MonoChrome

* NA/EU/AU Box Art
* JP Box Art
* 2005 WW Box Art

**Apple Mac** US/Canada/Europe May 23, 2002
Japan/Australia July 16, 2002

**Sony Playstation 2** US/Canada/Europe May 23, 2002
Japan/Australia July 16, 2002

**Microsoft Xbox** US/Canada/Europe May 23, 2002
Japan/Australia July 16, 2002

**Microsoft Xbox 360** North America/Europe/Japan/Australia December 21, 2005

### Mode(s)

Single Player, Split Screen Multiplayer (2002)Single Player, Split Screen Multiplayer, Online Multiplayer (2005)

### Rating(s)

**ESRB**: M17+
**PEGI**: 18
**ACB**: R18+
**CERO**: D
**USK**: 18

## Navigation

### Successor

MonoChrome 2

**MonoChrome** is a 2002 Open world Action-Adventure stealth videogame developed by Fort Games LA and published by Fort Games. Initially released for personal computers, Apple Mac, Sony Playstation 2, and Microsoft Xbox, it later received a Director's Cut version in December 2005 named Aron Walker's MonoChrome, included in the Fort Games Starter Bundle 2 for the Microsoft Xbox 360. The game is known for its emphasis on adventure and his plot, which required significant development time to be crafted, a diverse cast of characters (that were made tracing real actor faces) and a vast number of events. This decision has had a lasting impact on the storytelling methods used in video games today.

Designed as the first installment in a quadrilogy, MonoChrome debuted in May 2002 in North America, Europe, and Japan, followed by a release in Australia in November 2002. The game was introduced to most of Asia in December 2005 as part of the Fort Games Starter Bundle 2, with considerable adjustments made to comply with the stricter video game guidelines in the eastern market.

## Gameplay

*MonoChrome* provided instead of the more shooter based gameplay from the sequels, a stealth gameplay similar to the 2002 original Splinter Cell. The gameplay can be mostly seen as a mix of the 2002 Splinter Cell and the 2003 original Grand Theft Auto III . The game put the player in the clothes of Aron Walker, a young guy that needs to sneak in a nazi regime and learn all of their secrets to destroy them.

MonoChrome diverged from the more shooter-based gameplay of its sequels, offering a stealth-based gameplay experience reminiscent of the original Splinter Cell, and so, the gameplay can be largely characterized as a blend of the 2002 Splinter Cell and the 2003 original Grand Theft Auto III. Players assume the role of Aron Walker, a young protagonist tasked with infiltrating a Nazi regime to uncover their secrets and ultimately dismantle their operations through stealth and subterfuge.

### Synopsis

In a dystopian world not far from our own, humanity is ensnared in a monochromatic city ruled by a tyrannical Nazi regime known as The Brotherhood. Aron Walker, a young individual who has been estranged from his parents and his brother since the age of 8, found himself involved in a group of rebels at the tender age of 12. Despite his long-standing affiliation, Walker had only undertaken menial tasks within the group. However, everything changed when his mentor and close ally, Adam Holford, entrusted him with his first significant assignment - to infiltrate the regime, gather vital intelligence, and orchestrate the downfall of The Brotherhood. Regrettably, Walker's mission does not unfold as smoothly as anticipated.

## Development History

In 1993, the inception of MonoChrome's development marked a significant turning point for The Original 10, following the release of the iconic Kid of the Sky 7. This momentous occasion unfolded during a casual yet pivotal meeting, where The Original 10 engaged in thought-provoking discussions about the industry's transition from 2D to 3D, a shift exemplified by industry giants like Nintendo. As they delved into these deliberations, the group grappled with the challenge of adapting and reinvigorating their cherished series. While cognizant of the potential triumphs of reboots, they harbored reservations about how their loyal fanbase would receive such a momentous decision.

These reservations left them at a crossroads, grappling with the daunting task of translating the intricacies and allure of their meticulously crafted 2D games into the uncharted territory of the 3D realm. It was during this time of uncertainty that April Luna, the esteemed head-programmer at Fort Games LA, stepped forward with a visionary proposition. Luna's proposal centered on the creation of a game within their existing series and a spin-off of another, a concept that, while deemed the most expensive option, was chosen for its inherent simplicity and potential to captivate audiences with its innovative approach.

This groundbreaking decision set the stage for the development of two groundbreaking projects: The Ant Cave 9 and a riveting, futuristic spin-off for the Kid of the Sky franchise. The eagerly anticipated release of The Ant Cave 9 in 1995 marked a monumental triumph, swiftly ascending to become the second best-selling game in the history of Fort Games. This resounding success effectively steered the studio away from the concept of spin-offs, prompting a strategic shift towards the creation of new sequels that would further enthrall and captivate their esteemed audience.

In a remarkable turn of events, Fort Games decided to illuminate this pivotal chapter in their history by publicly unveiling the first prototype of MonoChrome for Fort Knight's death, shedding light on its origins as a precursor to its eventual evolution into an independent entity.

