Kickstarter is certainly becoming a hotbed for video game developers to bring their gaming visions to life without the yoke of a big publisher interfering. One of the latest video games to get fully funded and developed is Monochroma. It was developed by Nowhere Studios, a small studio in Istanbul, Turkey,who wants to take the spirit and fun of classic video games and create next-gen games for all types of systems. Monochroma is their first game towards that goal.
Monochroma tells a bittersweet tale of two brothers. Set in alternative dystopian 1950 it starts with the boys near their ramshackle home doing typical young boy things; climbing, jumping, swinging, and flying a kite. While the youngest brother is flying the kite a strong breeze comes up and takes the kite away from him. The boys chase the kite to a railway barn where it gets caught on the roof. They climb up onto the roof and just as they get close to it the roof caves in. The older brother comes through fine, but his younger brother injures his leg in the fall. With a little determination the big brother carries his little brother out of the railway barn into the connected robot factory only to learn it holds a dark secret. Their journey now becomes one of, not only looking for help, but survival.
It's a well told story especially given the fact that there is no dialog. The animation and "acting" of its characters are combined with a well-crafted soundtrack to convey all the story and emotion. The soundtrack was created by Gevende, a Turkish psychedelic rock band. Gevende manage to capture wonder, adventure, and yet a slight sad dystopian feel that gives Monochroma an emotional boost.
The animation art is made up of stark grayscale that outlines positive and negative space, highlighted only by the splashes of red that point out items of importance. It's hauntingly beautiful. Little details certainly speak well. For example, the first time you try to set your brother down in the game in a place that's not brightly lit. The way he shakes his head and sort of hides his face at the same time perfectly conveys that childhood fear of the dark.
While the art and music of Monochroma present so much, it's a disappointment that the controls are not up quite up to snuff. For a 2D puzzle platforming game they are loose enough that you will experience more than a few untimely deaths. Part of the core controls is the fact that your movement speed and jumping height are affected by whether or not you are carrying your brother. You can move faster and jump higher without him, but you cannot go very far without him either. The game doesn't always seem to realize you are not carrying him. This issue comes into focus mostly while jumping. In later sections of the game this really matters because you are racing against a clock.The controls aren't completely horrible and if you remember to take the looseness into account, they are playable.
The only other problem I had with Monochroma has more to do with my own muscle memory than any problem with the game. Jump is the up arrow or "W" if you use "WASD" controls and the Space Bar is used to pick up and put down your brother. Years of playing other PC games that use the Space Bar as jump has led to a few “oops” moments. Again this really isn’t a problem with game; it's more a problem if you're so ingrained in one way of playing.
Overall Monochroma is a very good story. The game rises above its problems and tells the sweet and sad tale of childhood, growing up, and family bonds. It stands out as one of the better Kickstarter games and Nowhere Studios should be very proud of it. I would like to see what they do next; in the meantime though I have some hidden flowers to find in Monochroma so I can finish an achievement.
If you are a gamer of a certain age then the name Jane Jensen will catch your interest. She is the writer behind many classic Sierra Online games and the creator of the Gabriel Knight adventure games. Recently she has taken to Kickstarter to back two games. The first of those two games has been released, Moebius: Empire Rising.
If you are a gamer of a certain age then the name Jane Jensen will catch your interestMoebius: Empire Rising is a point and click adventure that tells the tale of Malachi Rector, an antiques and art appraiser. He is very intelligent and sharp eyed in his chosen profession. He is also something of an aloof snob and an ass. He is hired by semi-secretive organization (F.I.T.A.), run by a man named Amble Dexter, to go to Venice to investigate a murdered woman and determine what historical figure her life most resembles. While there he is attacked by ninjas who then scan all of the information he has on the murdered woman. He reports back to Dexter that, while her life closely resembled Livia Drusilla, she did not match completely.
