Fresco
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 30th Dec 2016 00:43    Post subject: Fresco

http://frescogame.com/
Developer: Yannick Gerometta, based in France, ex-Ubisoft
Release Date: TBD
Quote:
Fresco is a mind-bending first person exploration / puzzle game, featuring a unique gameplay mechanic. Find your way out by creating a path in the world, via manipulating paintings and placing them on strategic locations.

You start in a colorless world without any explanation. You quickly find paintings which you can interact with and move. By looking at them, you will notice that they look a lot like your environment. The idea is to use them to your advantage to progress through the world.

The game is set in a colorless and minimalistic world, almost monochromatic. On the contrary, the paintings and the new objects which will be transposed to the world are very bright and colorful, reminding cubism art style. This gives an incentive to the player, not just to progress through the game, but also to bring colors and life back to this melancholic/gloomy black and white world. Almost every aspects of the game aesthetics have gameplay purposes: water, lighting and shadows help the player to orientate himself and restrain or guide his movements.

What differentiate the game from others is that the unique and innovative gameplay mechanic featured allows new kind of puzzles never seen before, e.g. using, moving, rotating parts of the environment to create new paths. The cleverness of the painting mechanic is that it allows many variants around it, without the needs of aggregating new features, which maintains the gameplay really pure. Another unique characteristic of the game is that it must be played in first person, otherwise the viewpoint change would drastically affect the seamless transition happening when transposing a flat painting to the 3D world.

Rooms after rooms, the player intuitively integrates the rules and starts to understand how everything works. As he progresses through the world, his leaning allows him to solve increasingly complex puzzles. The satisfaction that comes from finding the solution and the non conventional universe inspire a desire to explore further.

The controls are designed to be as accessible as possible, enabling the player to focus on analysis instead of execution. In Fresco, it is impossible to die and there are no enemies. The puzzles are neither timed, nor platform or physics based. The player interacts with the world using one single button. This makes the game enjoyable by the highest number of players!

The game is set in a colorless and minimalistic world, almost monochromatic. On the contrary, the paintings and the new objects which will be transposed to the world are very bright and colorful, reminding cubism art style. This gives an incentive to the player, not just to progress through the game, but also to bring colors and life back to this melancholic/gloomy black and white world. Almost every aspects of the game aesthetics have gameplay purposes: water, lighting and shadows help the player to orientate himself and restrain or guide his movements.

What differentiate the game from others is that the unique and innovative gameplay mechanic featured allows new kind of puzzles never seen before, e.g. using, moving, rotating parts of the environment to create new paths. The cleverness of the painting mechanic is that it allows many variants around it, without the needs of aggregating new features, which maintains the gameplay really pure. Another unique characteristic of the game is that it must be played in first person, otherwise the viewpoint change would drastically affect the seamless transition happening when transposing a flat painting to the 3D world.

Rooms after rooms, the player intuitively integrates the rules and starts to understand how everything works. As he progresses through the world, his leaning allows him to solve increasingly complex puzzles. The satisfaction that comes from finding the solution and the non conventional universe inspire a desire to explore further.

The controls are designed to be as accessible as possible, enabling the player to focus on analysis instead of execution. In Fresco, it is impossible to die and there are no enemies. The puzzles are neither timed, nor platform or physics based. The player interacts with the world using one single button. This makes the game enjoyable by the highest number of players!

About Yannick Gerometta
    Yannick Gerometta is a game programmer & designer from France, and the solo developer of Fresco. He has always loved creating video games from the initial idea to the final product. After working a few years at Ubisoft Paris and Ubisoft Montreal on AAA titles, and writing a C++ programming book, he decided to develop on his own. Over the past few years, he has created and published successful mobile games, such as A Bird’s Journey. Recently, he decided to focus on prototyping innovative gameplay ideas, which led to the birth of Fresco. An early version of the game was shown to some players and professionals of the gaming industry during IndieCade Europe in November 2016, where it was complimented.

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4treyu




Posts: 23121

PostPosted: Fri, 30th Dec 2016 01:59    Post subject:
So Much Win Hopefully this'll be as good as Antichamber.
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ixigia
[Moderator] Consigliere



Posts: 65074
Location: Italy
PostPosted: Fri, 30th Dec 2016 05:03    Post subject:
Looks intriguing indeed. Best of luck to the guy, managing the project completely alone is a tough cookie Razz
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