes wrong, the crew are all missing and possibly dead, and you help the sole survivor try to find the remaining crew and piece together what happened to the station. Think along the lines of playing as the HAL 9000 from 2001: A Space Odyssey, or as Kevin Spacey's character in the [fantastic] movie Moon. You do this by jumping between different surveillance cameras (a la Five Nights at Freddy's, but, you know, with ambitions of being more than just a random jump-scare-generator). Through the cameras, you interact with various technology and station systems within your line of sight. You'll occasionally be asked questions or given commands by the surviving astronaut, and you chose how to respond.

You are an unreliable A.I.?

From the start, there's a certain degree of unreliable narrator going on. One of the very first actions that the game asks you to do is verify the identify of the surviving astronaut via her voice print. You are initially told that her voice print does not match, and you're given the option to accept or reject her voice print. If you reject, she'll repeat her authorization code, and you'll be told that it matches this time. Is she not who she seems? Are your own systems providing you with misleading information? Are your systems merely damaged? This creates an immediate sense of distrust. You (the player) don't necessarily trust the survivor, the survivor doesn't necessarily trust you, and you can't even trust your own perception and judgement.

From the start, it's unclear whether you can trust Emma, or whether she can trust you...

This immediately creates a dense atmosphere of intrigue and mystery and sets a level of tension that persists through the entire game.

This atmosphere is helped by the richly-detailed near-future space station that you inhabit. The visuals are immaculately detailed, and the station looks and feels like it could be modeled after the real-life International Space Station. The spaces are tight and claustrophobic. Accessories and stationary are strapped or velcroed to the walls, floors, ceiling, and desk surfaces in order to prevent them from floating off in the zero-gravity environment. Everything is believable.

The game further builds its atmosphere with its immersive U.I.. Every button press, command, and interaction has some in-universe context behind it that helps to keep you in the mind-space of your A.I. character. The U.I. is mostly easy to use, and most actions feel intuitive.

This game hooked me in with its setting and atmosphere, and I just had to keep playing to find out what happened and where this would go!

The space station and U.I. are believable and immersive.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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