MonoChrome 2

* 2009 Box Art
* 2013 Director Cut Box Art

**Personal Computer** NA/Europe/Japan/Australia August 5, 2009

**Sony Playstation 3** NA/Europe/Japan/Australia August 5, 2009

**Microsoft Xbox 360** NA/Europe/Japan/Australia August 5, 2009

**Fort Driver 2** NA/Europe/Japan/Australia May 20, 2013

**MonoChrome 2** is a 2009 Open world Action-Adventure TPS (Third Person Shooter) videogame developed by Fort Games LA and published by Fort Games. Initially released for Fort Driver 1, Personal Computer, Sony PlayStation 3 and Xbox 360, it later received a Director's Cut version in May of 2013 named MonoChrome Desolation, as a Fort Driver 2's launch title with Kid of the Sky 9. The game is known for the shock it had on the genre of Third Person Shooters and for his story crafting, thanks to his newly and only writer, April Luna, the giant cast of NPCs getting the world record, before the release of Skyrim in 2011. This game, following a type of story telling similar to his predecessor didn't changed as much the gaming landscape, but established a new kind of size that a game story could reach.

Designed as a continuation of Aron Walker's MonoChrome, the director Cut of the original game, first game completely directed just by April Luna, MonoChrome 2 debuted in August 2009 by critical acclaim, in particular for his story and character writing, convincing game director and writer April Luna to start novelize the MonoChrome series.

## Gameplay

*MonoChrome 2* marked a significant departure from its predecessor by adopting a more shooter-centric gameplay style, relinquishing the stealth elements present in the initial installment. This shift in design was considered revolutionary during its release, representing a departure from traditional gaming conventions. Notably, the game embraced a 100% open-world concept, allowing players to explore an entire state rather than confining them to a single city, a departure from the original *MonoChrome*.

The narrative once again immersed players in the persona of Aron Walker. Unlike the first game, Aron found himself detached from both the authoritative Regime and the rebellious faction. This departure from the previous alliances introduced a fresh dynamic to the storyline, challenging players to navigate a complex and evolving narrative within the expansive open-world setting.

The emphasis on shooter gameplay and the pioneering open-world design contributed to *MonoChrome 2*'s recognition as a notable innovator in the gaming industry during its release. The deliberate redefinition of gameplay mechanics showcased the developers' responsiveness to evolving player preferences and a commitment to pushing the boundaries of gaming conventions.

### Synopsis

Continuing from a cliffhanger in the preceding game, *MonoChrome 2* commences with a younger Aron Walker attempting an escape from the Saint Victoria Orphanage, portrayed in a distorted and enlarged form. This sequence concludes with Aron bidding farewell to his brother, followed by a transition to him waking up in an alleyway, implying the prior events were a dream.

Upon gaining control, players explore a dystopian version of the entire State of California. The narrative unfolds in the aftermath of this altered reality, offering an open-world experience. The principal antagonist, Daniel Angevin, assumes a prominent role in the storyline. Subsequent games allude to his demise post-*MonoChrome 2*.

## Development History

The genesis of MonoChrome 2's development commenced approximately 3 months subsequent to the release of the original MonoChrome Director Cut: Aron Walker's MonoChrome, as disclosed by series director April Luna during E3 2025:

> ...I don't remember correctly how Fort gave me the chance to make another game of the franchise. I remember that it was 2 or maybe 3 months after the Release of Aron Walker's MonoChrome, and we were out for dinner. We were, as usual, discussing both personal matters, such as Jhon's activities with grandma, and business. I believe we were deliberating on the new power technology that had been under research in the last period, possibly centered around Fort Driver 1, or maybe the new open-world functionality of the Fort Engine 6.3. It's hard to tell; it's been 15 years by now. I distinctly remember asking him if I could direct a launch title for the console, perhaps even MonoChrome 2. I have a genuine passion for directing, and, even though I am certain that he wasn't overly optimistic about the future of the MonoChrome series, I managed to persuade him that MonoChrome could indeed be the optimal franchise to showcase a vast open world. The positive reception of my Director Cut version of MonoChrome 1 served as a promising sign for potential game sales...
>
>

The game's development started within a month after the greenlighting of the project. The development spanned four years, with the initial phase dedicated primarily to story and character writing. This was attributed not only to the monumental narrative envisioned by April, a substantial part of which was released exclusively in the Director Cut of MonoChrome due to hardware limitations, but also because both Team 1 and Team 2 were concurrently engaged in other projects.

