Explore the past as you resolve the present in Anamorphine, a surreal adventure of rendered emotions. Journey into the mind of the main character, a young man in post-traumatic denial. His subconscious is pushing him to face his past - or be consumed by it. Anamorphine conveys the narrative through environmental storytelling as you delve into physical and mental turmoil, using first-person exploration with no language, cut scenes, UI, or action button. Unlike most story-driven games, Anamorphine emphasizes the narrative through exploration and natural interaction with the environment instead of through text or voice-over.
The narrative follows a thirty-something man named Tyler, his wife Elena, and a succession of relationship milestones that define their lives together. By playing through Tyler’s memories, the player traces the couple’s relationship from its happy beginnings to a difficult accident that leaves Elena without the ability to play the cello, which is both her livelihood and emotional outlet. As she quietly slips into a depression, Tyler struggles to understand how to support Elena, and faces his own limitations in his ability to help her. The player is faced with the choice of working through his painful memories and fighting through his issues, or “escaping” into a limbo-esque existence through denial of his past.
Anamorphine was inspired by the creators' interest in telling stories without words, and the potential of non-euclidean spaces. Storytelling that relies on the visual and auditory experience intrigues us, as does the potential for emotional impact of works that do not rely on words. Therefore, Artifact 5’s goal is to create a narrative explained entirely by the environment that challenges players intellectually and emotionally to understand the context of each new area and its relationship with the overall narrative. The creators wanted to take on subject matter that would fit with their non traditional storytelling techniques, and have chosen to explore nuanced emotional themes like relationships, depression, denial, and other mental health issues that occur for individuals and couples. We aim to make Anamorphine a refreshing addition to the palette of games currently available. We also want to further the idea of games as artistic emotional vehicles that allow people to take a journey they could not otherwise experience, distinct from film, books, and other media.
Mohannad Al-Khatib – Creative Director
Samantha Cook - Producer
Ramy Daghstani – Technical Director
Beatrix Moersch – Audio Director
Mehrdad Dehdashti - Programmer
Philip Hogg – 2D/3D Artist