A Memoir Blue: what to know before the release

Let’s dive into a blue world of nostalgia and memories by summarizing what you need to know before starting to play Annapurna’s interactive poem A Memoir Blue

Next February is confirmed as a particularly intense and generous month in terms of releases. In the midst of so many more or less well-known titles, between huge productions like Horizon Forbidden West and slightly more niche titles like OlliOlli World, there is the opportunity to discover new rare pearls that make expressive and poetic research their point. of strength. This is the case with A Memoir Blue, an interactive adventure developed by Cloisters Interactive and distributed by Annapurna. Let’s find out in this guide what need to know of A Memoir Blue before starting to play.

Rapsodia in Blu

In the wake of the titles “alla Playdead“, A Memoir Blue looks like a game strongly experimental in poetic language. From the information released during the trailer of presentation to the TGA 2021, but especially from the long article inside the PlayStation Blog, we can try to provide a little more picture full on the title before his official release the February 10. So let’s find out what you need to know about A Memoir Blue in the rest of this article, give it to you intentions of the authors toinnovativeness in the storytelling modalities, passing through the aesthetic choices and musical.

A Memoir Blue: what to know before the release

An autobiography – A Memoir Blue: what to know before playing

This particular experiment narrative, we can identify it this way, it is the result of the work of the creatives gathered in the studio development called Cloisters Interactive. The studio, originally from New York and now international, specializes in indie games. The studio’s vision is to achieve profound experiences videogames through the experimentation in storytelling and stylization visual and graphics. From these premises we can immediately identify the type of experience that will be A Memoir Blue.

The idea of ​​the game concept comes from Shelley Chen, CEO of the company e Game Designer at the head of the project. Shelley says, in the aforementioned article, that theorigin of this particular adventure comes from a starting point autobiographical. The story is in fact based on memories personal by Shelley, in which she remembers a detail voyage accomplished together with his mother towards a seaside resort. Only once she’s grown up though, Shelley he realized that her mother was taking her with her fleeing, for some reason, from own home.

A Memoir Blue: what to know before the release

The sea of ​​memories – A Memoir Blue: what to know before playing

The game contains in its nucleus, a reflection on the relationship between Miriam (in this case the author’s avatar) and hers mother. However, as you go will continue in the adventure, the breath history will be made more great and the player can explore a whole world reconstructed in detail. The component autobiographical it is particularly present so much that the author admits to having built whole scene of the game simply by recalling his own memories from girl. Such as the scene of the train in which the two begin their journey.

A Memoir Blue: what to know before the release

Experimentation of languages

The title narrative is backed up by a substantial one experimentation in the languages, as the whole story is told without using the word, be it written or oral. The visual language thus obtains a primary role in communicating with the player and makes the colors, i sounds and the animations of the characters, the main vehicles on which the emotions. In particular i dialogues are replaced by animations of the characters and from music, making A Memoir Blue, in fact, a visual history. Furthermore, the art sector makes use of a Mixed technique, where this takes on significance in the separation of weather.

The drawings and animations in 2D represent the I remember of the protagonist’s past, while the use of the 3D happens to depict the hero to how it appears at present tense, while investigating the “space” of his own memories. The technique is therefore not an end in itself itself but it serves to communicate more direct the emotions that the protagonist finds herself feeling by investigating her own memory. Finally, give the promising ones premises, we can only to hope that this project can represent something new in the crowded indie landscape.

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