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The Evil Within Preview

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Horror games were the once proud outliers in the gaming industry, filling a niche market of fans who wanted to have really natural, emotional responses to their games (and what emotion is more natural than fear). They provided a sense of immersion and rich storytelling that only the frightening and macabre could muster. Games like Resident Evil or Silent Hill provided an experience that was unmatched for their time. Clunky controls and a feeling of helplessness made us as gamers really come alive. Sadly, as the games industry has gotten bigger and bigger, these franchises (and many like them) have become watered down. The horror has been taken out of “survival horror” in favour of more mass-market appeal in the form of action shooters. With games like Dead Space 3, and Resident Evil 6 sitting on store shelves as a sign of what the horror genre has become, it looked like all hope was lost for those of us who want to feel weak, to feel challenged and to feel scared… until now.

The Evil Within from Bethesda is the brain child of one Shinji Mikami – you know, the guy who created Resident Evil and is basically the king of the horror genre. A lot of talk and a lot of hype has already surrounded this game, but the sceptics have to ask – is it worth it? Well, I recently sat down with the game’s 4th and 8th chapters on Xbox One and I can say; “Yes, yes it is.”

Time to deal with the elephant in the room – this game plays a LOT like Resident Evil 4. The controls, the camera angles and the actions that the protagonist can do all closely mimic the similar stylings from Mikami’s last great outing. The main difference is that while Resident Evil 4 began to steer the survival horror genre to its current action-heavy state, The Evil Within brings it right back to where it should be. It really feels like a true spiritual successor to RE4, bringing with it all of the greatness from that game and combining it with some of the best features of other horror games both past and present.

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The Evil Within feels like a mix between Resident Evil, Silent Hill, Amnesia and The Last of Us. I don’t mean that it feels like a hodgepodge mixup of the genre, but that it knows what works for the fans and presents it to us in a well-balanced way. Resident Evil’s mechanics, with Silent Hill’s nightmarish world combined with Amnesia’s running and hiding mechanic, and The Last of Us’s creeping and sneaking make for a game that is every horror fan’s dream.

Starting the game at Chapter 4 meant I had little to no context about the story or plot behind why our detective is facing down brutal, and honestly terrifying creatures. Armed with only a pistol, a shotgun and a crossbow he sets off trying to find a lost patient of his doctor companion. This looks like it will be a large chunk of the game’s plot, as I was still chasing down this escaped patient even through Chapter 8.

Anyway, back to chapter 4 which was set in a small, desolate and decrepid little shanty-town of sorts. There were a few buildings that looked like they were falling apart at the seams, and the soft wind blowing made me feel like I was there. This is the kind of immersion that has been lacking from many horror games lately and I am absolutely thrilled to see it back.

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Anyone who has played RE4 will feel right at home controlling this game. Aside from the weapons menu, everything is basically identical. While the controls are very similar, some new toys have been added in – you can now crouch and sneak up on enemies in order to kill them in one hit, as well as staying invisible or out of sight as long as possible. You also carry a lamp with you that when illuminated will help you see down dark corridors, but also makes you a massive target for the monsters who want nothing more than to rip you apart.

Lets stop and talk about the monsters for a second here, because they are truly something. They look like people that have been brutally tortured. Spikes shoved through their bodies, barbed wire around their faces and a whole other array of grotesque and over the top violent imagery follow this game. If you are squeamish, then you might want to avoid this one but if you can handle the gore than oh baby will you be in for a treat.

The AI is great too. Enemies react to sight and sound which makes them about 1000x more efficient killers than your typical zombie. Not only that but the AI used is really impressive. I tried to lure an enemy into a trap, only to have him avoid it at all costs. No matter where I moved to, he would always come at me the quickest way possible, even if it meant backtracking from where he was.

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Enemies are also absolute bullet sponges – able to take almost entire clips of your guns and still coming strong. Fire is the most efficient way of killing your enemies, but your means of lighting them on fire is extremely limited. As is your ammunition and healing items. So to recap – you have enemies that don’t go down and very limited means to keep them down anyway. The sense of helplessness is what makes horror games so enticing. We loved Pyramid Head as an antagonist because we know we can’t beat him, the Nemesis was a behemoth that makes us run for the hills and now we are in an environment that is filled to the brim with lethal enemies.

