A.V. is a first-person stealth-puzzle-musical-adventure game (Try saying that 5 times fast). The game places the player in the role of a rogue music-processing algorithm from a computer's sound systems. From this role, the player can view the world only through audible means.
User reviews:
Overall:
Mixed (16 reviews) - 50% of the 16 user reviews for this game are positive.
Release Date: Feb 13, 2015

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About This Game

A.V. follows the adventure of a sentient music program living in a computer system – a program seeking to learn more about itself and its world. But since our hero was only programmed to understand sound, that’s the only way he can interact with his environment. Each sound you generate can be seen as a pulse of light, and it’s this mechanic that serves as your primary tool for navigating A.V.’s open world. To help you along, a set of musical instrument algorithms allow for different types of interaction with the world, letting you open access to new areas. In the midst of this adventure, though, there’s a catch. The computer you inhabit isn’t all that happy with your newfound sense of self-awareness, and has sent a load of antivirus programs into the system to stop you. Make too much noise, and you’ll draw their attention. Try to stay out of sight well enough to make your escape!

A.V.’s presentation is centered around a quirky and engaging sensory experience. The entire world follows a rhythm, and electronic music is coupled with colorful, pulsing lights to place you into a world where sound represents your whole existence. The game’s open-world design encourages you to choose your own path and your own play style – multiple ending sequences await depending on what technique you ultimately choose. So throw on some headphones, join the experience, and dive into the world of A.V. – a world that puts the “rhythm” in “algorithm”.

Hmm…that doesn’t really work unless you say it, does it?

Key Features:
  • Unique Sensory Experience
    - "Sound To Light" mechanics mixed with outlined visual look provides a unique visual and audio experience.
    - Perfect blend of light and sound.
    - Winner of RPI GameFest 2014 Best Sensory Experience Award
  • Quirky Yet Riveting Narrative Line
  • Windows, Mac, or Linux Platforms
  • Oculus VR Support
  • Controller Support - Relax on the couch as you explore
  • Large Open Levels to Explore
  • Path Dependent Endings
  • 7 Unique Puzzle Instruments/Tools
  • Steam Cloud Saves & Achievements
  • 8 Types of Anti-Virus drones trying to end your exploration
  • Assemble musical tracks into a master tune

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: XP SP2 or later
    • Processor: 1.8+ Ghz Intel Core 2 Duo or Equivalent
    • Memory: 2 GB RAM
    • Graphics: Nvidia 9000 Series Dedicated Graphics Card or Equivalent
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Sound Card: Headphones or 5.1 Surround Recomended.
    • Additional Notes: A.V. requires sound a valid output, even if the volume is muted.
    Minimum:
    • Processor: 1.8+ Ghz Intel Core 2 Duo or Equivalent
    • Memory: 2 GB RAM
    • Graphics: Nvidia 9000 Series Dedicated Graphics Card or Equivalent
    • Storage: 2 GB available space
    • Sound Card: Headphones or 5.1 Surround Recomended.
    • Additional Notes: A.V. requires sound a valid output, even if the volume is muted.
    Minimum:
    • Processor: 1.8+ Ghz Intel Core 2 Duo or Equivalent
    • Memory: 2 GB RAM
    • Graphics: Nvidia 9000 Series Dedicated Graphics Card or Equivalent
    • Storage: 2 GB available space
    • Sound Card: Headphones or 5.1 Surround Recomended.
    • Additional Notes: A.V. requires sound a valid output, even if the volume is muted.
Customer reviews
Customer Review system updated! Learn more
Overall:
Mixed (16 reviews)
Recently Posted
JayBones
( 0.6 hrs on record )
Posted: January 31
This game seemed interesting at first, but quickly became confusing. The puzzles were hard, but not because they were difficult puzzles, just poorly made ones.
Helpful? Yes No Funny
Ruby rose
( 1.3 hrs on record )
Posted: November 24, 2015
sorry but it kepet crashing on my pc and it's realy frustrating but good game like graphis
Helpful? Yes No Funny
xKGz
( 0.9 hrs on record )
Posted: July 24, 2015
*TLDR: Not really a TLDR but if all you want to know is if this game is for you, watch the video that MartyrA2J made/posted in his review and all you need to see is at least the first 3-5 minutes to see if this is a game that will interest you.

