Sights & Sounds
- Graphics straight out of 1998, but with a higher frame rate. That's not a knock on the game. It's part of the appeal
- The music (limited as it is in a game that doesn't even take an hour to beat) is excellent
Story & Vibes
- Not much to say. You get dropped off at a train station, but you don't have another ticket to leave. An old man on a bench says he's left one in pieces around the train station. It's up to you to find the pieces and leave
- Zaniness ensues
Playability & Replayability
- It's a fairly basic adventure game in the style of what some would call a "walking simulator"
- You just walk around, steal stuff, talk to people, and pick up ticket pieces
- Not sure that I'd replay it, but I'm glad to have this little intro to the series
Overall Impressions & Performance
- I'm planning to play through the Cosmo D games and figured I'd start at the beginning. The great music and the general weirdness of the experience has me intrigued
- This game seems like it would run on anything. I played it on the Steam Deck with a community layout, and it ran just fine
Final Verdict
- 6/10. Not much to chew on, but it seems like a nice appetizer for the rest of the Cosmo D games
- Graphics straight out of 1998, but with a higher frame rate. That's not a knock on the game. It's part of the appeal
- The music (limited as it is in a game that doesn't even take an hour to beat) is excellent
Story & Vibes
- Not much to say. You get dropped off at a train station, but you don't have another ticket to leave. An old man on a bench says he's left one in pieces around the train station. It's up to you to find the pieces and leave
- Zaniness ensues
Playability & Replayability
- It's a fairly basic adventure game in the style of what some would call a "walking simulator"
- You just walk around, steal stuff, talk to people, and pick up ticket pieces
- Not sure that I'd replay it, but I'm glad to have this little intro to the series
Overall Impressions & Performance
- I'm planning to play through the Cosmo D games and figured I'd start at the beginning. The great music and the general weirdness of the experience has me intrigued
- This game seems like it would run on anything. I played it on the Steam Deck with a community layout, and it ran just fine
Final Verdict
- 6/10. Not much to chew on, but it seems like a nice appetizer for the rest of the Cosmo D games
Everything about this strikes me as the type of game that Mr Brainwash would make - unceremoniously smashing together a 3D collage of ready-made graphics with the sole intent of leaving a grotesque impact under the presumption there's a profoundness to it all. This game looks like a Second Life map, hideously warped prefab character models dancing with bought emotes and with bizarre decor strewn around in a way that only makes sense in the designer's stormcloud of a mind. Honest contender for most botched implementation of sun shafts I've ever seen. Off-Peak is probably supposed to be funny in a beguiling sort of way, but the languid dialogue and hacked together assets just hit me as dull and uncreative. The soundtrack is a bop though.
maybe it's because I've found myself taking the metro north to grand central a lot lately, but i really enjoyed this bizarro version of America's most famous transit hub. I love the music and the garish visuals. the game itself doesn't have much to it, but all of the goals are an excuse to experience the station.
I'm curious about the influence this had on Babbdi -- the premise is exactly the same, and in retrospect, maybe it consciously tried to one-up Cosmo D's unnerving character models.
I'm curious about the influence this had on Babbdi -- the premise is exactly the same, and in retrospect, maybe it consciously tried to one-up Cosmo D's unnerving character models.
Off-Peak é um museu de arte surreal em forma de jogo. Após um dos meus primos me presentear com um PC Gamer que ele não usava mais, decidi procurar jogos que o meu PC antigo não aguentava (até criei a minha Steam), e decidi jogar esse por interesse e pra ter um gostinho de como são os jogos do Cosmo D. Nesse jogo, você se perdeu numa estação de trem e precisa procurar pedaços de uma passagem num museu de arte pra sair do lugar e no meio do caminho você conhece gente estranha e aprecia o local. A forma mais fácil de resumir esse jogo, é um walking sim à lá Yume Nikki aonde você explora espaços surreais que é minimalista em tudo (adendo: nunca joguei Yume Nikki, então posso estar falando asneira). Ele tem uma história, mas ela é bem vaga e abstrata e não é necessário entendê-la para aproveitar, já que o negócio se sustenta mais pelas vibes do que qualquer outra coisa. As vibes aqui são imaculadas, com cenários surreais que parecem familiares e um onirismo encantador, e por mais que não seja graficamente lá essas coisas, a direção de arte compensa ainda mais pra sensação surreal do game. Por mais que tenha um objetivo presente, ele não é o que importa aqui, já que ao se passar num museu de arte, tratá-lo como uma exibição virtual o ajuda, então aproveite o passeio e veja o que te aguarda nesse museu. O que mais me encantou aqui foi a trilha sonora, com seu hipnótico jazz eletrônico e um ótimo design de som. Suponho que por ser do início da carreira do Cosmo D, esse daqui não seja um dos games mais bem trabalhados ou profundos dele (eu costumo ouvir de outras pessoas que esse aqui é um dos mais fracos dele), mas ter me dado um gosto de como são as suas obras me despertou interesse. Off-Peak é uma maravilha minimalista e o seu onirismo nessa galeria surreal é encantador, e tendo duração breve e sendo de graça, chega a ser uma oferta difícil de recusar.