The enemies are so lethal in fact that more than one or two in a room will likely cause certain death for the player. One section of the game has you entering a room that is half-flooded and surrounded with traps. Attempting to leave the room spawns eight or nine gruesome foes to tear you down. With your limited resources vs your nearly unstoppable horde, utilising the traps around the room (things like trip-wires, proximity mines and arrow traps) are imperative. Planning and coordination give a unique feel to the game as opposed to just running in and gunning down your foes.

The climax of Chapter 4 introduces us to an enemy that many of you will have seen in the trailers. She has multiple arms and is immune to bullet fire. Yep, you read that correctly. This monster will scuttle along the floor at you and cannot be shot at. You are forced to run or else be caught and have your journey end right there. Long, narrow hallways and half-opened doors really help create the feeling of danger and even trigger a bit of claustrophobia during this segment. I managed to escape, but I can’t help but wonder what the rest of the game holds in store for that particular beast.

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While Chapter 4 gave us a look at how the game’s action sequences play out. Chapter 8 showed us a whole different side – Puzzles. It has been a long time since a horror game really used puzzles as a key element in its design, and it is another welcome return. Chapter 8 puts you in a old, creepy mansion (that looks surprisingly like the Spencer Mansion from Resident Evil) and has you solving three sickening puzzles involving decapitated (yet still living) heads. You have to place the probe into the correct section of the exposed brain to unlock the door leading out of the building.

To make matters worse, you are also being stalked by this mysterious figure in a tattered robe who I later found out goes by Ruvik. At random intervals a blue shockwave hits the screen, and suddenly everything turns greyscale. Then at the far end of the room, Ruvik will round a corner and slowly skulk towards you. Shooting him yields nothing so you are forced to run. You are able to hide under beds or inside wardrobes (a la Amnesia or Silent Hill: Shattered Memories) in hopes that you aren’t spotted. I was holding my breath and my heart was beating fast when I was hiding under a bed and the mysterious figure’s feet were inches from my face. I didn’t know what was about to happen and I was hooked to the moment.

I later found out that if this guy touches you, your health IMMEDIATELY drops down to 1% and he disappears, leaving behind an ordinary enemy for you to fell. Talk about stress. The worst (see: best) is that no matter where you go, you aren’t safe. Even in the midst of solving one of the game’s brain puzzles, the blue shockwave hit and I knew I had to run and come back another time. The Evil Within really keeps you on your toes with little things like this.

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The Evil Within also employs a cool weapon system. Entering your weapon’s menu doesn’t pause the game, but instead slows time; giving you a moment to think about what you need and when you need it, but not allowing you to breathe. Thinking on the fly is important and planning ahead is absolutely vital. Luckily up to four items can be assigned to a quick-selection menu so that you can gear yourself up for almost any situation.

While your revolver and shotgun are your primary weapons, you also have access to a knife and a really unique crossbow. The Agony Crossbow uses bolts that are either found in-game or crafted from pieces of scrap. Aside from ordinary spear-type bolts, you can also craft exploding, electric, flash and a variety of other projectiles to help clear your path. While not particularly powerful, they all serve their purposes (the explosive bolt is incredible at clearing out a few enemies at a time, especially since it will stick into its initial target).

the-evil-within-screenshot-08So I will admit that this game is far from perfect. There were more than a few little graphical hiccups and other things that took me out of the experience rather quickly. Things like textures that look like they belong in the PS2 era, and more than a few sections where the enemies appeared to clip in and out of objects. Luckily these all seemed like they will be fixed before the game’s official release later this year, so it wouldn’t be fair on me to badger it for having textures that appear out of place.

Aside from the graphical hiccups that I encountered, the game was stunning. Not that it was pretty to look at, because everything was falling down around me, but in that it looked real. It looked like I was in the middle of a horror movie with no way out.

The Evil Within is still a few months away, with its release date set for late-October of this year there is still a lot more that will be done to the game before it hits the shelves. What I played though spoke to me as a horror-gamer. This is definitely the game I have been waiting for, for over 10 years. Dark, brooding, puzzling and downright heart-pounding at times, I can’t wait to pick this one up in October.

