Разработчик: Artifact 5
Описание
Wishlist our new game
Об игре
Исследуйте прошлое, решая загадки в настоящем. Anamorphine - это сюрреалистичное приключение визуализированных эмоций.Тайлер - молодой человек, страдающий посттравматическим отрицанием, мысленно возвращается к серии важных событий, которые оказали влияние на его отношения с женой Еленой. Она становится жертвой инцидента, который лишает ее работы и возможности давать волю своим эмоциям. Из-за тщетных попыток примириться со своей виной и помочь жене, Тайлер постепенно теряет рассудок, а память о его прошлом начитает путаться. Сюжет в Anamorphine раскрывается без единого диалога или возможности выбора действий. Игрок погружается в историю через похожие на сон воспоминаний Тайлера, которые искажаются и сливаются друг с другом, когда он пытается бороться с самим собой.
Рекомендации: Хотя в этой игре нет сцен сражений или насилия, она исследует темы психического здоровья, депрессии и утраты.
Поддерживаемые языки: english, french, german, spanish - spain, japanese, korean, polish, portuguese - portugal, portuguese - brazil, russian, simplified chinese
Системные требования
Windows
- ОС *: Windows 7
- Процессор: Intel Core i3 2.00 GHz or AMD equivalent
- Оперативная память: 6 GB ОЗУ
- Видеокарта: NVIDIA GeForce 450 or higher with 2GB Memory
- DirectX: версии 11
- Место на диске: 10375 MB
Отзывы пользователей
Surreal, extremely sad story about a guy whos cellist wife gets into accident during their bike trip. She loses her ability to play which leads into depression, substance abuse and ultimately suicide.
A game that touches on difficult topics such as depression, alcoholism and suicide. Unfortunately, however, the continuous level loadings and graphics that can make some players nauseated make everything less than pleasant. Appreciated the color range in some scenes, but they are repeated too often within the game. Valid only if discounted 6/10
Anamorphine is a walking simulator that depicts some emotional events. If that's your thing, great, but I really wasn't a fan. They did do some cool/trippy stuff to mess with the player's head though.
Imagine your body and your head rotate on completely different axis independent of each other. You turn around and look over here and now forwards actually moves you backwards because it's not been oriented. I honestly have no idea how this has won so many awards. I think lots of people overlooked the bugs as stylistic choices with suspended disbelief because its covering the topic of mental illness.
Anamorphine has incredible visuals, with impressive shaders reinforcing the surrealistic experience. I've never seen a game with that kind of artistic direction. It looks like a very polished animated experimental movie. I loved going through the story of the characters without much words, and with lots of weird dreams and blurry memories. I think it does a great job at representing the subconscious of its protagonist.
I wish I'd get more involved in the characters' story. The twist felt a bit too abrupt, but at the same time I didn't care enough about the characters for it to get to me. The rest compensated this weakness for me, but that's something to keep in mind if you play games (especially narrative-driven ones) mostly for the characters.
Bonus points: As someone living in Montreal, it was great too to see my city represented in the game! I wish more games included the places where they're being made, it makes them feel more real.
VR Mode doesnt work, crash at startup...
https://ibb.co/sJKtNkk
I tried VR buttom inside the game menu , inside setting > enable vr , also launch option -vr ....
📌refunded
May be mild spoilers ahead:
As someone who generally loves slow, artsy walking simulators, I am astonished at how incredibly bad this game is. It is so bad that I am literally suspicious of all of the positive reviews on this. The game is cumbersome, buggy, controls awkwardly, reuses the same handful of ugly environments ad nauseum... the level design is bland, confusing, and has no sense of direction... the visual aesthetic is almost aggressively bland, and the sole animated character is lifeless and unexpressive (even when surrounded by literal statues)... the story is almost comically melodramatic, and did not earn its shocking, morbid ending... the camera occasionally turns into a bouncing, juddering mess...
There is a scene early on where you ride a bicycle. It controls awkwardly, and while you are basically forced to follow a bland, linear path for several minutes, the level geometry will fail miserably if you veer even slightly off path. I remember hoping that this was an unfortunate road bump, and that the rest of the game won't be this bad. The game then goes on to use the bicycle mechanic around five times, through increasingly bland and repetitive landscapes, which eventually lose any sense of flow and leave you wondering where to go, but will still punish you with janky camera and failing geometry if you veer off path.
