Ministry of Broadcast Switch

Ministry of Broadcast Switch
Ministry of Broadcast Switch
Ministry of Broadcast Switch
Ministry of Broadcast Switch, Img
Ministry of Broadcast Switch
Ministry of Broadcast Switch, Img 1
Ministry of Broadcast Switch
Ministry of Broadcast Switch, Img 2
Ministry of Broadcast Switch
Ministry of Broadcast Switch, Img 3
Ministry of Broadcast Switch
Ministry of Broadcast Switch, Img 4
Ministry of Broadcast Switch
Ministry of Broadcast Switch, Img 5
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Ministry of Broadcast Switch

  "The Wall Show". Adventure, platforms, action and black humor in this game developed by Ministry of Brodcast Studio. Ministry of Broadcast is a game of 2D platforms with a narrative set in a PA that has been divided by The Wall.

A PA separated by The Wall. To cross it and meet with your family, you have to compete (and win) on a TV reality show broadcast by the R émen.
 
Ministry of Broadcast is a platform game for a single player that develops through a narration of Orwell's 1984 mix with the reality TV shows. It is full of black humor, sarc &arecuticos occurrences and a general feeling of the absurdity that is the system.
 
With the appearance of having built one d &iuteres to the other, The Wall has separated a pa &iactis in two and a man from his family. To see them again, our redhead has decided to participate in the "The Wall Show", a TV show organized by the R égimen that gives competitors the opportunity to escape to the desired freedom of the other side.

However, as you progress through the scenarios, our contestant realizes how the R éis operate and the program. The promise of freedom is not exactly what it looks like ...
 
Ministry of Broadcast is inspired by games such as Prince of Persia (1989) and Oddworld: Abe ’ s Exoddus to relive the esp íres ritu of the film platform games &ahodifos cl &aacetos, where players need to reflexes r &aaipdos to run and jump, as well as a healthy aversi &o to fall from dangerous heights.
 
Character íres:

A game of cinematographic platforms: run, jump, make yourself to ñ and climb to open up to you through each sand, as the narration develops around you. Much of the story is unfolding through the animated sequences that are integrated in a dynamic way with the environment or through the NPCs that will be able to listen to some of the logos as you pass near you.

HUD in the environment: instead of having a screen full of overlapping indicators, PV bars and minimises, all the information the player needs is embedded in the environment. The tracks are mixed together between the game's graphics in a subtle but specific way. Players need a good eye to survive each sand without breaking their legs.

Resoluci &o de puzles: use your wits and, sometimes, a shred of cruelty to advance through the sands. You will have to interact with the environment to solve the greatest possible problems: use the momentum of the character to move platforms, drive the omnipresent levers, and you may even have to sacrifice a PNJ or two to cross a particularly dangerous well.

History and personality: the story has lots of picaresque humor, sarcasm of 1. º quality and some other mischievous joke; all this balanced perfectly with the dark and heavy Tem &aaiticas that present themselves in this world dist ó.