I don't generally write reviews but I do pay attention to them and I am shocked that this is only 63% positive (at the time of writing this) and realized that it was the lack of reviews with only 2 bad ones (I feel like one of those isn't fair as I've never experienced any lag at with Ultra Max graphic settings and I don't have an issue with the load times). I'm writing this to try to get this game out of the "mixed" and into the "positive" catagory.

I saw this game when it was on sale and it looked very interesting so I bought it and it is easily worth the full 7 bucks. I am really enjoying the Sensory Experience (which this game has won an achievement for). The music is awesome, the fact that everything interacts with the music is amazing!!

More to come as I spend more time in the game which I plan to do over the next couple weeks.
Helpful? Yes No Funny
Toze Leal
( 0.1 hrs on record )
Posted: July 3, 2015
The game looks really laggy, and the loading screens are really slow!
I know this game is made by a indie. But remember developer! There are some gamers who don't have SUPER PCs.
Helpful? Yes No Funny
Spicy G
( 5.2 hrs on record )
Posted: June 7, 2015
This game does deserve the reward it got because the way everything in it is made makes the game almost perfect. Mind you, most negative reviews are from haters who have no gaming experience and only played the game for 20 minutes. Don't trust haters.
Helpful? Yes No Funny
Dayton Does ¯\_( ͡°Ꮂ ͡°)_/¯
( 1.1 hrs on record )
Posted: March 4, 2015
Voted best echolocation simulator 2015 by Dayton Does. There’s not much I enjoy more than starting a game and being greeted by a seizure warning. A.V. never really displayed any quickly flashing lights, so I’m not sure it’s necessary but legally it’s probably a smart move. Looking at it from a comedic standpoint however, I could not get more joy out of something so simple. It gets me to thinking, “Is this game worth risking my life for?” No game really is. But, could this puzzle platformer perhaps rival other greats in the genre? It certainly presents some new ideas, but did they serve the game or hinder it? Find out as we take a deeper look at A.V.

A.V. is a story about a music program gaining sentience and trying to make sense of the world. The voice-over dialogue of the computer’s interior monologue is well done, although he does sound a bit like a character from South Park. When you enter the game, you will find it almost pitch black. Pressing E will unleash a pulse of sound, which can be used for echolocation. You will be taught about assorted instrument sets that can be used to distort the properties of objects. While it does force you into practical application of the instrument sets, they are introduced in quite a quick succession, and overall I felt a bit overwhelmed by it.

There is very little direction present in A.V. Objectives are not clearly defined by the audio logs, and you are stuck without a map. There are various signs to teach you what the various buildings are, so you might use them as landmarks, but the Tron-like environment all looks extremely similar especially in the dark. The soundtrack is created by your movements and the environment, which is really cool. I really can appreciate the innovative approach attempted here, but it might serve better in a game where stealthing (not making noise) isn’t the main feature.

While the aesthetic saves this game from a dismal rating, the actual effects aren’t anything to write home about. The gameplay also seems a bit confused. Aren’t I supposed to be sneaking around a bunch of droids? Then why are the droids attracted to the ping which is your only source of “seeing”? When they catch you isn’t clearly defined either. Sometimes you can escape, other times you’re caught as soon as you spot them. After too much time spent pinging droids to come and kill me, I gave in to my animal urges and rage-quit. While I appreciate the innovation this game offers with the soundtrack, the pinging every 5 seconds to see anything is frustrating and disorienting, leaving A.V. to fall down hard in the gameplay department. Still, I would recommend it if you’re looking for a game that tries something new, and presents a unique experience.

Gameplay:

Controls- 5/10
Fun Factor- 4/10
Difficulty- 7/10
Replayability- 2/10
Innovation- 10/10

Aesthetic:

Graphics- 7/10
Music- 9/10
Sound FX- 8/10
Story/Lore- 7/10
Level Design- 7/10

Final Score: 66/100 for innovation, aesthetic, and music.
Summary: Innovative sound-based puzzle platformer. Voted best echolocation simulator 2015 by Dayton Does.

