Drak
A genetically engineered super-soldier and the player character, sent to carry out the mission inside the hostile complex.
How it plays
Obliterator uses a side-view perspective across interconnected rooms and platforming areas. Drak must explore the hostile complex, deal with creatures and other hazards, collect items, and reach the mission’s objective.
The player moves through platforms, corridors, and rooms while using weapons against enemies. Progress is based on learning the layout, locating objects needed to continue, and avoiding traps or damage rather than following a separate stage-by-stage score structure.
Limited resources and dangerous encounters make cautious exploration important. The game’s challenge comes from combining platform movement, combat, and item-based progression.
Plan your run
Explore each room methodically and remember routes between connected areas. Search for items before assuming that a blocked passage is inaccessible.
Avoid unnecessary combat when possible. Learn enemy movement patterns, preserve health and ammunition, and approach unfamiliar platforms or hazards carefully.
Use repeated attempts to map the environment. Progress is easier once key locations, safe routes, and required objects have been identified.
Meet the cast
A genetically engineered super-soldier and the player character, sent to carry out the mission inside the hostile complex.
Before you begin
Map the connected rooms and note locations of useful items.
Do not rush unfamiliar platforms or hazard sections.
Conserve ammunition and avoid fights that are not necessary for progress.
Editorial context
A challenging late-1980s Psygnosis action game with strong atmosphere and detailed presentation.
Its difficulty and occasionally awkward controls can make exploration demanding.
Obliterator is a science-fiction action-adventure game developed and published by Psygnosis for DOS in 1988. The player controls Drak, a genetically engineered combatant sent into a hostile spacecraft or facility to eliminate its threats and complete the mission. The game combines side-view platforming, shooting, exploration, and environmental problem solving. Its dark visual style, detailed backgrounds, and science-fiction atmosphere reflect Psygnosis’s late-1980s design identity. Progress depends on searching rooms, collecting useful objects, surviving enemy attacks, and finding a route through the complex. Contemporary reception was mixed. Reviewers commonly appreciated the presentation and atmosphere, while difficulty, unforgiving hazards, and sometimes awkward controls reduced its accessibility. It remains a distinctive example of Psygnosis’s early action games.
Catalog entry maintained by EmuGamers Editorial Team
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