After its successful campaign on Kickstarter last August, indie puzzle platformer game Monochroma from Nowhere Studios will hit Steam on May 28th. The title is set in a 50s dystopian world and revolves around two brothers with the player controlling one of them to help the other who's injured. No written or spoken dialogue, the narrative is also part of the puzzle requiring the player to be involved as much as possible. A demo version is available here while new screens and cinematic teaser are inside.
CINEMATIC DYSTOPIAN PUZZLE PLATFORMER “MONOCHROMA” LAUNCHES ON STEAM, MAY 28TH
Begin Your Journey into Nowhere Studios Tale of Bravery and Discovery
Istanbul, Turkey, May 15, 2014 - Nowhere Studios today announced that Monochroma, its cinematic dystopian puzzle platformer, will launch on Windows PC, Mac and Linux on Steam on May 28th. In Monochroma players are transported to a dystopian state during the 1950’s, after two brothers witness a horrific crime committed by an evil corporation. Without cutscenes, text or spoken words, players must delve intellectually and emotionally into the story to help the brothers work together to progress past mind-bending puzzles and save the world from tyranny.
Inspired by the developers’ childhood memories of moving from the countryside to urban Istanbul and the “Gezi Protests” of 2013, the most violently oppressed protest in modern Turkey, players discover the environment and follow the story through a carefully constructed black-and-white palette with splashes of red. As a result, the story is instantly understandable by players of all nationalities – without any localization required.
Spread over four chapters, discover vast ghettos built upon thousands of tenement buildings that reach into the clouds, a labyrinth of sewer tunnels, factories bellowing out industrial smoke and a city sized zeppelin hovering in the sky. The puzzles encountered in Monochroma are realistic and use physics to naturally blend with the environment.
Another Monochroma trademark is the relationship between the two brothers. Early in the game, the younger brother injures his leg after an accident, and must be supported by his older sibling. At times, the player needs to temporarily stop carrying him in order to solve puzzles. However he can only be placed near safe, bright areas—because like most kids, he’s scared of the dark. This gameplay mechanic defines Monochroma as a cerebral, methodical puzzle game that rewards players who are caring and brave at the same time. Being a responsible older sibling is mandatory—just as in real life.
Activision isn't too much better, with the exception of Blizzard games. Ubisoft is maybe adapting better. (6 minutes ago)
I think publishers can miss the plot a bit too. I think EA is stuck between chasing trends and being stuck in sorta old ways. They need to figure out this market. (7 minutes ago)
and it would work on consoles too. Elite Dangerous with it's advanced controls were still able to work reasonably well on a gamepad. Giving the game a dynamic campaign built around story elements. (8 minutes ago)
I think giving one publisher exclusive rights to the license was probably a mistake. Sorta putting all your eggs in one basket. (8 minutes ago)
a flight sim background (Lawrence Holland). But i can't imagine disney/ea being interested in doing a game like that (11 minutes ago)
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I definitely worry about the focus testing approach they take and the appeal to everyone thing, but I'd also love to hear more from insiders. (17 minutes ago)