Full text/photo review: http://www.indiegamebundles.com/review-a-v/
Video review: Video Review: https://www.youtube.com/watch?v=4Lvt3rxZTSQ
Helpful? Yes No Funny
kidstablegirl
( 0.6 hrs on record )
Posted: February 21, 2015
This game is really awesome! The concept is pretty neat, and I love how well the art, style, and narration matches it.
Helpful? Yes No Funny
Jon
( 0.8 hrs on record )
Posted: February 15, 2015
The story of A.V. is about a computer program becoming self-aware and learning about the world. I would imagine that this would be an overwhelming experience to go through. As a way of communicating that experience in the form of a game, A.V. does an excellent job. As an accessible game for a person to play... not so much. It becomes baffling and inaccessible very quickly and I would not recommend it for this reason.

First-person puzzle games are one of my favourite genres. I have played many of the more unusual and obscure titles that would fall under that label, including The Ball, TRI, DeadCore, Magrunner, Qbeh-1 and more. I say this just to point out that I am exactly the kind of person that this should appeal to and could likely be most forgiving, because I'm very keen on playing this type of game. However even I found this very difficult to stay interested in. At the time of writing I have played 40 minutes but am unlikely to go back.

Why do I think this?

* The game introduces a large number of unique powers in very quick succession. There is little opportunity to become familiar and confident in the use of each power or puzzle feature before you are expected to independently work out which is appropriate in a rapidly branching array of uncertain puzzles, within an open level design that is far too large too soon. I can easily imagine the player working through a series of 6-12 small, simple levels that each focus on teaching the player about the utility of specific powers, within a confidence building context, before moving on to showing how various powers can work together in more substantial levels. Instead you get a single, small learning chamber that does an OK job of showcasing the basic function of the powers (but in a fast, dense way) which then opens up into an overwhelming, slightly open world type level. Also with no intermediate chance to be rewarded and catch your mental breath. My reaction was, "I am unprepared for this" and felt like the game had already become a chore, with little incentive to persevere. Another major factor in creating this sensation is the Broadcast Towers. These features can 'broadcast' the player's powers across large areas of the level to help solve puzzles or battle hostiles, though when you do this the effect of the power is slightly changed. This means that the whenever the player sees a Broadcast Tower, they know that broadcasting may be necessary for solving currently unknown puzzles. Probably in combination with other powers, likely involving trial and error. This gives the impression of having up to 12 different powers to keep in mind, in combinations you've had barely a chance to experiment with. It's just too much too quickly. Ideally Broadcast Towers should not have been introduced in the first level. Maybe after 2-4 levels with the basic powers. This sense of too much too fast is also heightened by the next two big issues:

* Teaching the player is frequently done through info dump text screens and narration rather than learning-by-doing. An obvious example is with the Broadcast Towers again. The existence of the additional 6 powers that the Towers offer is shared almost incidentally with a list that appears on screen. These abilities could be easy to neglect because there is little opportunity to learn the value of using these features in the context of solving relevant puzzles or challenges. The first Tower I encountered allowed me to open a door to leave starting area but I'm honestly not exactly sure how. At first it didn't open the door when I thought I would, then I did something that got it to work. And a map thing appeared that I had no idea how to use. Perhaps I'm just stupid but it seemed confusing, a sensation that makes up my next point:

* The game encourages a strong sense of almost sensory deprivation. You must frequently fire 'pings' of sound to reveal the very dark, black world more clearly, which fade over time. This reflects the game's theme of a computer program having a unique way of viewing and learning about their unusual world, but is unfortunately quite uncomfortable to play. The continual reduction in the amount of information the player gets to see the world means it becomes much harder to take what you are seeing for granted and just mentally focus on solving puzzles or navigating the space. Cool idea but in practice becomes a major distraction. Combined with a low, unchangeable FOV, abrupt game over states, labyrinthine level design, and an absence of audio-visual feedback to indicate you are moving around the world (no footsteps or headbob, you just sort of glide around, though whether they should be there is another matter - I'm just pointing out they aren't), makes the experience disorienting. Again it is a strong sense of being overwhelmed, which also makes digesting tutorial text screens and esoteric puzzle hint symbols needlessly taxing.