SACRED 3 GEARS UP FOR GLORY ON AUGUST 5 NOW AVAILABLE FOR PRE-ORDER

SACRED 3 GEARS UP FOR GLORY ON AUGUST 5 NOW AVAILABLE FOR PRE-ORDER 

Nab Exclusive Items, Weapons And DLC In The Penultimate Fantasy Hack ‘n’ Slash Installment In The Sacred Universe

Larkspur, Calif., May 27, 2014 – Prepare to enter the fantasy realm of Ancaria. Today Deep Silver announced that Sacred 3 will storm into retailers on August 5 for for the Xbox 360® games and entertainment system from Microsoft, Windows® PC and PlayStation®3. and PC. Sacred 3 is the third installment in the Sacred universe where good is pitted against evil in a timeless battle filled with non-stop action and the chance to become the ultimate hero. Featuring incredibly immersive and engaging drop in/drop out seamless co-op gameplay, players must outperform and outshine their teammates in epic battles where victories are shared, but glory can only belong to one. Pre-orders for Sacred 3 are now available with exclusive bonuses for fans in North America.

All fans who pre-order Sacred 3 will be able to jump into Ancaria primed for battle with the playable Malakhim character, who uses mysterious blood magic to combat the armies of Emperor Zane. Additionally, fans that purchase Sacred 3 at GameStop will receive the Underworld Story mission pack, the playable Malakhim character and the exclusive Z4ngr13f Weapon Spirit.

Weapon Spirits are a brand new addition to the Sacred universe in Sacred 3. Players will be able to enhance their weapons with these upgradable and interchangeable weapon augmentations, each with their own unique buffs and debuffs. Certain Weapon Spirits even take the form of previous characters from the Sacred franchise, to help aid players of Sacred 3 in their fight against the hordes of evil.

Sacred 3 features classic arcade Hack ‘n’ Slash action centered around drop in/drop out cooperative multiplayer for both offline (2 players) and online (4 players) play. The game brings back favorite characters such as the Seraphim, Ancarian, Khukuri and the Safiri, and introduces the aforementioned new character, Malakhim. Each character class features its own unique skills and weapons that can be upgraded to match the player’s very own combat style. Master the art of war and fight through enemy hordes and try to outshine fellow companions on the way to become the greatest hero of all.

Victory Is Ours. Glory is Mine.

For more information about Sacred 3, please visit our social channels:
Official Website: www.sacred-world.com
Facebook: www.facebook.com/sacredworld
YouTube: www.youtube.com/sacredworld
Twitter: www.twitter.com/sacred_world

About Deep Silver

Deep Silver develops and publishes interactive games for all platforms, seeking to deliver top-quality products that provide immersive game experiences driven by the desires of the gaming community.  The company has published more than 200 games worldwide since 2003, including the best-selling zombie action Dead Island™ franchise, the critically-acclaimed Metro™: Last Light and the smash hit action adventure Saints Row IV™. Deep Silver is a wholly-owned subsidiary of Koch Media, GmbH, and includes the renowned development studio Deep Silver Volition, based in Champaign, IL. For more information, please visit www.deepsilver.com or follow us on twitter at @deepsilver.

Watch_Dogs Universe Expands with eBook, Companion App and Season Pass

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Hackers worldwide, our time has come. The world is ours! Ubisoft‘s Watch_Dogs is finally out for Xbox One, Xbox 360, PlayStation 4, PlayStation 3 and PC. If you hadn’t pre-ordered, or have not gotten your copy today, click here to check out all the different editions available, each offering different physical and digital bonuses.

Aside from the game itself, all the branded accessories and apparel and the planned film, the Watch_Dogs universe is further expanded by the ctOS Mobile companion app, allowing players to connect and compete with friends, even when away from your home console; the eBook written by John Shirley, entitled Watch_Dogs //n/Dark Clouds, which features a storyline picking up from the conclusion of the game; and the Season Pass, including an added single-player story featuring T-Bone, a new Digital Trip game mode, new missions, weapons, outfits and more.