To delve deeper into the true genesis of MonoChrome's development, we must journey back to 1999, a pivotal year that marked the passage of seven years since The Original 10's landmark gathering. During their annual convocation, the landscape of the gaming industry once again took center stage as a focus of intense deliberation and contemplation. The emergence of a new era, catalyzed in no small part by the advent of the Dreamcast the previous year, served as a poignant backdrop against which the industry's evolution unfolded. Against this backdrop, the development of the highly-anticipated Kid of the Sky 8, which had commenced in 1997, faced formidable obstacles on its path to completion. Faced with this pressing predicament, The Original 10 found themselves in dire need of a solution, and they needed it urgently.

In a stroke of sheer brilliance, the collective memory of The Original 10 was stirred by recollections of a prototype that had been crafted for what was once deemed the Kid of the Sky spin-off. As they entertained the potential of this prototype, a realization dawned upon them: even if they were to leverage this existing prototype, a comprehensive overhaul of their original plans was imperative to fully harness its latent potential. Despite lingering reservations about the viability of this prototype idea, they boldly elected to press forward with this daring choice, setting the stage for a transformative journey that would leave an indelible mark on the annals of gaming history.

Over time, the majority of The Original 10 members either retired or passed away, leaving us with limited insights into the events that led to the public's first glimpse of the game, a poignant reminder of the passage of time and the profound impact of change within the industry.

Fast forward to the fateful day of May 11, 2000, a date that would etch itself into the annals of gaming history as a momentous occasion. On this day, Fort Games made a resounding impact at the 2000 E3 event, unveiling a series of groundbreaking announcements that reverberated across the gaming landscape. Among these momentous revelations were the eagerly anticipated release date for Kid of the Sky 8, the appointment of the esteemed Mark Cerny as the director for the first Fort Driver, and the revel of a mysterious new game with the codename **The Walker**, set to be developed in the near future.

Fast forward to August of the same year, when both of Fort Games LA's development teams, consisting of 314 employees at the time, embarked on the journey to craft this groundbreaking game. Following two months of intense preproduction and design, the project was set in motion.

Surprisingly, the initial iteration of the game did not encompass many of the mature themes that would later come to define it. It was during the mid-stages of development that a pivotal shift occurred. April Luna, a key director and designer, made the decision to infuse the game with her personal experiences and childhood memories, leading to a significant transformation. This infusion imbued the game with a noticeably darker and more mature tone.

Anticipation reached a fever pitch when the release date of the game was unveiled at E3 2001, sparking widespread excitement among fans and non-fans alike. In 2002, the game finally made its debut on the market to universal acclaim. Despite being priced at a mere $25 per copy, it solidified its position as one of the most expensive video games ever created, securing a spot on the list of the top 20 most expensive games.

In a strategic move in 2005, Fort Games entered into a partnership with Microsoft to publish a Director's Cut version of Monochrome as a Microsoft Xbox 360 exclusive. This revamped edition, now known as **Aron Walker's MonoChrome**, marked a significant milestone for the company.

## Prequels and sequels

In August 2009, Fort Games released MonoChrome 2, developed by Fort Games LA team 1, the highly anticipated sequel to the original MonoChrome. The game was made available for the Fort Driver 1, Personal Computer, Microsoft Xbox 360, and Sony PlayStation 3, extending the captivating storyline and gameplay to a wider audience. Additionally, a next gen port was launched for the Fort Driver 2 in 2013, allowing players to access the full campaign of the game, without even considering the implementation of a PvP mode to the game, which would be the first time for the series.

Fast forward to August 2019 exactly 10 year after the prequel, and the excitement continued with the release of MonoChrome 3 . This installment, developed by Advent Softwares, expanded the MonoChrome universe even further by giving the player the possibility to explore more than half of the country that the game is set in, introducing the game to the late market of the Fort Driver 2, Personal Computer, Microsoft Xbox One, and Sony PlayStation 4 platforms, giving it a power never seen since than.

The saga of MonoChrome continued to evolve and close itself, as in February 2024, Advent Softwares unveiled, MonoChrome 4. This latest release, available for the Fort Driver 3, Personal Computer, Microsoft Xbox Series X/S, and Sony PlayStation 5, pushed the boundaries of the MonoChrome series with enhanced graphics, gameplay, immersive storytelling, giant explorable world, the biggest ever seen for the game, and a closure to Aron story, captivating both new and existing fans.

In the most recent development, September 2028 saw the highly anticipated launch of MonoChrome 5. Serving as a prequel to the original MonoChrome, this installment took the gaming world by storm, offering an unparalleled experience on Fort Driver 4, Fort Driver 3 Pro, Personal Computer, Microsoft Xbox Series Y, and Sony PlayStation 6. Developed by the esteemed Advent Softwares without April Luna as director and writer, but just as producer of the game, giving the role to Alyssa Monroe. MonoChrome 5 continued to push the boundaries of storytelling and gameplay, solidifying its place in the hearts of gamers worldwide.

## Awards

**Game Critics Awards**

* **Won**: Best Action/Adventure Game, PS2 Award for Technological Excellence.
* **Nominations**: Best Xbox Graphics.

**IGN**

* **Won**: Best Action Game, Best PS2 Graphics, PS2 Award for Technological Excellence, Best Xbox Graphics, Best Xbox Action game.

**Game Of The Year**

* **Won**: Original or Adapted Song. Animation in a Game Engine, Writing, Story.
* **Nominations**: Game of the Year, Outstanding Innovation in Game Play, Voice Performance, Character Design.

## Gallery

* Promotional media
* Screenshot

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