Play it again S.A.M.

An astronaut, features furrowed, caged by
monitors and splashed with light. It’s the prevailing image in
Observation, the new game from developer No Code, and it’s one that’s
lingered in the minds of moviegoers for decades. It was there in 2001: A
Space Odyssey, when hero David Bowman grappled with his on-board
computer, Hal 9000, in a battle of wills. And, after rewatching Alien
recently, I realised it wasn’t the glistening of teeth and tail that
transfixed me most; it was the sight of a frustrated Sigourney Weaver,
slumped amidst the screens of the ship, mired in their ghostly glow.
Clearly, it’s an image that haunts Jon McKellan, who wrote and
directed Observation, but it isn’t the only one. The first thing we see
is a dark cabin, illuminated by flashes, clutter floating through the
air like flotsam. It’s a slow, confident opening that establishes a
style of stillness, with details gradually gravitating toward us. The
game is set on board the Observation, a space station, hexagonal in
design, that looks as though the Big Shell, from Metal Gear Solid 2:
Sons of Liberty, had boldly blasted into orbit. Drifting through its
cramped halls was a crew of six, of which there seems to remain only
one: Emma Fisher.
She’s the hard-wearing type, with the determined air of the
unflappable. Not only that, but she’s played by Kezia Burrows, who
provided motion capture for Alien: Isolation’s
Amanda Ripley, and what more do you need, when things start to go wrong
in space, than a Ripley? In short, she’s made of the right stuff. But
there’s a twist: Fisher isn’t who you play as. You play as the
Observation’s AI, S.A.M. – which stands for Systems Administration and
Maintenance. This will come as bad news to those whose feet were tapping
impatiently through the game’s early moments, waiting for the action to
kick off. If anything, it rolls to a stop.
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After what’s tactfully referred to as an ‘incident’ – but what must
rank, as far as NASA is concerned, pretty highly on the fuck-up scale –
Fisher awakens to find the station in orbit of Saturn, instead of Earth.
What follows are her attempts to find out what’s going on. You, on the
other hand, are an operating system and, as such, don’t move; but that
doesn’t mean you spend your time dossing around. You are the
ship – its eyes, ears, brain, and, if need be, its dirty hands. You can
flick between cameras in the blink of an eye, link up with laptops and
mine them for data, open hatches, jettison pods, and even scoot about in
a drone that resembles a football.
Observation is, in terms of its play, a collection of mini-games,
laced with puzzles, strung together by a mystery, and pulled taut with
tension. As you cut between static cameras, you feel as though you’re
the director of an old Resident Evil game, angling the action as
dramatically as you see fit while scraping the station for details and
letting nothing escape your grasp. One segment, for example, has you
broadcasting a message. This means zapping to the astrophysics lab,
zooming in to scour a star chart for coordinates, uploading them to your
comms system, and inputting them into a separate program manually. It’s
a sober reminder that astronauts, even while among the stars, are also
admin assistants.
Alas, there were moments where the puzzles skewed towards busywork,
their solutions dredged up by trawling. Other times, lacking a clear
sense of what to do, I had to needle Fisher to repeat her last
instruction. Most of the game, though, I spent lulled into a sense of
rhythm and rubric – of following procedure and deciphering patterns.
What a strange pleasure there is in expunging your own self and giving
over to a machine – what’s that, I suppose, if not the act of playing a
video game? There are smart touches, like choosing whether to accept or
reject a voice recognition protocol – do you stick to your programming
and reject a poor audio sample? or break the rules to bring comfort to a
lonely soul? The smartest move Observation makes is embedding you, a
germ of humanity, as the glitch in the code.
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But its power to conjure such thick atmosphere lies in the mood of
its direction. There is a recurring shot, showing the station adrift
with Saturn looming and brooding above it. It instils the sense of outer
space as not being outer at all; in its dwarfing quiet, it feels
interior, like a tomb. After so much time spent cloistered on the
station – in the station – It almost feels like coming up for
air. Only there isn’t any. McKellan has the eye, and the sense, to pull
back: a quick cut from the intimate to the infinite. And his
fingerprints are all over Observation.
If you have a game in which you plan to make the ship’s computer the
star, I can think of no one better suited to the task than McKellan, who
already pulled the same trick with Alien: Isolation, for which he
designed the user interfaces. With all that warbling VHS-tape warmth, it
was those retro-futuristic read-outs, not the xenomorph, that stole the
show. (Someone is always thieving the poor beast’s thunder.) Here, the
entire ship hums with a hard sci-fi edge; despite being untethered from
the grip of gravity, everything feels grounded – closer to home. Indeed,
it takes place in 2026, not too far from now, and yet you can’t help
but notice a skein of ‘70s nostalgia running through it. It’s in the
rough grain of the cameras, and it lives in the station’s sounds – the
pocketa-pocketa drumming of machines deep in thought.
And what of S.A.M.? Is he deep in thought? We’ve been
conditioned, through years of science fiction – stemming from HAL, in
2001, right through to Mother, in Alien, whom Ripley called a bitch – to
treat AI with nothing but suspicion. It would be considered a plot
twist, these days, were it not to malfunction, for its mood not
to turn mercurial. And yet, thankfully, the game shows restraint. It
helps that S.A.M. is played by Anthony Howell, whose flattish voice
issues forth from the ship’s speakers in an ivory-smooth rumble. He’s a
thespian, a member of the Royal Shakespeare Company and regular at The
Globe theatre, and I wonder if it’s an insult to suggest that he has
found his calling playing an emotionless AI?
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Howell lends a cloudy vagueness to S.A.M., which makes him seem,
despite our playing as him, unknowable. As the credits rolled, it dawned
on me that the central idea of playing as a corrupted AI was left
mostly unprobed. In a later moment, when he says ‘There’s so little of
me left now,’ we wonder: what was there to begin with? And where along
the way did it crumble and erode? Is he mad? One thing’s for sure: what
was true of Bowman is true of S.A.M. As Arthur C. Clarke put it in 2001,
‘If he was indeed mad, his delusions were beautifully organized.’ I
can’t shake the sight of S.A.M.’s mind-bank, unlocking information by
joining coloured curves from one data file to another like freshly
formed synapses. Or the map of the ship, a chalky green wireframe
rippling with static.
As Observation draws to a close, we get the full flush of its
influences – from Solaris to Event Horizon, and succumbing, once more,
to the pull of 2001. The repeated sight of a black monolith was a little
much, as homage and influence were blown out the airlock in place of
cliché. It’s hexagonal – just like the station! Get it? – and it
mirrors, rather nicely, Saturn’s hexagon. Of the ending, I’ll say
little; only that it sacrifices the earlier subtlety in favour of cheap
shocks. I kept thinking of the images of Saturn’s hexagon
sent back by the Cassini probe; they were captured in a bloodlike
infrared, showing stormwinds that seemed to blow hot and hellwards.
Sometimes observing is horror enough.
Developer: No Code
Publisher: Devolver Digital
Available on: PlayStation 4 [reviewed on], PC
Release Date: May 21, 2019
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