There was a moment where a character was in a bath, and the water didn't load properly, instead displaying the wrong image file where the water should be. There were several unbearable minutes where I was forced to walk around a spiral staircase while my movement speed (even my look speed!) were reduced to maybe one tenth of normal speed, for no discernible reason. I got stuck behind invisible walls that suddenly became passable seconds later. The game also repeats scenes a lot. I think without repetition or unnecessary slow downs and padding, the game would be over in 20 mins.
Sorry if this sounds harsh, and if this is in any way based on someone's person experience, I can understand that maybe they were using development to work through some things. I've actually lived through some very similar experiences to what is shown in this game, and I can understand struggling to express some of the very complicated emotions that go with this territory. That said, this is a piece of art released to the public, and demanding of criticism. This is a commercial product, not a private diary. As a game, this does very few things, and none of them well. The best thing I can say about the game is that the scene transitions are occasionally interesting when they work properly.
If you're willing to look past the myriad of technical problems and deficiencies, this is something truly unique.
The production of this game is really rough, especially the bike parts. The movement and the camera field of view make me sick. I love usually love "walking simulator" games but I can't manage to finish this one.
Vive support is totally nonexistent. I doubt the game runs in any VR setup at all. It either black screens permanently or sticks your camera to the ceiling and does not allow you to move nor interact with anything. The developers said that it was a known issue that would be patched within a few days of release. The known issue is that they did not have time to implement VR but wanted customer money from promising VR support anyway. It's been 15+ days, and they've disappeared without a word.
An awesome game, I enjoyed my playthrough. Some of the highlights:
- Purely visual storytelling
- Interesting use of perspective changes
- Great soundtrack
- Multiple endings
I recommend it to everybody who wants to see a unique take on a serious aspect of the human condition.
Great original game with a creative and emotional way of story telling.
Also as a person who plays violin, I really loved the music. Keep up the good work.
Anamorphine successfully tells a story without words. I felt clever being able to understand and relate to some of the mindbending visuals the game was introducing. I was intrigued with a weird (but good) feeling inside of my gut as I was exploring each section.
Anamorphine is a very unique and interesting game. I wouldn't describe it as a "walking simulator", as some have, even though the only thing you really do is walk; it's really focused on the story and emotions, which are portrayed perfectly. There is no dialogue, but the music is superb (and one of the main focal points of the game). It can be confusing at times, and might not be the best for those prone to motion sickness, but both of these can be expected from a surrealist game. I personally had no motion sickness or bugs throughout the entire game; the only change I would make would be to make it longer. If you're looking for a surreal, thoughtful, and emotion-filled experience that will leave a lasting impact, then by all means buy this game; I highly recommend it.
This game is a game that is not meant for most people, and generally I'd say only for people that like psychological stories that focus on what can happen to someone after a life-changing moment. I'd like ot go further, but it'd ruin the expirence if I did and I think that seeing the trailers takes away from the kick and emotional tug of the events that happen, especially for how long the game is which for me was barely over a hour.
To start off, I actaully liked the game with it having a beautiful soundtrack, unique story that is done in a way that only games can do unlike most walking simulators which in my opinion would work well by just being a movie, where compared to this it can't be. They use transitions and interactable items that are done in a way that only games can do, with an asthetic that matches it. The artstyle especially is beautiful, using lighting and different colors to their advantage in situations that fit them being there.
Unfortunately, currently the game has a lot of problems that I hope they work on fixing so that the game is worth buying and not waiting to buy like it is currently. These in my opinion ruin some of the games transitions and make it feel really disjointed at points, because the game has unique beautiful transitions that make the chapters in the game fun to go through and tease you for the upcoming moments. Unfortunately, they are janky at times and will lag when you enter them or leave, and when a chapter ends, it stutters so your confused that the chapter even ended at moments.
There are also so many loading screens that it ruins a lot of the cohesive feelings that it could be having, especially for a game that is barely over a hour long that you encounter so often that it becomes annoying at points. The options are also bare-bones, with no FOV slider to mention, and the sensitivity doesn't feel adjustable as much as you'd want, so your stuck with either insanely fast or just fast, no middle ground.