For more information on the eBook – available in English, French, Italian, German and Spanish – click here. And for those interested in checking out the Season Pass offerings in more detail, click here.

Lego Batman 3: Beyond Gotham Announced

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Oh heck yeah! As if one Batman game this year wasn’t enough, the guys over at Warner Bros. are spoiling us with a second helping of the Caped Crusader. Lego Batman is BACK and he looks like he and the Justice League are taking things to a whole new level.. Literally!

Lego Batman 3: Beyond Gotham takes the Dark Knight, The Man of Steel and the rest of the crew on an inter-galactic mission to stop Brainiac from enslaving humanity (as he is known to do). With more than 150 different unlockable characters, and an entire universe to explore, this looks like it will be the biggest Batman AND Lego adventure ever. Details are still a bit scarce, but the game is set to launch later this year and if recent Lego games are anything to go by (such as Lego: The Hobbit) then you should really get excited for this one.

We have put the small teaser trailer for the game below, so be sure to check it out and remember to stay tuned to Capsule Computers for all the Batman news as it becomes available.

PANZER GENERAL® ONLINE: RED ARMY sighted!

PANZER GENERAL® ONLINE: RED ARMY sighted! 

Prepare for battle with the introduction of the Red Army 

London, UK – May 27, 2014 – Today Ubisoft® announced that the Red Army is joining the fight in Panzer General® Online, the new free-to-play browser based game from Blue Byte®.

The Red Army is marching into Panzer General Online with new units, boosters and starter packs along with a new single player campaign. Players will build up their Red Army decks to fight against the U.S. and German forces in intense, tactical online matches. Now featuring the three largest armies of World War II, Panzer General Online takes history farther, allowing players to command historical units including the famous T-34 tank and the dreaded Katyusha rocket launcher.

To get started playing, sign up for the open beta of Panzer General Online though the official website: www.panzergeneral.com.

Panzer General Online is a free-to-play browser-based tactical game combining elements of collectible card games and board games. Players create their own armies of World War II units including tanks, artillery and the infantry as well as command cards that when deployed strategically, can turn the tide of battle. Featuring a single player campaign and multiplayer PvP battles, players can challenge their friends and other generals to race to the top of the leaderboards.

For the latest news on Ubisoft collectible merchandise, please visit and like the page www.facebook.com/ubicollectibles.

About Ubisoft:

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s video game series, Rayman and Far Cry. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2013-14 fiscal year Ubisoft generated sales of €1,007 million. To learn more, please visit www.ubisoftgroup.com.

About Blue Byte, a Ubisoft studio:

Blue Byte was established in 1988 and released its first hit game in 1991: Battle Isle. This was followed in 1993 by the development strategy game The Settlers®, which established itself as a longlasting favorite. In 2001, Blue Byte was acquired by Ubisoft, and in 2004 the studio moved into the premises of Ubisoft’s German branch in Düsseldorf. The team at Blue Byte is responsible for new productions of The Settlers® and ANNO®. The studio is also active in the free-2-play genre with the web-based browser game The Settlers Online, available in several languages and currently captivating millions of players worldwide. 

© 2014 Ubisoft Entertainment. All Rights Reserved. Panzer General, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Developed by UBISOFT /Blue Byte and Funatics.

World of Warships Developer Diaries Unveiled

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Shape up and ship out

Wargaming has released the first instalment from a new series of developer diaries set to take an extensive look into the naval warfare and fleets of combat vessels that make up World of Warships.

In the first episode, the World of Warships development team dives into the complex research that goes into creating and maintaining the game’s historical authenticity. Moreover, the team also explores the numerous tactics that may be utilised to conquer the high seas and the vehicles that will allow the player to do so. Whether it be aircraft carriers, massive battleships, heavy cruisers, or the light and agile destroyers, you can be sure that each will serve a purpose in this oceanic battlefield.

The series will continue to center on the upcoming naval MMO as the team behind it continues to explore the depths of the World of Warships. But for now, check out the first dev diary below and learn a little about the World of Warships.

