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.
But there's just no explanation for: "At some point soon, we better get busy making babies." This is simply just really terrible writing. (5 Hours ago)
These 2 posts explain a little what most likely happened: [url] / [url] (5 Hours ago)
They were probably pressured to make it honestly (5 Hours ago)
@Sdarts: I know, it's too much. I think I'm starting to understand why some of key people at Bioware left. They saw a shitstorm comin and they jumped ship. (6 Hours ago)
ME:A is a disgrace and disrespect to the ME franchise and everyone that worked on the first 3 games, and everyone that was/is a ME fan. (6 Hours ago)
But the really, truly worst part is the writing and dialogue. I'm no writer, not even an aspiring to be one, and I'm very confident I wouldn't write this badly. (6 Hours ago)
@MikeManiac61: I watched it a 2nd time, Jesus Fuck! What happened to BioWare? And most important, what the fuck happened with QA in gaming? I swear QA is the least desirable job in the gaming industry (6 Hours ago)