If these get ironed out, I would say that its worth full price if you like walking sims and don't mind spending 20 dollars for an expirence like none other that doesn't get the same effect if you watch it in my opinion. But currently, wait until it's been patched and fixed so that you'll have a better expirence you would if you bought it now.
surprisingly affecting with some Great Moments in Level Design and Music and Narrative Synergy.
Anamorphine breaks new ground in so many ways that it's hard not to recommend it to anyone who likes alternative and experimental games.
You progress through the story fluidly without any loading, cut or jump: instead, there are seamless transition across time and space that put you in a dreamlike feeling of not knowing how you got to where you are, nor how to leave. It is beautiful and anxiogenic at once, and it reminds me of the Eternal Sunshine of the Spotless Mind in that regard -- that's definitely a compliment.
Overall, the surrealist imagery does a surprisingly good job of walking you through the somber themes of addiction, loss and escapism. For a narrative built on that subtlety and nuance, it's a feat of storytelling to entirely avoid words and still get the emotion across.
I only wish there had been more time and scenes to dig deeper into Elena and Tyler's psyches. Even though I understood their distress, I came just a bit shy of truly identifying and empathizing with them, except for one or two brief but truly touching moments. Regardless, Anamorphine is a giant leap forward in conveying meaning and emotion through mechanics, and I hope we'll see more of those mind-bending adventures from Artifact 5 in the future.
I love walking sims. I love games that touch on tricky topics. This game does both, and it also has moments of beauty and sadness. In theory, I should love Anamorphine.
Unfortuntely, the current version has too many issues to recommend it. These issues include bad event triggers, unclear ways forward, repeated content, and disorientation.
With the bad event triggers, sometimes you'll even be standing or looking in the right place but the next scene just won't start, so you end up backtracking unnecessarily. This can mean wasting minutes, losing the flow of the game, and generally becoming unnecessarily frustrated.
The unclear pathing is also quite a problem. While the game is set up to have *some* of this on purpose, so that you as a player feel some of the same disorientation as your character, overall it feels less thought out. You end up backtracking when you don't need to. At times, you can't tell which way to go to progress the story, only to find out that there's a path that looks just like the one you were already on but instead moves you along in the story.
One of the nice things about walking sims is that you can get treated to some cool "mini game" style areas where you explore different aspects of the world (like the different character stories in What Remains of Edith Finch). Unfortuntely, in Anamorphine, the developers have chosen to reuse problematic game elements, forcing you to replay "mini game" style areas over and over. Even though they provided some differences, the overall effect feels like one of repetition and tedium without any "aha!" or breakthrough moment.
Sadly, the last of the four caused me to stop the game: disorientation which caused motion-sickness. I would have liked to finish it, but simply wasn't able to get past the area without feeling nauseous. I think this could have been fixed with better play-testing and pathing.
With luck, future versions will address these issues and help Anamorphine live up to its promise.
If you enjoy walking simulators and stories that are relatable and can happen to anyone then you will probably enjoy this. Some frame loss from time to time, but im sure the devs will fix it.
Even though I have asked for a refund for the third time, I reccomend this game for non pc vr users.
Initially, the continuous troubles to launch it in VR made me ask for a refund the first two times. The third time I bought it, the patch had come and I managed to play, and I loved every single part of it. It really managed to bring out the AWE factor in VR for me, which is not that common anymore. I loved the vibe and profoundness of Anamorphine, and its clever seamless scene transitions.
However, when I had played a bit and wanted a break, after the first fantasy landscape with psychedelic flowers, I decided to quit the game, thinking my progress would be saved. This wasn't the case.
For all this I have decided to give up on Anamorphine because all the technical issues have just been too much, and I just don't have any more energy to start the game from the beggining, not knowing if the progress will be saved or not.
I think I might come back in a few months when everything is a bit more polished.
Overall though, I must say I really loved playing, albeit briefly, a genuine "walking simulator", for lack of a better term, in VR. It's a genre that makes so much sense in VR. We need more games like this.
Дополнительная информация
Разработчик | Artifact 5 |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 01.02.2025 |
Metacritic | 61 |
Отзывы пользователей | 67% положительных (24) |