WATCH DOGS™ NOW AVAILABLE WORLDWIDE

WATCH DOGS™ NOW AVAILABLE WORLDWIDE 

Further Explore The Watch Dogs Universe with the Companion App, Ebook And Season Pass 

London, UK – May 27, 2014 – Today, Ubisoft® announced that the highly anticipated open world game, Watch Dogs, is now available at retailers worldwide for PlayStation®4 computer entertainment system, PlayStation®3 computer entertainment system, Xbox One, the all-in-one games and entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC.

Watch Dogs, tells the story of Aiden Pearce, a brilliant hacker whose criminal past led to a violent family tragedy.  Now on the hunt for those who hurt his family, players will be able to monitor and hack their enemies by manipulating everything connected to the city’s Central Operating System (ctOS). Watch Dogs lets the player use Chicago as their ultimate weapon and exact their own style of revenge.

Players can choose from a selection of different editions, offering a variety of digital and physical content. All editions can be purchased at Ubishop® by visiting http://shop.ubi.com/WatchDogsRelease.

A season pass is also available and offers savings of 25% on post launch content, including the new single-player story featuring T-Bone; a new Digital Trip game mode, plus new missions, weapons, outfits and more. For PlayStation® owners, Watch Dogs offers additional exclusive content featuring four extra missions representing one extra hour of exclusive gameplay. A unique White Hat Hacker outfit will be unlocked upon completion of these missions, as well as bonus tech points, providing new in-depth knowledge about an important faction in the Watch Dogs universe. This content will be unlockable at launch via code. For more information, click here http://shop.ubi.com/WDSeasonPassRelease.

Furthermore, take your experience beyond the console with a groundbreaking, real-time, companion game Watch Dogs: ctOS Mobile. This innovative mobile platform allows players to connect and compete with friends, even when away from their home console. The Watch_Dogs companion game delivers revolutionary dual-screen gameplay that enables you to play from anywhere, at any time. Watch Dogs: ctOS Mobile is available at launch on iOS and Android*.

Also available shortly after launch is the ebook, “Watch_Dogs //n/Dark Clouds”, written by John Shirley, author of numerous novels, books of short stories, screenplays and teleplays. The ebook storyline picks up where the video game leaves off, allowing fans to further explore the world of Watch Dogs. The ebook is a first for Ubisoft, conceived in-house and released exclusively via digital channels. It will be available in two digital formats in English, French, Italian, German and Spanish. For more information, click here www.watchdogs.com/ebook.

Stay connected to Watch Dogs by visiting the official website, Facebook page and Twitter account.

For the latest news on Ubisoft collectible merchandise, please visit and like the page www.facebook.com/ubicollectibles.

* Watch_Dogs: ctOS Mobile players don’t need the console/pc game to play. Watch_Dogs: ctOS Mobile is compatible with PS4, Xbox One, PS3, Xbox 360 and PC and requires an internet connection to run correctly, a Uplay account and a free Xbox Live and/or PSN account to play against Xbox Live and/or PSN Players.

About Ubisoft

Ubisoft is a leading creator, publisher and distributor of interactive entertainment and services, with a rich portfolio of world-renowned brands, including Assassin’s Creed, Just Dance, Tom Clancy’s video game series, Rayman and Far Cry. The teams throughout Ubisoft’s worldwide network of studios and business offices are committed to delivering original and memorable gaming experiences across all popular platforms, including consoles, mobile phones, tablets and PCs. For the 2013-14 fiscal year Ubisoft generated sales of €1,007 million. To learn more, please visit www.ubisoftgroup.com.

© 2014 Ubisoft Entertainment. All Rights Reserved. Watch Dogs, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. “PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

‘Project Stealth’ On PC Is Hardcore Stealth-Action Multiplayer Gaming At Its Best

‘Project Stealth’ On PC Is Hardcore Stealth-Action Multiplayer Gaming At Its Best

KickStarter™ #1 Target As ‘Heartcore Games’ Announces Launch-Title!

San Francisco, May 26th 2014: Independent games developer and publisher ‘Heartcore Games’ has kicked off a crowdfunding campaign via KickStarter™ to secure funding for their groundbreaking hardcore 2 vs. 2 multiplayer stealth-action PC title, Project Stealth.

