Return of the Obra Dinn
Release date18 Oct 2018
Lost adrift, 1803 THE GOOD SHIP "OBRA DINN" - Built in 1796, London ~ 800 tons, 18 feet draft Captain R. WITTEREL ~ Crew 51 menLast journey to the Orient ~ Chap of good expectation never came to - Inquiries or relevant data to East India Company, London. A protection experience with at least shading In 1802, the dealer transport Obra Dinn set out with more than 200 tons of cargo a half year later it had not yet arrived at the concurred gathering point at the Cape of Good Hope and was delegated lost on the high seas.Today, promptly in the first part of the day of October 14, 1807, the Obra Dinn was in port Driven by Falmouth, the sails harmed, the group not seeing anything.As a protection analyst protection investigator at the East India Company's London office, you should quickly advance toward Falmouth, figure out how to jump aboard, and check out the harm you have done Return of the Obra Dinn is a first individual riddle experience, which is about precise research and obvious end results.
About Return of the Obra Dinn
Return of the Obra Dinn is released by 3909 in 18 Oct 2018. The game is designed by 3909. Return of the Obra Dinn is a typical representative of the Adventure genre. Playing Return of the Obra Dinn is a pleasure. It does not matter whether it is the first or a millionth hour in Adventure, there will always be room for something new and interesting. Thrilling levels and gameplay Return of the Obra Dinn will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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Return of the Obra Dinn is versatile and does not stand still, but it is never too late to start playing. The game, like many Adventure games has a full immersion in gaming. AllGame staff continues to play it.
Return of the Obra Dinn is perfect for playing alone or with friends.
At AllGame you can find reviews on Return of the Obra Dinn, gameplay videos, screenshots of the game and other Adventure representatives.
This section tells the history of the world of Return of the Obra Dinn
"In 1802, the merchant ship "Obra Dinn" set out from London for the Orient with over 200 tons of trade goods. Six months later it hadn't met its rendezvous point at the Cape of Good Hope and was declared lost at sea. Early this morning of October 14th, 1807, the Obra Dinn drifted into port with sails damaged and no visible crew. As insurance adjustor for the East India Company's London Office, find means to board the ship and recover the Crew Muster Roll book for assessment."
Return of the Obra Dinn - Análisis
5 years later we left the border checkpoint to get on the recently recovered Obra Dinn , a ship that traced the Far East route and that, after an accident, is considered missing, until now. We will be one or one (independent and random depending on each item) insurance inspector of the East India Company . We are in 1802 in Falmouth and the Dinn Work has mysteriously reappeared, our mission? Accounting for expenses, damages and cover with bureaucracy.
But we will quickly realize that the task will not be so simple, nor so successful. One of the packages that travels in our small boat includes a small clock and a book in which the mysterious Henry Evans urges us to investigate and capture in those pages what the hell happened in the Dinn Work. And so Lucas Pope pushes us to dive into exploring a desert ship. The book includes a few notes, information about the Dinn Work, a list of passengers and some photos of the day to day on the ship. Upon returning to deck, a corpse on deck will help us make our first steps with the general system of Return of the Work Dinn .
The clock that we carry activates and transports us to a diorama with the last moments of the corpse's life that we have just seen . Through these three-dimensional postcards Lucas Pope will present us with narrated fragments of life, miracles and tragedies in the Dinn Work. As special guests to this frozen moment in space time we can walk freely and analyze the scene from all angles. Observation And it will be through the most acute observation that we can move forward and unravel what happened in the Dinn Work and that each and every one of the 60 crew of the ship held.
Through the book we can know who witnessed the death of the subject in question, in how many fragments it appears and where it was located according to the photographs that came in the book. As you can see the information is very limited and our mission will be to give each person's name and surname, as well as confirm the details of how he died . This Cluedo on a large scale may seem trivial and, in a way, during the first bars the work makes us think the same. A name, a surname, a kinship, is enough to tie up ends and know who is who. But the thing quickly gets complicated. We must read between the lines, look at the peculiarities of each subject . Its origin, location on the ship, companions, voice, tone, everything counts and anything can be the spark that allows us to identify that person. Do not rule out on occasion to have to resort to trial and error, but the truth is that, this mechanics already known, is resolved in an attractive, addictive and perfectly measured to offer a balanced and satisfactory feeling for the players .
While we solve and identify the characters, the story will spring up in front of us and we will be able to understand and witness the peculiarities and shades that this ship has enjoyed during these last days. Our presence will be a mere way or an instrument , as it was already in Papers, Please, to invite us to witness a party to which we have not been invited. We are not before our history but before the history of the passengers of the Dinn Work .