Off-Peak represents the art and value of Collage, a mode of expression that values the substance of what someone is saying vs the means by which they are saying it.
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There is, probably, no way around it: in any other situation Off-Peak could be called an asset flip. As a casual observer its hard to explicitly verify every single assets origins but its clear almost all the images are from real life things - most notably the Cyrk posters, originating for the real “circus poster” movement that happened in the Polish art scene post 1960 (or something like that). There are brewery company billboards, clips of graffiti and street art, real sheet music of classic stuff (or so Ive seen it be claims), quite possibly just straight up illustrations used as wall art, and even besides that I doubt Cosmo D modeled all the people, mushrooms, fish, animals, trains, whatever. I would be prudent to assume Cosmo D made very little here.
And I sort of dont care, at least not in this case.
The key element I think, is that Cosmo D isnt trying to plagiarize these things, youre not made to believe that these are original creations. No, to me the goal is to present culture. Interests. Off-Peak isnt trying to get you to think it invented a beer called “Falco” by Eviltwin Brewing, its trying to get you to think something like Falco would be advertised at a place like Off-Peaks station.
Certainly this could still be infringing - but you know what? I think art should be a lil infringing sometimes. Omelets and eggs and all that. Collage has always been a bit controversial but there is merit and value in curation, where someone weeds through an ocean of possibilities and narrows it down to a collection of meaningful instances, something finite that you can connect with and understand. Something you can wrap your head around - and sometimes something that can present new connections you might not have considered before.
To me this is where all of Off-Peaks personality comes from. The juxtaposition. The framing. The impression, the atmosphere it ecks out. Train stations where lap steel players get tickets to exotic places by tycoon directors that seek to turn places of transportation into commerce and connoisseurship. Cities partially submerged in water like a new age Venice, where things like the circus are enterprising and eccentric art collectives.
I draw alot of energy from the experimental-ness of it all, and as an amateur effort I find it impressive that its half as entertaining and engaging and thoughtful as it is.
Like, heres my thought: if every asset flip was this cool, I could only imagine the amount of art that we would be creating when these people got their hands on some budget.
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There is, probably, no way around it: in any other situation Off-Peak could be called an asset flip. As a casual observer its hard to explicitly verify every single assets origins but its clear almost all the images are from real life things - most notably the Cyrk posters, originating for the real “circus poster” movement that happened in the Polish art scene post 1960 (or something like that). There are brewery company billboards, clips of graffiti and street art, real sheet music of classic stuff (or so Ive seen it be claims), quite possibly just straight up illustrations used as wall art, and even besides that I doubt Cosmo D modeled all the people, mushrooms, fish, animals, trains, whatever. I would be prudent to assume Cosmo D made very little here.
And I sort of dont care, at least not in this case.
The key element I think, is that Cosmo D isnt trying to plagiarize these things, youre not made to believe that these are original creations. No, to me the goal is to present culture. Interests. Off-Peak isnt trying to get you to think it invented a beer called “Falco” by Eviltwin Brewing, its trying to get you to think something like Falco would be advertised at a place like Off-Peaks station.
Certainly this could still be infringing - but you know what? I think art should be a lil infringing sometimes. Omelets and eggs and all that. Collage has always been a bit controversial but there is merit and value in curation, where someone weeds through an ocean of possibilities and narrows it down to a collection of meaningful instances, something finite that you can connect with and understand. Something you can wrap your head around - and sometimes something that can present new connections you might not have considered before.
To me this is where all of Off-Peaks personality comes from. The juxtaposition. The framing. The impression, the atmosphere it ecks out. Train stations where lap steel players get tickets to exotic places by tycoon directors that seek to turn places of transportation into commerce and connoisseurship. Cities partially submerged in water like a new age Venice, where things like the circus are enterprising and eccentric art collectives.
I draw alot of energy from the experimental-ness of it all, and as an amateur effort I find it impressive that its half as entertaining and engaging and thoughtful as it is.
Like, heres my thought: if every asset flip was this cool, I could only imagine the amount of art that we would be creating when these people got their hands on some budget.
Does amazingly much with astonishingly little, Off-Peak is a short 30 minute to 1 hour experience that resembles an art gallery more than a "game", but uses that visage and theming to challenge not only what games are, but what they move in us.
The train station of Off Peak offers food, booze, board games, mysteries, music...the things that move the soul, in abundance, and works to show not only how these things can be leveraged for liberation, but also how labor and ownership can shape them into weapons against the very satisfaction they bring.
Highly recommend for both brevity, uniqueness, and the title's important place as an altar to B-Games and as an evolution of the indie "walking sim" genre many unfairly rallied against during its formation.
Did I mention...it's free?
The train station of Off Peak offers food, booze, board games, mysteries, music...the things that move the soul, in abundance, and works to show not only how these things can be leveraged for liberation, but also how labor and ownership can shape them into weapons against the very satisfaction they bring.
Highly recommend for both brevity, uniqueness, and the title's important place as an altar to B-Games and as an evolution of the indie "walking sim" genre many unfairly rallied against during its formation.
Did I mention...it's free?