JÚPITER es el laboratorio principal del GRUPO OLYMPUS. Allí los científicos están llevando a cabo investigaciones sobre ESPACIO y el TIEMPO, pero tal vez los experimentos sean más de lo que parecen...
Análisis de usuarios: Variados (170 análisis) - El 61% de los 170 análisis de los usuarios sobre este juego son positivos.
Fecha de lanzamiento: 10 abr. 2015

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Comprar Albedo: Eyes from Outer Space

¡REBAJAS DE OTOÑO! La oferta finaliza el 1 de diciembre


Contenido descargable para este juego


Recomendado por mentores

"First person puzzle-heavy adventure set to a rich sci-fi style. A suspenseful setting that is detailed and vibrant in a grotesque, organic sort of way."
Lee aquí el análisis completo.

Actualizaciones recientes Ver todos (25)

21 de septiembre


-first room: light a few brighter, semplified logic ( rattrap placement and snack opening no more needed) and some futile interactive objects are disabled.
-second room: semplified logic ( auto turn valve etc..)
-other semplifications ( easier Esophagus and Cave levels
-animated loading screen
-improved gamma options
-improved gamepad controls and tutorial

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18 de agosto

Albedo heading to EGX, Birmingham, UK

Albedo: Eyes from Outer Space will be on show at the UK's biggest video game show, EGX. Running from September 24 thru 27 at the National Exhibition Centre in Birmingham, England.

Tickets are selling out very quickly but there are some still available (Saturday's sold out). Make sure you've got yours by heading over to the EGX Website. We look forward to seeing you there.

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“By the standards of many independent game titles, and most modern games for that matter, Albedo’s visuals are striking and extremely impressive.”

“Albedo: Eyes from Outer Space looks like something you'd get if you spliced together The Residents, BioShock and Myst, and it definitely stands out from the crowd.”

“Merge Games has just announced Albedo: Eyes from Outer Space, a first-person puzzle/first person shooter title set in a goofy sci-fi world.”

Acerca de este juego

Inspirado en las películas de ciencia ficción de serie B de los 60, Albedo: Eyes From Outer Space es un juego de aventuras en primera persona. Trabajas como vigilante nocturno de un laboratorio secreto semi abandonado cuando quedas inconsciente debido a una explosión cercana. Al despertar en el sótano, miras hacia arriba y ves un enorme agujero en el techo. Escapar del edificio dañado será sólo el primero de tus problemas y al empezar a explorar la base te ecuentras con organismos sobrenaturales. ¿Podría ser algún experimento biológico que salió mal? Necesitarás luchar para sobrevivir y desentrañar los misterios y problemas que se avecinan.

  • Narrativa al estilo de película de ciencia ficción de serie B de los años 60. ¡Llena de misterio y suspense!
  • Impresionantes entornos 3D y detallados objetos para usar.
  • Efectos de sonido realistas y atmosféricos que te sumergirán en el juego.
  • Gameplay tipo Aventura, incluyendo elementos típicos de los juegos de puzles y añadiendo acción y disparos en primera persona.
  • Veinte detalladas salas para explorar, todas llenas de misterios, visiones extrañas e intrincados puzles que resolver.
  • Motor de físicas avanzado extremadamente inmersivo en la interactuación con los objetos. Recoge y usa objetos tal como lo harías en la realidad.
  • Más de 100 objetos únicos con los que interactuar.
  • Sistema de pistas único mediante un dispositivo “que muestra el futuro” para ayudar a resolver los puzles más complejos.
  • Múltiples mini-juegos y puzles que suponen un gran reto.
  • Desentierra zonas ocultas, descubre varios Easter Eggs y desbloquea logros.
  • ¡Más de 8 horas de desafiante gameplay!

Requisitos del sistema

Mac OS X
    • SO: Windows XP SP2 or higher
    • Procesador: 1.80GHz
    • Memoria: 2 GB de RAM
    • Gráficos: Video card with 512MB of VRAM, shadermodel 3.0
    • DirectX: Versión 9.0c
    • Almacenamiento: 1100 MB de espacio disponible
    • Tarjeta de sonido: DirectX 9.0c compatible sound card
    • Notas adicionales: Mouse with scroll wheel
    • SO: Windows 7 / 8.1
    • Procesador: Quad core 2.4GHz or higher
    • Memoria: 4 GB de RAM
    • Gráficos: Video card with 1GB of VRAM, shadermodel 3.0
    • Almacenamiento: 1100 MB de espacio disponible
    • Notas adicionales: Mouse with scroll wheel and right mouse button
    • SO: Mac OSX 10.7 Lion or higher
    • Procesador: 1.80GHz
    • Memoria: 2 GB de RAM
    • Gráficos: Video card with 512 MB of VRAM
    • Almacenamiento: 1100 MB de espacio disponible
    • Notas adicionales: Mouse with scroll wheel
    • Procesador: Quad core 2.4GHz or higher
    • Memoria: 4 GB de RAM
    • Gráficos: Video card with 1GB of VRAM, shadermodel 3.0
    • Almacenamiento: 1100 MB de espacio disponible
    • Notas adicionales: Mouse with scroll wheel and right mouse button
Análisis útiles de usuarios
A 85 de 97 personas (88%) les ha sido útil este análisis
4.9 h registradas
Publicado el 13 de junio
It really pains me to write a negative review for this game; it's got tons of style and great ideas, and it's clearly a labor of love for its creators; but as an experiment in how to do a first person graphic adventure, it unfortunately misses more than it hits.
Halfway through I had to start using walkthroughs. A little bit further, I got absolutely stuck even though I knew exactly what I needed to do, and ended up giving up on the game. The game's weird interface causes lots of problems and makes it almost impossible to figure things out at times - even when the underlying puzzle is solid (for example, there is a lovely puzzle involving building a ladder out of tube parts that is renderd too obscure by its execution). There is very little clarity, very little consistency in how interaction works, and it's not helped by very fiddly or clunky sections.
Oh, and there are time-sensitive puzzles and parts where you are attacked by unbeatable monsters.

