Phonopolis

4 min read

Enter a corrugated dystopia, where everyone’s card is marked

Though Phonopolis has been primarily developed by a new team within Amanita, the studio has called upon regular composer Floex for its audio score, with Creaks foley artist Matouš Godík responsible for its playful sound effects

Developer/publisher Amanita Design

Format PC

Origin Czechia

Release TBA 2024

Getting past these guards means finding a distraction – one that means ensuring neither of them can see you emerge from hiding.
There was a risk that some of that homespun detail would be lost during the scanning process; the art team had to exaggerate the human touches so they would remain noticeable.
The aesthetic of Phonopolis has been heavily inspired by Russian avantgarde art movements from the early 20th century, particularly Constructivism and Suprematism.
As Felix tries to clear the stage in the opera house, keep one eye around the edges of the screen: you might see you’re not alone.
This energetic set-piece is a clear standout: as we steadily dismantle this rather rickety contraption, we’re reminded of a vintage Aardman animation

Amanita Design has, a cynic might say, made its game again. There is no denying that the Czech studio’s output tends to hew to a particular formula, each individual title distinguishing itself via tone and theme more than structure or systems. As (almost) always, there is a diminutive character onscreen and you, the player, are their omnipotent ally, directing them via a pointer, and otherwise prodding and pulling at various pieces of the environment as you trial-and-error your way to solving their current predicament.

Amanita Design has, then, made its game again. But it has also not, since Phonopolis is its first properly three-dimensional world. More significantly it’s the first in which its characters communicate in an intelligible language (unlike, say, the furious nonsense of Chuchel). For the most part, it’s one particular voice you’ll hear: the entertaining inner monologue of inquisitive protagonist Felix, who, after a work mishap, discovers a set of noise-cancelling headphones. These allow him to block out the regime’s orders – piped through loudspeakers installed across the land – which have turned most of the populace into mindless drones. With news that the so-called ‘absolute tone’ is set to brainwash the remainder, he becomes an unwitting revolutionary. Oh, yes, it’s the studio’s first political game, too.

All of which helps give Phonopolis a distinctive character, though of course it’s the art that is its most immediately striking element. This world has been built from corrugated fibreboard, cut and painted by hand, carefully scanned and meticulously animated (at 12fps, giving it the look of a stop-motion film, albeit one you can interact with) to make something t

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