Those are the big 3 issues for me which made the game off putting quite quickly. I feel there are other flaws too, though which are more subjective and about the style of the game so won't go into so much. For example, there is far too much narration, which often plays over the top of moments where you are trying to learn about powers or read long tutorial texts. More sensory distraction. Another is the retrospective style of the story, as if the events are being recounted by the AI after they happened. This is in an unusual and potentially interesting way of doing it but unfortunately in action has the subtle effect of robbing events of significance. On a couple of occasions the narration would saying something like, "And I did the thing at this time, which resulted in this interesting thing happening" but because the player now has advanced knowledge of what will happen actually makes the act *less interesting* for the player to *actually do*. As the mechanism through which the events of the game play out, the player shouldn't be having a less interesting time than a character implied by the script. It is sadly ironic that in the overly long opening cutscene the A.I. character says the line, "Show, don't tell" but this lesson is overlooked in the design of the tutorials, the game and the delivery of the plot. This also slightly adds to the previously mentioned sense of having little incentive to continue, because the outcome of the plot is revealed in advance.

My overall experience was of something promising but very overwhelming. There is an idea here that could be something like System Shock 2 meets FRACT OSC but the implementation of that idea gets in its own way.
Helpful? Yes No Funny
MartyrA2J
( 7.9 hrs on record )
Posted: February 13, 2015
A.V. has many things going for it. From the visuals and amazing sounds. To the difficult puzzles.
While the game has some hiccups here and there. It is also very well made.
The only true fault I could find with it is, you tend to get lost. With no map system or any visual clues to guide you on your path. You end up wondering in circles trying to figure out if there is a puzzle you missed or if your making any progress at all. Nonetheless though A.V. is fun to play and challenging to say the least.

I made a video review to show off some of the features and gameplay of this game!
http://youtu.be/vn_sox_n3Rs
I hope you enjoy!
Martyr
Helpful? Yes No Funny
Most Helpful Reviews  Overall
28 of 37 people (76%) found this review helpful
1 person found this review funny
Not Recommended
0.8 hrs on record
Posted: February 15, 2015
The story of A.V. is about a computer program becoming self-aware and learning about the world. I would imagine that this would be an overwhelming experience to go through. As a way of communicating that experience in the form of a game, A.V. does an excellent job. As an accessible game for a person to play... not so much. It becomes baffling and inaccessible very quickly and I would not recommend it for this reason.

First-person puzzle games are one of my favourite genres. I have played many of the more unusual and obscure titles that would fall under that label, including The Ball, TRI, DeadCore, Magrunner, Qbeh-1 and more. I say this just to point out that I am exactly the kind of person that this should appeal to and could likely be most forgiving, because I'm very keen on playing this type of game. However even I found this very difficult to stay interested in. At the time of writing I have played 40 minutes but am unlikely to go back.

Why do I think this?

* The game introduces a large number of unique powers in very quick succession. There is little opportunity to become familiar and confident in the use of each power or puzzle feature before you are expected to independently work out which is appropriate in a rapidly branching array of uncertain puzzles, within an open level design that is far too large too soon. I can easily imagine the player working through a series of 6-12 small, simple levels that each focus on teaching the player about the utility of specific powers, within a confidence building context, before moving on to showing how various powers can work together in more substantial levels. Instead you get a single, small learning chamber that does an OK job of showcasing the basic function of the powers (but in a fast, dense way) which then opens up into an overwhelming, slightly open world type level. Also with no intermediate chance to be rewarded and catch your mental breath. My reaction was, "I am unprepared for this" and felt like the game had already become a chore, with little incentive to persevere. Another major factor in creating this sensation is the Broadcast Towers. These features can 'broadcast' the player's powers across large areas of the level to help solve puzzles or battle hostiles, though when you do this the effect of the power is slightly changed. This means that the whenever the player sees a Broadcast Tower, they know that broadcasting may be necessary for solving currently unknown puzzles. Probably in combination with other powers, likely involving trial and error. This gives the impression of having up to 12 different powers to keep in mind, in combinations you've had barely a chance to experiment with. It's just too much too quickly. Ideally Broadcast Towers should not have been introduced in the first level. Maybe after 2-4 levels with the basic powers. This sense of too much too fast is also heightened by the next two big issues:

