Game Classification

The Museum of Broken Memories 2006  

Informations Analyses Serious Gaming
 

Classification

VIDEO GAME

Keywords

Market

This title is used by the following domains:
  • Entertainment

Audience

This title targets the following audience:
Age : 12 to 16 years old / 17 to 25 years old
General Public

Gameplay

The gameplay of this title is Game-based
(designed with stated goals)

The core of gameplay is defined by the rules below:

Similar games


The Museum of Broken Memories A frustrated game author, trapped by his own burgeoning ideas and unclear how to integrate his creative visions into a unified whole, hits upon a framing device: a museum from which different "fragments" can be visited, each with distinct visual aesthetics, plotlines, and external cues establishing context for each "exhibition", and yet all ultimately tying back into the overarching framework structure, riddled throughout with references to T.S. Eliot's the Wasteland and the insightful prophetic verses (particularly those pertaining to Urizen) of visionary poet and painter William Blake.

The different wings of this moody and atmospheric museum include the Door Room (aka the Room Inside My Head -- a quest for escape from tormentors), the Room of Ruins (a return to the future of lost hopes), the Fever Room (a colour-desaturated no-funhouse that floods and skews), the Room of Notes (quite literally the developer's unpolished design notes, implemented straight from the notebook drafts), and the Dark Room (13 rooms, rather, bringing pixel-hunting to a whole new level). Their sum describe a stimulating and educational afternoon as would any other museum, but solving an area, playable in any order, doesn't necessarily repair their memories.

Staggered throughout the zones describe above, gameplay largely consists of scouring the screen for mouse-cursor-changing hotspots and clicking to see what happens; the resultant explanatory texts may however raise more questions than they answer. Certain visual novel conventions are in effect, notably the axiom that just because a hotspot is fruitless now doesn't mean that later, after a different sequence of actions it won't become more useful toward plot advancement. [source:mobygames]

Distribution : Retail - Commercial
Platform(s) : PC (Windows)

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