Inspired by legendary titles such as Thief 2™ and Splinter Cell™, Project Stealth is a feature-packed asymmetrical gameplay experience featuring two very unique opposing teams: on the one side is the Mercenaries, elite soldiers packing heavy firearms and bulky armor, built for the sole purpose to defend any location with their might. On the other side is the Spies, athletic ghosts that forgo any firepower in favor of devious gadgets and quick feet to outsmart and outpace their opponents. Each of the two teams have different objectives; Spies must creep through a location to ambush and deceive the Mercenaries to complete a variety of objectives, while the Mercenaries must set traps, patrol and take out any intruder. Each team has their own strengths and weaknesses. To master one team, you must master the other. Which team will you be on?

Developed with the latest Unreal4™ technology, Project Stealth includes four engaging environments, of which only two have been disclosed at this time (Lakehouse & Asylum). Each has carefully been designed and cleverly laid out to offer memorable moments during gameplay, and each has its own set of secrets to discover. Learning the intricate details of every environment is an advantage in the heat of the action, as players can develop unique strategies through play, or simply explore the beautiful scenery with friends.

With its compelling hardcore multiplayer action, addictive gameplay, and four unique and immersive environments, this incredible game has a lot to offer. Add to this a fan-locater, match-making service, and cosmetic perks, and you have the ultimate team-based game.

On offer through the developers KickStarter™ campaign is not just a phenomenal game; supporters of the project can also opt to receive a host of cool rewards such as digital audio track, exclusive early-access, tees, mugs, posters, figurines, and unique in-game skins. Project Stealth is scheduled for a release by the end of the year, pending the outcome of the crowdfunding campaign.

Support the Project Stealth campaign here:

https://www.kickstarter.com/projects/690427392/project-stealth-stealth-action-multiplayer-on-pc

And don’t forget to check out the games popular Steam community page:

http://steamcommunity.com/sharedfiles/filedetails/?id=107025551

Journalists interested in further information, developer interviews, or additional assets are welcome to contact GAME PROMOTER™ by sending an email to [email protected]. Members of the press are likewise encouraged to visit the following Hotlinks:

Hotlinks:

Game Websitewww.projectstealthgame.com
Facebookwww.facebook.com/projectstealthgame
Twitterwww.twitter.com/project_stealth
IndieDBwww.indiedb.com/games/project-stealth
Redditwww.reddit.com/r/projectstealthgame
YouTube™ Channelwww.youtube.com/user/ProjectStealthGame

Monochroma Review

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Monochroma
Developer
: Nowhere Studios
Publisher: Nowhere Studios
Platform: Linux, Mac, Windows (Reviewed)
Release Date: 28 May 2014
Price: TBA – Available Here

Overview

Monochroma is an atmospheric platform puzzler. Developers Nowhere Studios has drawn inspiration from Limbo and ICO in developing a tale about two brothers. Monochroma features a wordless story about love and sacrifice in a moody black and white world.

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Story

After an unfortunate injury, the main character is forced to carry his brother on his back. Their adventure will takes a dangerous turn as it becomes apparent that a mysterious company seems to be kidnapping children. The story in Monochroma is told without a single word. Everything is implied through the events of the game. I feel that this method of storytelling was not the right choice for this game. The physical burden the injured brother is on the main character is supposed to represent a sacrifice out of love for the brother. However, I found it difficult to build an emotional connection towards this brother when left to my own devices. Because to the gameplay mechanics and lack of opportunity to build a connection, the brother became an irritating nuisance instead of a treasured companion.

Gameplay

Monochroma is a puzzle platformer with a heavy emphasis on physics based puzzles and the mechanic of carrying the player’s brother on the back. While the brother is being carried piggyback, the player runs slower, jumps shorter, and weighs more. The player can put the brother down on the ground, but only in well-lit areas. This mechanic is actually not explained at all in the tutorial. The tutorial only shows how to put the brother down, but leaves the player to figure out on their own when and where the brother can be put down.