* Teaching the player is frequently done through info dump text screens and narration rather than learning-by-doing. An obvious example is with the Broadcast Towers again. The existence of the additional 6 powers that the Towers offer is shared almost incidentally with a list that appears on screen. These abilities could be easy to neglect because there is little opportunity to learn the value of using these features in the context of solving relevant puzzles or challenges. The first Tower I encountered allowed me to open a door to leave starting area but I'm honestly not exactly sure how. At first it didn't open the door when I thought I would, then I did something that got it to work. And a map thing appeared that I had no idea how to use. Perhaps I'm just stupid but it seemed confusing, a sensation that makes up my next point:

* The game encourages a strong sense of almost sensory deprivation. You must frequently fire 'pings' of sound to reveal the very dark, black world more clearly, which fade over time. This reflects the game's theme of a computer program having a unique way of viewing and learning about their unusual world, but is unfortunately quite uncomfortable to play. The continual reduction in the amount of information the player gets to see the world means it becomes much harder to take what you are seeing for granted and just mentally focus on solving puzzles or navigating the space. Cool idea but in practice becomes a major distraction. Combined with a low, unchangeable FOV, abrupt game over states, labyrinthine level design, and an absence of audio-visual feedback to indicate you are moving around the world (no footsteps or headbob, you just sort of glide around, though whether they should be there is another matter - I'm just pointing out they aren't), makes the experience disorienting. Again it is a strong sense of being overwhelmed, which also makes digesting tutorial text screens and esoteric puzzle hint symbols needlessly taxing.

Those are the big 3 issues for me which made the game off putting quite quickly. I feel there are other flaws too, though which are more subjective and about the style of the game so won't go into so much. For example, there is far too much narration, which often plays over the top of moments where you are trying to learn about powers or read long tutorial texts. More sensory distraction. Another is the retrospective style of the story, as if the events are being recounted by the AI after they happened. This is in an unusual and potentially interesting way of doing it but unfortunately in action has the subtle effect of robbing events of significance. On a couple of occasions the narration would saying something like, "And I did the thing at this time, which resulted in this interesting thing happening" but because the player now has advanced knowledge of what will happen actually makes the act *less interesting* for the player to *actually do*. As the mechanism through which the events of the game play out, the player shouldn't be having a less interesting time than a character implied by the script. It is sadly ironic that in the overly long opening cutscene the A.I. character says the line, "Show, don't tell" but this lesson is overlooked in the design of the tutorials, the game and the delivery of the plot. This also slightly adds to the previously mentioned sense of having little incentive to continue, because the outcome of the plot is revealed in advance.

My overall experience was of something promising but very overwhelming. There is an idea here that could be something like System Shock 2 meets FRACT OSC but the implementation of that idea gets in its own way.
Was this review helpful? Yes No Funny
17 of 20 people (85%) found this review helpful
4 people found this review funny
Recommended
7.9 hrs on record
Posted: February 13, 2015
A.V. has many things going for it. From the visuals and amazing sounds. To the difficult puzzles.
While the game has some hiccups here and there. It is also very well made.
The only true fault I could find with it is, you tend to get lost. With no map system or any visual clues to guide you on your path. You end up wondering in circles trying to figure out if there is a puzzle you missed or if your making any progress at all. Nonetheless though A.V. is fun to play and challenging to say the least.