All of this is a huge shame, because as said before, there is a lot of love and imagination in the game, and when it works, it can be pretty great. It's worth trying and supporting, just be aware of what you're getting into first.
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A 31 de 36 personas (86%) les ha sido útil este análisis
15.7 h registradas
Publicado el 18 de julio
This is a really difficult game to recommend. If you take a gander at the negative reviews you will see the same sentiment echoed over and over "I wanted to like this game." And, I did want to actually like this game too, but there are some heavy flaws that get in the way of the experience. I think what it comes down to is that I am recommending this game because I think it was frustrating in the right ways more than the wrong. I will always appreciate a game that tries do something more or different and fails over one that suceeds at doing what every other game already did.

Albedo: Eyes from Outer Space is meant to be a first person adventure game. In that sense it has puzzles, action and storytelling all done in real time, first person. Think of it like a point and click (Walking Dead, Monkey Island, etc.) meets a rather nonviolent first person shooter. The meat of the game comes from solving puzzles to move on to the next area with small bits of action here and there. I play a lot of games in general, but as someone who plays both point and clicks, and puzzle games, these puzzles are arduous. I absolutely needed to use a guide to help me ge through the more demanding areas, even on easy mode. Difficulty is just a hard thing to measure. Games like Super Meat Boy. Hotline Miami, or IWBTG! make me think there is no such thing as too difficult, but I know that even those gems can turn off some players (I didn't dare waste more than 10 minutes on the opening level of IWBTG! before I moved on). But, if a developer makes a game too easy, players will get bored. So, while Albedo's puzzles can be incredibly hard, I think the solution aspect of the puzzles is fair and challenging. It's the execution that causes puzzles to be frustrating.

The inventory system, controls, and interface of the game are far from intuitive. As someone who uses a trackpad mostly, I can deal with a lot of wonky controls in games, but even Albedo made it unnecessarily difficult to do something simple like equip the right item for a solution I already knew. Some of the more classic point and clicks used to be frustrating because you would have multiple actions that could be attached to a large variety of items in your inventroy, making for a large number of combinations that could easily make progression nigh impossible. Thankfully, Albedo limits itself to a few per item and does not attach every action to each item. However, even with this saving grace, I still had struggle to combine item A with B many times.

Outside of mechanics, the game some great aesthetics. The style of the game is interesting and fits with the sci-fi feel. The aliens are wacky and the enviroments all look great and easy to tell apart. The ambient noises are a nice touch, and the soundtrack does well enough, but there might be a lack of theremin to help conjure up that 60s sci-fi b-movie vibe.

Overall, this is a really tough recommendation. The puzzles are challenging, clever and have some good variety (number sequences, multifaceted pipe arranging, picking locks etc.). However, the demanding puzzles come with the clunky controls that can get in the way. Those hoping for an even split between action and puzzles will find that there is more focus on puzzles than action sequences: they pop up more often, there is more variety, and they feel more rewarding.

This game is ultimately not the champion we needed to bridge the gap between first person shooters and point and click games, but I think it is still a game worth checking out. For those of you that want a film comparison, this is more Le Voyage Dans La Lune than 2001: A Space Odyssey. If you think you are up to the challenge, or are willing to swallow your pride and take just a quick peek at a guide, this is a strange and fascinating experience, and I hope to see more games like it.
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A 26 de 32 personas (81%) les ha sido útil este análisis
4.5 h registradas
Publicado el 12 de junio
So, it's pretty obvious how much of an influence Sierra and Lucas Art adventure games inspired this (infact, make sure to keep looking at the tentacles...). It clearly tries to be as notoriously difficult as those games, but in some ways that doesn't work in its favor. Often times though, it does. The puzzles can be pretty esoteric, but none worse than some of those games. The controls are clunky. Not "clunky at times" just flat out clunky. But, they get the job done.