Nor will his simplified but striking artistic section leave us indifferent. As a good computer lover of yesteryear we can emulate the brightness and colors of the monochrome Macintosh, IBM, Commodore , etc. of the time. Not for that reason the artistic section has to detract but quite the opposite. The characters are clearly distinguished and with all the details we need. What its simplicity implies is that the technical specifications of the game are not demanding at all and, therefore, easily executable on a large number of machines.
If the game artistically attracts attention, your BSO looks at the same level. Marine melodies with simple rhythms, but tremendously catchy , will make it very easy for us to be humming them for days without being able to get them out of our heads. While the voices are in VO, the texts that are present are Spanish , something that is welcome since we can not pass a single detail if we want to solve all the puzzles.
We gathered the finest game reviews for you to have a better idea of the Return of the Obra Dinn
Damaso ScibettaReturn of the Obra Dinn - Review
Paradoxically, one of the greatest strengths of small productions and small development teams is that of not having the opportunity to manage and offer a graphi...
Here more than ever, in fact, it is difficult to separate the graphic aspect from the actual game, since those millions of dots on the screen build the gameplay. Far from the 32 million colors we are used to today, Return of the Obra Dinn focuses on chiaroscuro and, as in a charcoal painting, bases everything on the presence and absence of a single color (creating a unique and highly distinguishable " 1 bit "). The effect is extraordinarily rich and manages to stain the screen with a huge amount of small details, from gunpowder to splinters of wood to blood. If initially it might seem just an aesthetic gem, in reality Pope has managed to make this type of "coloring" relevant also in the gameplay itself.
Return of the Obra Dinn is a not too long investigative adventure (in less than 7 hours you will have safely seen all that the game has to offer), in which an expert is played with the task of investigating a series of deaths at the interior of a ship, the Ora Dinn, exploiting few clues. In addition to a stingy handful of documents with the names and faces of all passengers, the only tool available is a strange clock that allows the protagonist (and therefore the player) to relive the last moments of the life of each of the passengers (such as in Ghost Trick, but this time without being able to change anything, unlike Takumi's masterpiece).
We therefore find ourselves connecting for each corpse a name, a face and a cause of death (among a huge list of possibilities) simply by relying on deductive skills, and the game develops around this mechanic: from each corpse you can access any corpses present in the memory and from that moment also interact with them. It seems like a small idea, unable to bear the whole adventure, if it were not so well balanced between moments of investigation, moments of reflection and moments in which ... dots connect.
What makes the graphic aspect relevant in this speech is the fact that once a memory starts, only voices or sounds are heard, one imagines the scene in one's mind, and later on one starts moving in the I remember. Meanwhile, the scene has "stopped" at a precise frame in which the two-color graphics allow you to outline details and events in a very precise way, in addition to the new accessible corpses. Everything you see on the screen is potentially useful to the investigation and those moments inside the memories can last minutes and minutes while we take note of every detail: Return of the Obra Dinn is not lost in useless descriptions, in excessive information, nor in situations able to lengthen (and water down) the game. And it is not a trivial matter.
There are mainly two, in fact, the incredible aspects of Pope's work: Return of the Obra Dinn manages to gain strength on its essential and uncompromising construction, organizing an idea of interaction that cannot be separated from graphics or any other element of the game and at the same time manages to make the concept of investigation really sensible.
Moving away from more or less guided procedures to which modern games have accustomed us and from interrogations and clues of over twenty years of adventures, the investigation is completely left in the hands of the player who must put the dots together, look around, grasp small details (from the arrangement of the sailors in an illustration to roles, position of the cabins, type of hat worn, accessory elements and any small clue can be obtained from a scene). It is no coincidence that on more than one occasion I have found myself looking online for information on how to dress and on terms in certain languages to be able to narrow the field on some names. At one point, a man says "Verdammt", perhaps an indication of his German / Austrian origin, for example.
The game does not take us by the hand in continuing with the investigation, among other things, avoiding to tell us immediately if our deduction is correct or not: you can have some useful feedback only after three correct deductions, going to file any attempt to constant tests with the brain off. The sense of reward obtained once three "fates" have been resolved is perfectly calibrated, in an excellent balance between attempts, deductions and a feeling of success.
Right here, however, Return of the Obra Dinn shows the side of a small criticism that should not be underestimated. Sometimes, in fact, although it seems a hymn to rationality and deduction, we find ourselves (albeit rarely) attempting names hoping to guess, because maybe there are three Indian sailors who correspond to all the information that we have been able to find and slightly grope it is more efficient than looking for other evidence. However, it happens very rarely and is perhaps the only real accusation that can be made against such an original and courageous game.
A final mention of the technical aspect: the translation into Italian is excellent in all its aspects and the performance of the game is not least, very stable and completely bug-free, at least during my experience.
