Back

Return Of The Obra Dinn

8.8| Based on 0.8K ratings

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. ("Obra" is pronounced like "Cobra" without the C). From the author: Goals I want to challenge myself so this'll be a very different game from anything I've done before, including Papers Please. There'll be less creativity with the gameplay and instead I want to experiment with the rendering, story, and a few technical features. Right now I have only a rough idea about the narrative. I'm hoping to capture a compelling mystery with suspense and twists in the limited space of an old merchant sailing ship. It won't be the typical "collect items and look for clues" structure. There's a slightly cool gameplay hook but I won't go into details on that until much later. Devlog I'll try to keep this (https://forums.tigsource.com/index.php?topic=40832.0) devlog lively as I make progress. Because the gameplay itself is more standard, there probably won't be as many creative updates as the Papers Please devlog. I will post lots of pictures and builds as soon as I'm able. Things will likely also move slower than Papers Please did too, at least at the start. P,P still takes a good amount of my time so there's less chance for me to maintain a laser-like focus on one project like last time. The lower bound for finishing this game is around 3 months but realistically I think it'll take me around half a year. My Maya skills are pretty rusty so I expect the modeling/animation to take the most time. 1-bit Rendering My first computer was a Mac Plus. I've always had a nostalgia-softened spot in my heart for 1-bit graphics. I'd like to capture the detailed black & white look of old Mac games in a realtime 1st person game. I plan to push it grittier and less cartoon-like than those old games; the hard part will be keeping everything legible without it becoming an unreadable mess of dithered pixels. One interesting problem with 1-bit rendering is that it doesn't scale well for images and it compresses to video like shit - so YouTube stuff may look really poor. We'll see how it goes. Unity 3D I'm gonna use Unity for this one. I fell in love with Haxe/OpenFL on my last project but unfortunately the 3D situation is not that great there yet. Also, it's time to finally see why 90% of the indie scene is using Unity. I have a good amount of experience with 3D games and the few days I've played around with Unity so far have been pretty productive. The animated title screen scene up there (with post-processing shaders and all) was created in one day. I now have unrealistically high hopes.

SingleplayerSteam AchievementsFull controller supportHorrorGoreViolentMysteryDetectivePiratesTime Manipulation

MINIMUM REQUIREMENTS

Can my PC run it? →
CPUIntel Core i5-650 / AMD Phenom II X4 945GPUGeForce GT 730 / Radeon R7 240RAM4 GB RAMOSWindows 7 or better
Consultando precio...
BUY ON STEAM16% CHEAPER

BEST PRICES

Checking price...
Return Of The Obra Dinn

Return Of The Obra Dinn

En 1802, el bergantín mercante Obra Dinn zarpó de Londres rumbo a Oriente con más de doscientas toneladas de mercancías. Seis meses después, nunca llegó a su punto de encuentro en el Cabo de Buena Esperanza y fue declarado perdido en el mar. La mañana del 14 de octubre de 1807, el Obra Dinn apareció a la deriva en el puerto con las velas destrozadas y sin rastro de tripulación. Como ajustador de seguros de la Compañía de las Indias Orientales, deberás encontrar la manera de abordar el barco y recuperar el libro de registro de la tripulación para evaluar las pérdidas. Armado con un misterioso reloj de bolsillo que te permite revivir el instante exacto de la muerte de cada marinero, tendrás que reconstruir el destino de las sesenta almas a bordo, desentrañando quiénes eran, cómo murieron y quién fue su verdugo. La jugabilidad se aparta de los típicos juegos de detectives: no se trata de recolectar objetos ni seguir pistas lineales. Tu única herramienta es la capacidad de observar una escena congelada en el tiempo, caminar entre los cuerpos y escuchar fragmentos de conversaciones o sonidos que revelan detalles clave. Con esa información, debes deducir la identidad, la causa de muerte y el responsable de cada tripulante, completando un enorme rompecabezas lógico en un cuaderno virtual. Cada acierto refuerza la narrativa; cada error te obliga a reconsiderar tus conclusiones. Es un juego de pura observación y razonamiento, sin acción ni combate, que premia la paciencia y la atención al detalle. Visualmente, Lucas Pope (creador de Papers, Please) rinde homenaje a los gráficos en 1-bit de los ordenadores Macintosh Plus, pero con un enfoque más crudo y atmosférico. Todo el juego se presenta en una paleta de blanco y negro con un filtro de dithering que, lejos de ser arcaico, realza la sensación de misterio y decadencia. La exploración en primera persona a través de los camarotes, bodegas y cubiertas del Obra Dinn se convierte en una experiencia inmersiva y casi documental, donde cada escena de muerte es una viñeta estática que espera ser descifrada. Con una calificación de 8.8/10, este título de aventura y misterio es una obra maestra de diseño minimalista que combina innovación técnica, narrativa no lineal y un reto intelectual absorbente.

Estilo visual único

Gráficos 1-bit que evocan los Macintosh clásicos.

Manipulación temporal

Investiga momentos clave con un reloj mágico.

Rompecabezas deductivo

Resuelve la identidad de 60 tripulantes.

8.8

PUNTUACIÓN GLOBAL