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The heart and soul of Monochroma is the puzzles. Unfortunately, they are extremely bland for the most part, with a few sparks of brilliance that fall short of breaking the monotony. The difficulty is not hard, but the puzzles are poorly designed. Death can come from a variety of ways, such as falling too high, drowning, being crushed by heavy objects, and so forth. Unfortunately, falling from too high of a distance will happen often. Fall based deaths in time based platforming puzzles is pretty reasonable, if not expected in a game of this kind, but the mix of a low fatal fall height and sloppy level design leaves lots of seemingly unintentional areas where the player can accidentally go careening off an edge to an early death. To make matters worse, the physics that controls the behaviour of boxes in water is too sensitive. Unless the player stands in a small sweet spot in the middle of the box, the box will eventually tip the player into the water, forcing them to restart at an earlier checkpoint. Death can make solving puzzles meaningful and rewarding, but in Monochroma’s case, death comes too often in unintentional manners. To make matters worse, the game’s pace is already pretty slow, especially with all the deaths, but having the brother on the back just makes it plain painful. The player’s slow prodding pace from the checkpoint mixed with the lack of emotional connection to the brother often left me feeling hostile towards the kid.

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Controller fans should note that the game responds to controller input; however, it turned out it was impossible to actually use the controller in the review build. For some reason, certain surfaces did not react well with the controller, but were perfectly fine when using the keyboard. I probably should have taken the hint when the tutorial did not automatically switch to controller buttons, instead choosing to stick to keyboard controls.

The actual controls in practice were ok. For the most part, the game responds well enough to commands. However, the game is definitely not the shining example of the tightest platforming controls. There are times where small fiddly adjustments will have to made in puzzles because either the sweet spot for interaction is too small or the game seems to overshoot the controls a touch.

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Visuals

Monochroma is a beautiful game. The black and white world is broken up with the rare splashes of crimson red. The game has a great moody vibe. The loading screens are wonderfully retro, but some of the level transitions are very jarring. There were a few times I expected to continue moving through the level, but instead was hit with a loading screen.

Audio

I was a bit surprised to find Monochroma is a rather quiet game. For the most part, the only sound is the player’s footsteps and the rain. The sound effects are a bit of a mixed bag. Some sound effects are spot on, while others are extremely underwhelming. Music will play during particularly tense moments, creating some amazing chase scenes. When it does play, the music is wonderful, moody, and an absolute pleasure to listen. I only wish there was more of it!

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Overall

Monochroma is a well packaged game. The visuals are slick and the music is wonderful. However, the nice shiny packaging hides something much worse. The puzzles are mostly lacklustre and the level design is rather poor, resulting in unnecessary deaths and restarts. The brother game mechanic causes the game to drag even slower. The wordless plot is pretty forgettable, causing the intended themes of brotherly love and sacrifice to be mere shadows. Monochroma is just an underwhelming game.

5-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

 

Indie Gala Every Monday Bundle #9 Now Available

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Celebrate the American Memorial Day long weekend with this week’s Monday’s Indie Gala bundle. For the first 24 hours, the price will only be a $1.49 for six great indie titles.

Circuits is a musical puzzler that challenges players to create music using circuitry.

T.E.C. 3001 is a high speed runner challenging players to leap, sprint, dodge, and slide their way through a high tech environment. The game features 41 levels, local multiplayer support, and a leaderboard.

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Day One: Garry’s Incident is a survival FPS. After his mysterious cargo teleports Garry and his crashing plane into the middle Amazonian jungle, Garry must now survive in the wild while unlocking the mystery of the cargo.

Volt stars a little battery that is on the run after escaping from the recycling factory. This puzzle platformer features more than 60 levels in four different worlds.

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Blue Rose is a visual novel about love and life. Lena has pledged her life to defending her nation. After coming to the rescue of a hidden village up in the mountains, she begins to question what and who she is really fighting for. Be sure to vote for the game on Steam Greenlight.

Alchemy Mysteries: Prague Legends is a hidden object game set in modern Prague. Eva’s plan to claim her inheritance goes horribly wrong when she is kidnapped by alchemists bent on sacrificing Eva so they can enslave the world. Eva must now match wits with the alchemists and foil their plans. Be sure to vote for the game on Steam Greenlight.

Be sure to snag your copy of the Every Monday Bundle #8 before the price goes up at Indie Gala.