I played Return of the Obra Dinn on PC through Steam for 7 hours, in which I completed the whole game, finding out all the fates and names and completing the diary. I used a PC equipped with an AMD Ryzen 7 1700 at 3.0 GHz, 16 GB of RAM, a 500GB SAMSUNG 960 NVMe SSD and a GeForce Gigabyte GTX 1080, connected to an Asus ROG SWIFT PG279Q 27 "monitor at resolution of 1440p.
Patrick MittlerReturn of the Obra Dinn Review - The Art of Making Great Games
With the detective adventure Return of the Obra Dinn, the creator of Papers, Please is once again playing an unforgettable exceptional game.
The eponymous return of the Obra Dinn cannot be described as a happy reunion. The ship of the East Indian Trade Company disappears on a voyage around the Cape of Good Hope in 1802 and only reappears five years later. As a ghost ship . Everyone on board is dead. Now we take on the role of an out-of-the-ordinary insurance agent trying to find out what the hell happened on the Obra Dinn.
Gameplay beats graphics
By art we don't mean the style of Return of the Obra Dinn. Sure, the monochrome retro look has its undeniable appeal aesthetically, but the highly stylized graphic is basically an eye-catcher, a matter of taste or maybe just a means to be different, to stand out from the crowd. The style is a minimalist allusion to old computer systems (with graphics options that simulate, for example, "Commodore 1084" or "Macintosh") and it is impressive how events, locations or characters come to life with so few pixels.
The art of Return of the Obra Dinn, which we mean, lies somewhere else - namely in the ingenious gameplay ideas that tell an exciting detective story in a daringly clever and refreshing way.
But first things first: after just a few steps on the deck of the ghost ship, we discover a skeleton, and as soon as we are in front of the remains, our insurance investigator pulls out his pocket watch. This tool is called Memento Mori and with one click its hands start to spin wildly. The screen goes black and we hear an argument.
Someone asks the captain to open the door to his cabin. The battle of words escalates and suddenly we are standing in front of a still image of horror : a man has fired a pistol, the bullet shreds the neck of his victim. Time stands still and we can move freely in this frozen scene.
Sherlock Holmes on deck
This is the first part of our investigative work: We use our watch to jump directly to the time of death of people whose remains or ghostly patterns we discover on the Obra Dinn. The second part of our detective work takes place in a book that we can open at any time by pressing a button. It is a protocol and a thriller in one. It initially includes ship charts, drawings of scenes on board, and a list of the crew and passengers. This is followed by blank pages that slowly fill with the incredible events on board the Obra Dinn as we progress through the game.
Our goal is to find out how the victim died for each death. Who killed whom and how? In the example given, the captain shot someone. We have to explain why in further scenes and with the help of our book. Does the victim wear a certain uniform or does it have a striking accent? In what environment is the dead person depicted on the drawings that have survived from the life of the ship?
With such details, we can use the passenger list to narrow down the possible victim. If we correctly state three deaths, i.e. select the right combination from a list of names and causes of death, this is a first stage victory, because then the relevant entries in the book change from handwritten notes to printing types. That means we were right and new fragments of history appear in the book.
Sudoku staged like a movie
The trick is that simple guessing doesn't get us anywhere . The choices and combinations for who, how and what are simply too many. We are forced to logically derive a chronology of events from the countless death scenes, compare identities, establish cross-connections and correctly interpret interpersonal dramas.
Detective work has rarely felt as authentic as here - also because we only get marginal tips. For example, the game shows us in the notebook how difficult it is to find out the identity of a certain person with our current level of knowledge. Return of the Obra Dinn is like filling out a Sudoku - only more exciting and with more suction.
This is mainly due to the twisty story that opens up fragment by fragment and casualty for casualties. We don't want to anticipate anything here, because otherwise the charm of Return of the Obra Dinn will be lost to some extent. Just so much: The story has some unforeseen (death) moments that made our jaws crack on the table and again and again turned our previous assumptions upside down.
These moments have also burned into our memories because developer Lucas Pope has shown tremendous sensitivity when it comes to music and sound design . The soundtrack swells up in dramatically fitting moments, the speakers go to great lengths (in English) and the placement of sound effects also contributes a lot to the dense atmosphere.
It takes six to twelve hours , depending on how quickly we combine, to solve all the deaths and the stories behind the Obra Dinn. During this time we were so immersed in the complex puzzle of the ship that we hardly noticed any defects. The navigation in the book becomes somewhat confusing with increasing complexity of the connections.
Screenshots will help you evaluate the graphics and gameplay of Return of the Obra Dinn.
If screenshots are not enough, you can enjoy creative videos from 3909
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