Compara los precios de Path to Mnemosyne en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por DevilishGames. Publicado por DevilishGames. Lanzado el 26/9/2018. Disponible en PC, Mac, Linux. Géneros: Adventure, Indie.

Somewhere between a fever dream and a memory palace, this grayscale puzzler is DevilishGames at their most experimental, about two to three hours of pure surrealist craft that you will not easily shake.

I have a soft spot for games that look like nothing else on Steam, and Path to Mnemosyne is exactly that kind of oddity. The whole thing takes place on a single, forward-moving path rendered in hand-drawn grayscale, built around an infinite-zoom camera that makes the world feel like it is constantly swallowing itself. That visual effect is genuinely singular. Rock Paper Shotgun said the screenshots look great but the game itself looks better, and that lands: still images cannot communicate the strange momentum of watching the environment loom up at you like a hall of mirrors folding inward. Mechanically, you are a young girl moving forward through a surreal, monochromatic landscape solving puzzles to recover glowing blue orbs, the only real splash of colour in the whole experience. Collect enough orbs and you unlock a memory, which opens the next section of the path. The puzzles themselves span several types: floor-button sequences that function like a stripped-back Simon Says, path-rotation challenges that require you to reorient entire sections of the environment, portal traversal, and later, audio-based puzzles where the sound design stops being mere atmosphere and starts being the actual clue. That last category is the most inventive work in the game, and reason alone to play with headphones. The two-dimensional memory-reconstruction minigames at the end of each chapter act as a satisfying contrast to the three-dimensional path sections, giving the structure a pleasant rhythm. Where things get complicated is in the consistency of that puzzle design. The button-sequence puzzles that dominate the early chapters can tip into monotony, and some solutions are cryptic enough that trial-and-error starts to feel like the intended strategy rather than an embarrassing workaround. The jump mechanic is the game's mechanical low point: the fixed infinite-zoom camera creates depth-perception problems that make landing on floor buttons feel fussier than it should. There is no game-over screen, so failure is low-stakes, but repeated clumsy jumps erode the spell the atmosphere is working so carefully to cast. The narrator, a disembodied presence guiding and unsettling you in equal measure, is striking in concept but the voice delivery comes across flat in execution. The story itself is open and elliptical, offering two endings that both leave you holding more questions than answers. Some will find that deliciously mysterious. Others will feel the emotional connection never quite closes. But here is what I keep coming back to: Path to Mnemosyne is a game that knows its own register. It is short, somewhere in the two-to-three hour range, and it earns that length. The soundscape is genuinely haunting, the hand-drawn visuals have a nervous, notebook-sketch quality that makes everything feel like it is being written in real time, and the imagery in the surrounding environment, skeletal forms, grotesque geometry, surrealist fauna, pings somewhere between Dali and Giger without ever crossing into outright horror. Steam users back this up with a Very Positive rating, and for a game this niche, that consensus matters. It is not for puzzle fans who want volume and mechanical depth. It is for people who are willing to let a short, strange thing do something to their head. Kai, Scout Team

Path to Mnemosyne

Path to Mnemosyne

26 sept 2018DevilishGames
GamerScout opina

Somewhere between a fever dream and a memory palace, this grayscale puzzler is DevilishGames at their most experimental, about two to three hours of pure surrealist craft that you will not easily shake.

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Steam Deck Playable
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Mínimo histórico: €0.89

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I have a soft spot for games that look like nothing else on Steam, and Path to Mnemosyne is exactly that kind of oddity. The whole thing takes place on a single, forward-moving path rendered in hand-drawn grayscale, built around an infinite-zoom camera that makes the world feel like it is constantly swallowing itself. That visual effect is genuinely singular. Rock Paper Shotgun said the screenshots look great but the game itself looks better, and that lands: still images cannot communicate the strange momentum of watching the environment loom up at you like a hall of mirrors folding inward. Mechanically, you are a young girl moving forward through a surreal, monochromatic landscape solving puzzles to recover glowing blue orbs, the only real splash of colour in the whole experience. Collect enough orbs and you unlock a memory, which opens the next section of the path. The puzzles themselves span several types: floor-button sequences that function like a stripped-back Simon Says, path-rotation challenges that require you to reorient entire sections of the environment, portal traversal, and later, audio-based puzzles where the sound design stops being mere atmosphere and starts being the actual clue. That last category is the most inventive work in the game, and reason alone to play with headphones. The two-dimensional memory-reconstruction minigames at the end of each chapter act as a satisfying contrast to the three-dimensional path sections, giving the structure a pleasant rhythm. Where things get complicated is in the consistency of that puzzle design. The button-sequence puzzles that dominate the early chapters can tip into monotony, and some solutions are cryptic enough that trial-and-error starts to feel like the intended strategy rather than an embarrassing workaround. The jump mechanic is the game's mechanical low point: the fixed infinite-zoom camera creates depth-perception problems that make landing on floor buttons feel fussier than it should. There is no game-over screen, so failure is low-stakes, but repeated clumsy jumps erode the spell the atmosphere is working so carefully to cast. The narrator, a disembodied presence guiding and unsettling you in equal measure, is striking in concept but the voice delivery comes across flat in execution. The story itself is open and elliptical, offering two endings that both leave you holding more questions than answers. Some will find that deliciously mysterious. Others will feel the emotional connection never quite closes. But here is what I keep coming back to: Path to Mnemosyne is a game that knows its own register. It is short, somewhere in the two-to-three hour range, and it earns that length. The soundscape is genuinely haunting, the hand-drawn visuals have a nervous, notebook-sketch quality that makes everything feel like it is being written in real time, and the imagery in the surrounding environment, skeletal forms, grotesque geometry, surrealist fauna, pings somewhere between Dali and Giger without ever crossing into outright horror. Steam users back this up with a Very Positive rating, and for a game this niche, that consensus matters. It is not for puzzle fans who want volume and mechanical depth. It is for people who are willing to let a short, strange thing do something to their head.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Infinite-ZoomMonochromatic ArtAudio PuzzlesShort PlaythroughTwo EndingsSurrealist HorrorNo Tutorial

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
256MB Graphics
Processor
Core 2 Duo

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Información del juego

Desarrolladora
DevilishGames
Distribuidora
DevilishGames
Fecha de lanzamiento
26 sept 2018

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¿En qué plataformas está disponible Path to Mnemosyne?

Path to Mnemosyne está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Path to Mnemosyne?

Path to Mnemosyne se lanzó el 26 de septiembre de 2018.

¿Quién desarrolló Path to Mnemosyne?

Path to Mnemosyne fue desarrollado por DevilishGames.