Amanita Design has, a cynic might say, made its game again. There is no denying that the Czech studio’s output tends to hew to a particular formula, each individual title distinguishing itself via tone and theme more than structure or systems. As (almost) always, there is a diminutive character onscreen and you, the player, are their omnipotent ally, directing them via a pointer, and otherwise prodding and pulling at various pieces of the environment as you trial-and-error your way to solving their current predicament.
Amanita Design has, then, made its game again. But it has also not, since Phonopolis is its first properly three-dimensional world. More significantly it’s the first in which its characters communicate in an intelligible language (unlike, say, the furious nonsense of Chuchel). For the most part, it’s one particular voice you’ll hear: the entertaining inner monologue of inquisitive protagonist Felix, who, after a work mishap, discovers a set of noise-cancelling headphones. These allow him to block out the regime’s orders – piped through loudspeakers installed across the land – which have turned most of the populace into mindless drones. With news that the so-called ‘absolute tone’ is set to brainwash the remainder, he becomes an unwitting revolutionary. Oh, yes, it’s the studio’s first political game, too.
ãã®èšäºã¯ Edge UK ã® June 2024 çã«æ²èŒãããŠããŸãã
7 æ¥éã® Magzter GOLD ç¡æãã©ã€ã¢ã«ãéå§ããŠãäœåãã®å³éžããããã¬ãã¢ã ã¹ããŒãªãŒã9,000 以äžã®éèªãæ°èã«ã¢ã¯ã»ã¹ããŠãã ããã
ãã§ã«è³Œèªè ã§ã ?  ãµã€ã³ã€ã³
ãã®èšäºã¯ Edge UK ã® June 2024 çã«æ²èŒãããŠããŸãã
7 æ¥éã® Magzter GOLD ç¡æãã©ã€ã¢ã«ãéå§ããŠãäœåãã®å³éžããããã¬ãã¢ã ã¹ããŒãªãŒã9,000 以äžã®éèªãæ°èã«ã¢ã¯ã»ã¹ããŠãã ããã
ãã§ã«è³Œèªè ã§ã? ãµã€ã³ã€ã³
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image