The year 2008 brought a notable shift in MonoChrome 2's development team, transitioning from Fort Games LA Team 2, responsible for Apocalyptic Street and the Fort Engine, to Team 1, developers of The Ant Cave and Kid of the Sky. This shift was precipitated by the economic downturn in 2008, leading to the contraction of Team 2 and rendering them unable to contribute to a triple-A project like MonoChrome 2.

In 2009, after an extensive four-year development cycle, the longest in Fort Games' history, MonoChrome 2 was released to critical acclaim. However, April, speaking at E3 2010, hinted at a divergence in reception, emphasizing a nuanced perspective:

> ...MonoChrome 2 is not what i wanted, and, I don't mean that I don't like how the graphics or the gameplay came out, they are spectacular, but is just that, I wanted more for it. Since I asked Fort for the greenlit of the project I knew that the capabilities of the hardware weren't enough for what i wanted to tell to you all. I trough about delaying the project for an other 5 years so that I could get my hands on the next gen hardware, but I think that is ok that the game is not 100% how much complete i wanted it to be, becuase id does what it needed to do, show off the new hardware and the power of it as much as possible, and maybe i could return to this an other day, but, yeah, I don't think that I'll work on another MonoChrome for the next years, but I heard that there's need for a new Ant Cave, maybe I could direct it, who know, all depends on Fort...
>
>

Following the aforementioned speech, April immersed herself in the development of The Ant Cave 11 Alpha until 2011 when a strategic decision by Fort Knight led to the project's transfer to Team 2 at Fort Games LA. This transition marked a significant shift in the game's concept, pivoting from a narrative-driven experience to a Massively Multiplayer Online (MMO) format. In response to these changes, April, along with a cadre of Team 1 colleagues, opted to part ways with Fort Games LA and establish their independent company under the Fort Games umbrella. This momentous decision gave rise to Advent Softwares, that in the future would work on the MonoChrome series and make other notable titles such as Kid of the Sky 7 Remastered or Kid of the Sky One, the first game of the studio made without any interaction by April

In 2013, during the annual E3 event, April seized the opportunity to announce the founding of Advent Softwares and their inaugural project - the remastered port as she stated of MonoChrome 2 for the Fort Driver 2, titled MonoChrome Desolation. This title later served as the inspiration for the IDW comic of the same name.

## Prequels and sequels

In May 2002, Fort Games released MonoChrome, developed by Fort Games LA, the first try to make a new IP since 1981. The game was published for the Personal Computer, Apple Mac, Microsoft Xbox, and Sony PlayStation 2, creating one of the most immersive storylines of that time, mixing it with a sticking stealth gameplay. Additionally, port was launched for the Microsoft Xbox 360 in 2005, in the Fort Games Starter Bundle 2, allowing players to access the Director Cut version of the game, by signor programmer April Luna, making the game more mature and adding a lot of her youth to it.

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 Narrative, Best Console Game, Best Online Multiplayer, Special Commendation for Graphics, Sound or *Innovation*
* **Nominations**: Best PC game.

**IGN**

* **Won**: B*est Action Game, Best PS3 Graphics, Xbox 360 Award for Technological Excellence, Best Xbox 360 Action game.*
* **Nominations**: Best Narrative.

**Game Of The Year**

* **Won**: **Game of the Year**, Original or Adapted Song. Animation in a Game Engine, Best Narrative, Best Voice Performance.
* **Nominations**: Character Design.

## Gallery

* Promotional media
* Screenshot

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