RENOIR is a story-driven 2.5D puzzle platformer that draws a deep drag of inspiration from the film noir genre — the classic Hollywood crime dramas from the 1940s and 50s. Our mission is to drench our video game in that one-and-only mood and aesthetic of film noir, while adding our own unique flavor to the mix: the characters, the gameplay and, of course, the story…
Quote:
The Story
"I could see there was nothing good waiting for me here..."
James Renoir is a private detective with a dark knot of a past struggling to stay afloat in a city sunk to the floor by crime and corruption. As a former police detective, Renoir makes his living doing the only thing he knows: investigating, digging, exposing...
One night, a night like any other, Renoir gets ready to meet an informant. He needs a new slice of evidence to his latest case. Renoir has done more meets like this than he can even remember. He’s relaxed. Too relaxed. And the night turns new pretty fast. Renoir is caught off-guard; shot by a who-knows-who and left to die with the gunshot echo of a why.
But Renoir’s journey ain’t over...
The Game
James Renoir wakes up. Nothing likes unusual - not the place, not his condition.
Except that he’s dead.
And so the wheels of the gameplay and the story start their turn.
Renoir must find out what happened and why, but he quickly finds he can’t communicate with the living — shock gives way to that hollow sense of ‘alone’. No one but he can find the clues that’ll bring the answers; that can lead him to his killer...
High contrast between light and dark is at the core of the noir style, as it is in our game. In his new state, Renoir can’t expose himself to direct light. More than ever, he must keep to the shadows. The tricky process of tracking safe passage through darkness is at the heart of our gameplay…
But there is one thing that aids him. In order to solve a whole myriad of different environmental puzzles, Renoir can call upon a new ability — at the site of any violent crime or fatal accident, Renoir can use the souls of the victims to help him.
How? For a brief window of time, the player can ‘become’ a victim and perform a set of actions, which, once set in motion, will help Renoir negotiate all kinds of obstacles. And as the victims, these lighter souls, are less vulnerable to the pain of light, he can use them to open up safe passages for him through the shadows.
The game is a passenger and the story is driving with the window down: James narrates through monologues and special flashback sequences that hang a naked bulb over his own past, and the even darker secrets of the city. But more than anything, Renoir needs clues.
Summary
Planned platforms: PC, Mac, Linux
Estimated release date: Q1, 2017
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