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 to 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 The Blue Memoir, an interactive adventure developed by Cloisters Interactive and distributed by Annapurna. Let's find out in this guide thing need to know of The Blue Memoir before starting to play.







Rhapsody in Blue

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 within the PlayStation Blog, we can try to provide a little more picture complete on the title before his official release il 10 February. So let's find out what you need to know about A Memoir Blue in the rest of this article 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 study 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 The Blue Memoir.







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 autobiographic. The story is in fact based on memories personal by Shelley, in which she remembers a detail journey 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 core, a reflection on the relationship between Miriam (in this case the author's avatar) and hers mother. However, as you go continue in the adventure, the respite 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 scenes of the game simply by recalling his own memories di child. 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 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, the sounds and 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. In addition, the art sector makes use of a Mixed technique, where this takes on significance in the separation of time.




The drawings and animations in 2D represent the memory of the protagonist's past, while the use of the 3D happens to depict the protagonist to how it looks 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 the 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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