
Obscure 2 controls full#
This seems to be the full extent of the demo. If you skip the cinematic here and run past as many monsters as possible, you can just about return to the door at the beginning of the underground area before a creepy cinematic – showing a view from the top of a ladder – plays and a much cooler-looking trailer for the full game begins. This seems to be a crucial element of the series, but can be easily missed if you play the demo at a normal pace without thinking of the time limit. This is the game demo trolling you…Īnyway, it’s a really badly-designed demo because – if you skip the cutscenes and don’t waste any time – you can get to the part which shows off the series’ “multiple characters” mechanic with a little bit of time left. So, you might want to take a look… at a large area filled with pretty much nothing, that also wastes precious time too. But there’s a large courtyard area in front of it, and survival horror is an exploration-based genre.

The game pretty much tells you to go through the gate here. What limited exploration you can do, mostly in the outdoor courtyard and the shower room, doesn’t really give you anything useful and just seems to be there to pay lip service to the idea of exploration. There’s a large sports hall, some changing rooms, an outdoor area, a creepy cellar and some underground tunnels/rooms. Not only do the cutscenes seem to count towards the time limit – so, you have to skip them if you want more than just a miniscule moment of gameplay – but the demo only consists of about 4-5 linear areas. The demo for “ObsCure” (2004) is an absolute joke. If it’s just one level or part of a level, then let the player play it in their own time! It will give them a much more accurate impression of the pacing of traditional-style survival horror games like these. They are both short demos that consist of… maybe… one level at the very most, which makes the time limits even more bizarre and inexplicable.

Whether it was possible to actually reach the limits of the demo in the tiny amount of time it allows you to play it. Still, I was curious about whether the demo versions of the “ObsCure” games did something like this. If you just play at a normal slower pace, it’ll kick in sometime during the first level. At a pure guess, there are maybe two full levels in there – but it’s timed well enough that the limit kicks in somewhere around half to two-thirds of the way through the second one when you really push everything. Seriously, even with about five or six attempts – with as much “speed-running” as possible on the later ones – I still found the “Forbidden Siren 2” demo running out of time in the middle of ordinary gameplay. It gives the player the impression that they are getting to play a large game for a short time. This is perhaps the only artistic justification for adding a time-limit to a horror game demo.
Obscure 2 controls ps2#
Usually, if a demo only lets you play for a certain amount of time during each “go” with it, you’ll probably just end up speed-running it in order to see how far you can get.Īnd a “good” timed horror game demo – like the PS2 demo version of “Forbidden Siren 2” (2006) – will include enough of the game that it will always feel like there is more to see.

The presence of a time limit not only ruins the slower pacing that is an integral part of any good horror game, but players will treat the limit as a thrilling challenge ( further ruining the suspenseful horror elements). Time limits for horror game demos are a really bad design choice.

Two minutes? Funny, that’s about as long as I’ve already been playing it for… This is a screenshot from the PS2 demo of “ObsCure” (2004). The full PS2 versions of both games are, alas, surprisingly expensive on the second-hand market these days… But, unlike “Resident Evil Zero”, these games seemed to include a much larger alternating cast of playable characters that mirrored the group of main characters typically found in a late 1990s/early 2000s teen horror movie.Īnd, yes, I ended up buying a cheap second-hand copy of the OPS2 magazine demo disc that I originally played – and lost- back in 2004 since I also wanted to revisit the demo of the first game too ( given how I only remembered the awesome ultra-nostalgic introductory cinematic). Their main gimmick was that – like in “Resident Evil Zero” (2002) – you play as two characters who you can switch between at any time. These were survival horror games themed around the type of corny teen horror movies that used to be popular during the mid-late 1990s/early-mid 2000s ( such as the 1998 film “The Faculty”).
Obscure 2 controls series#
Well, for this article in my series about horror videogames, I thought that I’d talk about the PS2 demo versions of “ObsCure” (2004) and “ObsCure II” (2007) again.