Working for himself again Malachi is next in Cairo to appraise ancient artifacts from a mummy's tomb. While there he saves ex-special forces American, David Walker, from the same ninjas who attacked him in Venice. He decides to hire David as a bodyguard. In many ways David is a typical American, blonde haired, blue eyed, jock, who likes to tell bad jokes. (How many Special Forces soldiers does it take to change a light bulb? Sorry that's classified information.) When the ninjas attack a third time Malachi and David are able to stand their ground and fight them off. He finishes his business in Cairo and returns to New York.
Malachi believes the ninjas are part of something bigger and asks to meet with Amble Dexter. He is surprised when Dexter insists that Malachi bring David to the meeting. At the meeting Dexter reveals that F.I.T.A. believes in Roman philosopher, Paramedes’, theory that everyone is an "echo" of someone in the past. From there the story takes some strange twistsNot like reincarnation where a person was someone else but now living a new life, but that same person living the same life event for event in a new generation. Their overall goal is to make Senator Markam, whom they believe is the echo of Augustus Caesar and will bring hundreds of years of prosperity to America, the next United States President. Malachi agrees to help in their endeavor.
From there the story takes some strange twists from a detective adventure towards one of a more supernatural vein.
The mechanics of Moebius: Empire Rising is pretty standard and sound for a point and click adventure. No major problems arose when I used the controls. It does have a quirky playing feature. In most point and click adventures you can pick up and carry almost anything. In Moebius: Empire Rising, you can’t just pick up whatever you want and carry it around. Certain items needed for a puzzle can’t be picked up until you hit the right “trigger point” that will allow you to pick up that item. This causes a lot of backtracking during game play. The oddest of which is when you try to get into a VIP tent to meet Senator Markam. You practically go from one end of Manhattan to the other, working back and forth gathering the items you need. By some strange coincidence the Senator's rally lasts just long enough for you to do all this and then ends the moment you walk into the VIP tent. It's a slight stretch of your suspension of disbelief, but it’s not a game breaker.
The graphics are where the breaks start happening. Moebius: Empire Rising has anexaggerated comic book look that turns into the late 2000's video game style. All the characters have long thin limbs, except David who looks in normal proportion. The style is fine. It's clipping and other effects that fail. Feet go through floors, legs sometimes twist in unnatural ways, and at one point Malachi moves a chair, but he doesn't actually grab the chair as it magically moves, his hand floats on top of it and the whole thing shifts. Little things like this took me out of the game. The worst offender was the water reflections. Now in the background things like trees and buildings that didn't have as much definition are reflected fine. It was when characters stood next to the water with their backs to it. The reflection was not their backside reflected, nope. It was a complete recreation of their front. So unless everyone has their face on the front and back of their head, something's not right here. The first time I saw it I thought the game was going into a dream sequence of some sort.
I do have to give great praise to Moebius: Empire Rising's voice actors. They turn in some fine performances. I think the real audio gem though is Jane Jensen's husband, composer Robert Holmes. Robert provides a great soundtrack that wouldn't sound out of place in a Hollywood spy thriller.
Moebius: Empire Rising's story starts a bit slow, but by the third and fourth chapters things start getting interesting enough that I want to see how it will end. Malachi is a really hard hero to cheer on. His aloof attitude never really endears himself to the player. The only thing that makes him seem to have a heart is subtle underlying relationship between him and David. At one point David tells Malachi that he is meeting Malachi's assistant, Gretchen, at a nightclub. Malachi asks that David not get involved with his only other employee, to which David replies, "She's not my type." At the nightclub David hints around that he's not interested in Gretchen. Towards the end of the conversation Gretchen tells David point blank to not get too close to Malachi, that, "he will break your heart." The possible gay romance never really moves up from a subtle possibility. It gets to a point where you wish it they would either just come out with it or drop it.
