

The other is that I choose to believe this is a TSW game.

They might not wrap everything up, but it’s not the sort of story that keeps everything vague and mysterious just for the sake of being “artistic.” Nothing is withheld from the player you learn everything that characters in that situation reasonably could. This is not a style of storytelling I’m especially fond of, but I felt it worked here for a couple reasons. The ending of Draugen is quite inconclusive, and it’s very much up to the player to decide for themselves what really happened in Graavik. However, if you want the sort of mystery where everything is wrapped up in a neat little package, you will be disappointed. It feels neither too slow nor too rushed, and it will definitely get you thinking as you try to put the pieces together. You’ll spend most of your time uncovering clues, and the way the picture of what happened in Graavik slowly unfolds is very well done. Indeed, most of the time the game is quite tranquil - relaxing, even. There are a handful of mildly scary sequences, and the story deals with some dark themes, but I don’t think it actually qualifies as horror. There’s no combat, and the handful of challenges you do encounter are too simple to rightly be called puzzles.Īlso, despite how I’d heard it promoted, I wouldn’t say this is a horror game. Upon arrival, Edward and Lissie find Graavik deserted, and as the days unfold they delve into the mystery of what befell the town as they search for Edward’s sister. Accompanied by his ward, Alice (AKA “Lissie”), he journeys to the remote Norwegian town of Graavik to search for his missing sister. Set in 1923, Draugen is the story of Edward Charles Harden. I think I may have over-hyped Draugen to myself a bit, but it still wound up being a solid game. A psychological horror game with Nordic themes by Ragnar Tornquist seemed the next best thing to a new Secret World game. AchievementsĪGR provided a history matched reservoir model that enabled OKEA to optimise reservoir management, prognosis of future production and planning of in-fill targets.Despite the near total lack of promotion or pre-launch info for the game, I’d been looking forward to Draugen for some time. The uncertainty range among in-place volumes and recoverable volumes were estimated.

From the filtered ensemble, a history-matched-base case model was delivered.
DRAUGEN ACHIEVEMENTS FULL
The SolutionsĪGR’s niche team constructed a full ensemble-based uncertainty workflow, which was run by using industry practice software solutions. Team members boasted an average of 20 years of experience in both E&P and bespoke service companies. An integrated static/dynamic approach to modelling was used for a best possible solution. They performed thorough and in-depth studies in petrophysics, seismic interpretation, 4D review, sedimentology, fluid behaviour and production history, as basis for the model building. AGR ApproachĪGR assembled a highly experienced, in-house multidisciplinary team of experts. New well and seismic data together with production history since the latest vintage of reservoir modelling (10 years ago) needed to be fully incorporated. OKEA acquired the operatorship recently and needed a complete revision of the reservoir model for the field. The production is declining and the Operator of the field, OKEA ASA, aimed to map the opportunities to most effectively exploit the remaining reserves. Draugen was discovered in 1984 and the oil is found in the Garn and Rogn formations, of which the latter holds approximately 90% of the reserves. The Draugen field is approaching 30 years of production and is expected to deliver for several more years to come. The design of the model was set to cater for several objectives such as a basis for prediction and production prognosis, daily production optimisation, well planning of infill wells, reservoir management and facility modifications. AGR’s permanent in-house subsurface team was engaged to build this full field model.