I really do like this game. The asthetic is perfect, and while I don't like the controls, I like the general idea and most of its execution. I want more first person "infinite pockets, use every item on everything" adventure games, and I think this a great place to start from.

Story is good and simple like those games as well, fits the atmosphere entirely.

Honestly, if you think you might like it, you probably will.
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A 27 de 36 personas (75%) les ha sido útil este análisis
4 personas han encontrado divertido este análisis
2.5 h registradas
Publicado el 31 de mayo
I will open as several other reviews do:
I really wanted to like this game.

I must echo what I see as the dominant issue with the game:
The inventory system is absolutely dreadful. I want to say it'd be fitting on a mobile device (as in perfect for swiping); it's NOTHING but annoying here.

You have two buttons bound to Previous and Next Action. Not sure if that works in scrolling through your inventory; there is no proper menu for the inventory. It is a drop-down thing at the top of the screen that you can scroll through with the mouse wheel (if something else that you can interact with isn't in the vicinity of the reticle, otherwise scrolling cycles through the actions with that item). Once you get to the item you want, click and drag the mouse down. Click and hold to bring up a radial of your possible actions with the item. Drag towards the action you want to do.
Theoretically, that Previous and Next Action could nullify this gripe; once you get down the action icons, it's (theoretically) quicker to do the mouse dragging.
More often than I'd like, either dragging an item from the inventory or dragging to an action - the visuals show that the game accepted your action, but the result isn't shown (either no item equipped or nothing done with the item). Such finnicky-ness would be fine in a "casual" puzzle game, but in one with action...

I shan't criticize the puzzles, as I'm glad to see another vague first-person puzzler (Kairo, FRACT OSC, Ilamentia, Antichamber, etc.) that isn't grounded strictly in the abstract (that has practical puzzles, i.e. lockpicking and rotating pipes to allow for flow). All I can say is, if you're stuck, go back and pick up every object that seems of some interest. Upon entering a room, most interactions with them will be Observe and Drop/Throw. Once you get a step closer to progress, make the rounds again to find that you can now Use some objects.

Along with the Inventory system, the general actions are extremely clunky.
Also: Why does Longy only hold onto an object for a few seconds before dropping it on his own?!?!?!
No words can describe my stupidity. I misunderstood the controls in the Options (rebind-ed them). For some reason, the "Previous Action/Next Action" at the top threw me off.

I made it to the fourth room, found some shears, Longy commented on another eyeball (it wasn't hostile before then). I decided to Fight with the Shears; a few spams of the mouse button (after selecting the Fight action from the interface, which was a pain - one must wait a certain amount of time before the game decides to register the action you dragged to) and the shears flew out of my hands. Eyeball seems to have escaped.
EDIT: Shears flew out of my hand because no words can describe my stupidity.
Monster didn't escape; another story with actual Eyeball.

I have to assume that the issues with the game are because the dev wanted it to be as "realistic/immersive" as possible, taking cues from those games that did away with "intrusive" interfaces. For example, games like Montague's Mount, Dream, and ASAMU don't allow the player to actually pick up pages, only to zoom in ever so slightly.
That vision of realistic/immersive impedes the accessibility and intuitive-ness, making the game little more than infuriating.
The story and atmosphere necessitate that I leave a Positive recommendation... The game itself gets in the way of that, though (and not in the way one would assume (i.e. puzzles)), so I must do what I did.
Know that the point of the *Thumbs Down* is more to get the attention of the dev, rather'n to dissuade you from buying/playing it. MAYBE it simply comes down to getting used to the interface; thus far, when I've thought I've gotten it down, it acts unresponsively ("one must wait a certain amount of time before the game decides to register the action you dragged to") - I get discouraged from slogging any further into the game.

EDIT: I would have turned this review positive because I cited an issue that furthered my case in DownVoting the game that wasn't an issue with the game at all, but with mine own intelligence. However, I made it to the fifth room and am still having to wrestle with the mechanics just as much as with the big and hostile Eyeball residing therein.

I hope (and actually expect) to turn this review positive, if I can beat the game.
Not to end up saying "Psh, it wasn't that bad, I can recommend this game because I beat it, though I couldn't while I was in the prcoess of beating it."
It's to say - as I said - that the premise and atmosphere is very alluring; should the story ultimately satisfy, the "slog" will have been worth it, contrary to what I said.

((This whole review serves as further proof for the definition of "review"; how can one review something without having experienced it "well enough" (in this case, actually beating the game)?
Tynon_1221 has no business writing reviews. Do Downvote this))
Albedo is a first-person puzzler set within an intriguing universe.
Those who don't get frustrated with the puzzles, will probably with the Inventory system.
The developer should be proud of the game, abso-fickin'-lutely.
Tynon_1221 shouldn't be as impulsive.
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A 13 de 17 personas (76%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
6.9 h registradas
Publicado el 3 de septiembre
The UI in this game is insane. Combined with the very tight FOV and sluggish movement starting to make me nauseous within about 5 seconds, I found this game unplayable almost immediately.
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