Jane Jensen can tell an interesting tale in a video game still, but there seem to be some stray parts to Moebius: Empire Rising that just doesn't pull me in. Moebius: Empire Rising has flashes of a good gameA main character I have a hard time caring for and a subtle romance that doesn't go anywhere are things that push me away from a game. Throw in graphical elements that completely take me out of the game and we are starting to have real problems. I have to say the puzzles hold things together fairly well, but an adventure game needs more than just puzzles to engage a player. Moebius: Empire Rising has flashes of a good game and you can see where Jane Jensen wants to take it, but as a whole it falls to the middle of the road. If you're a fan of Jane Jensen or point and click style games it might be worth it, but it's a pass otherwise.
“To sleep, perchance to dream,” in Abyss Odyssey therein is the rub. Out now for the PlayStation 3, Xbox 360 and PC Abyss Odyssey presents a very interesting story wrapped in a brawler, a platformer, and a rouge-like game.
Drop into the darkness.
The story is set in the 17th century Chilean capitol of Santiago. Evil creatures are coming up through a hole in the center of town and threatening to overtake the city. You start out as Katrien, a swordswoman who specializes in short swords. As she arrives at the edge of the mysterious hole, the soldiers guarding it tell her to leave, that this is no place for a lady. She tells them they have no idea what they are facing. That they are fighting creatures that are the result of a Warlock sleeping at the bottom of the abyss. Those creatures are being created from the nightmare he is having. With those bold declarations, she drops into the abyss to begin her journey to the bottom in order to confront the Warlock.
Along the way you will die. Several times in fact. Such is the nature of Abyss Odyssey. The first time Katrien dies she reveals that she too is a part of the Warlock’s nightmare, that she died a long time ago. The dying part isn't as bad as it first seems. When Katrien falls she is replaced by a soldier who promises to revive her at a shrine, provided he makes it. The soldier is less powerful, but not entirely helpless. If he does fall in battle, then you are revived on the surface and have to fight your way through again. There are no save points in the game, but you can have temporary checkpoints. At special shrines you can change it into a checkpoint, provided you have the key for it. A note of caution, these checkpoints have a limited number of times you can be revived. Once used up you start at the surface again. This is not necessarily a bad thing either. As Katrien observes, the abyss, like a dream or nightmare, is never the same. Which means that every time you enter the abyss it is randomly generated, making it something new and different every time. It is a nice touch that provides for a lot of replayability.
While you start out as Katrien you won't play as her all the time. Besides the soldier you will be able to eventually unlock two other characters, the Ghost Monk and Pincoya. Both, like Katrien, have their basic attacks, but also special attacks and weapons. If that's not enough variety of characters for you, there's a way to acquire more. You can capture souls of enemies you defeat. Once captured, you can turn into them and use their powers and abilities.
Choose your weapon wisely.
The characters have some role playing game characteristics in that you can level them up and tailor their fighting styles. You may be slow and sluggish at the start, but carefully choosing how to level up your characters will result in a lean mean demon killing machine. Weapons can be found in the abyss or bought from merchants. A small problem for me was that you couldn’t sell your old weapon. This necessitates spending your money cautiously and wisely. Found weapons can only be picked up if they match your current character's weapon style. So if you are playing as Katrien, you can't pick up pole arms, only small swords.
Pretty as a picture.
Graphically Abyss Odyssey is stunning. It looks like someone crossed a storybook with art nouveau prints; it's colorful and beautiful. One of the touches I really liked was when you use the block move to stop a hit, a halo appears around them. The halo's design takes on the look that's almost a trademark of art nouveau prints. This art style is present in everything, from the backgrounds to all the enemies. I would love to see an art book created from this game.
Abyss Odyssey is a downright stunning game. The art, music, story, and gameplay come together in a beautiful arrangement. Even when you finally get to the end and finish the story the randomly generated abyss makes the game different every time. On top of that the developers, ACE, have stated that at current count there are about 37 enemies are to be captured and used. ACE has hinted at more enemies and bosses to be added to the game in the future. The game also really challenges you with that rougelike system. Can you make it to the end with no saves and limited checkpoints? It's a game that I really think is a contender for my top 10 of the year. I like it that much. If this sounds like your cup of tea, pick it up now.