I made a video review to show off some of the features and gameplay of this game!
http://youtu.be/vn_sox_n3Rs
I hope you enjoy!
Martyr
Was this review helpful? Yes No Funny
7 of 8 people (88%) found this review helpful
Recommended
1.1 hrs on record
Posted: March 4, 2015
Voted best echolocation simulator 2015 by Dayton Does. There’s not much I enjoy more than starting a game and being greeted by a seizure warning. A.V. never really displayed any quickly flashing lights, so I’m not sure it’s necessary but legally it’s probably a smart move. Looking at it from a comedic standpoint however, I could not get more joy out of something so simple. It gets me to thinking, “Is this game worth risking my life for?” No game really is. But, could this puzzle platformer perhaps rival other greats in the genre? It certainly presents some new ideas, but did they serve the game or hinder it? Find out as we take a deeper look at A.V.

A.V. is a story about a music program gaining sentience and trying to make sense of the world. The voice-over dialogue of the computer’s interior monologue is well done, although he does sound a bit like a character from South Park. When you enter the game, you will find it almost pitch black. Pressing E will unleash a pulse of sound, which can be used for echolocation. You will be taught about assorted instrument sets that can be used to distort the properties of objects. While it does force you into practical application of the instrument sets, they are introduced in quite a quick succession, and overall I felt a bit overwhelmed by it.

There is very little direction present in A.V. Objectives are not clearly defined by the audio logs, and you are stuck without a map. There are various signs to teach you what the various buildings are, so you might use them as landmarks, but the Tron-like environment all looks extremely similar especially in the dark. The soundtrack is created by your movements and the environment, which is really cool. I really can appreciate the innovative approach attempted here, but it might serve better in a game where stealthing (not making noise) isn’t the main feature.

While the aesthetic saves this game from a dismal rating, the actual effects aren’t anything to write home about. The gameplay also seems a bit confused. Aren’t I supposed to be sneaking around a bunch of droids? Then why are the droids attracted to the ping which is your only source of “seeing”? When they catch you isn’t clearly defined either. Sometimes you can escape, other times you’re caught as soon as you spot them. After too much time spent pinging droids to come and kill me, I gave in to my animal urges and rage-quit. While I appreciate the innovation this game offers with the soundtrack, the pinging every 5 seconds to see anything is frustrating and disorienting, leaving A.V. to fall down hard in the gameplay department. Still, I would recommend it if you’re looking for a game that tries something new, and presents a unique experience.

Gameplay:

Controls- 5/10
Fun Factor- 4/10
Difficulty- 7/10
Replayability- 2/10
Innovation- 10/10

Aesthetic:

Graphics- 7/10
Music- 9/10
Sound FX- 8/10
Story/Lore- 7/10
Level Design- 7/10

Final Score: 66/100 for innovation, aesthetic, and music.
Summary: Innovative sound-based puzzle platformer. Voted best echolocation simulator 2015 by Dayton Does.

Full text/photo review: http://www.indiegamebundles.com/review-a-v/
Video review: Video Review: https://www.youtube.com/watch?v=4Lvt3rxZTSQ
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
0.6 hrs on record
Posted: February 21, 2015
This game is really awesome! The concept is pretty neat, and I love how well the art, style, and narration matches it.
Was this review helpful? Yes No Funny
9 of 18 people (50%) found this review helpful
4 people found this review funny
Recommended
4.5 hrs on record
Posted: February 13, 2015
A true musical adventure.
Lead A.V. through his digital world running, jumping or hitting switches. Using his ping to see. All the while each action you make also creates the soundtrack you hear.
Smooth gameplay.

http://youtu.be/qtYVJRDSmVw
Was this review helpful? Yes No Funny
1 of 3 people (33%) found this review helpful
0 of 1 people (0%) found this review helpful
Recommended
5.2 hrs on record
Posted: June 7, 2015
This game does deserve the reward it got because the way everything in it is made makes the game almost perfect. Mind you, most negative reviews are from haters who have no gaming experience and only played the game for 20 minutes. Don't trust haters.
Was this review helpful? Yes No Funny
0 of 1 people (0%) found this review helpful
Not Recommended
0.6 hrs on record
Posted: January 31
This game seemed interesting at first, but quickly became confusing. The puzzles were hard, but not because they were difficult puzzles, just poorly made ones.
Was this review helpful? Yes No Funny
2 of 6 people (33%) found this review helpful
Not Recommended
0.1 hrs on record
Posted: July 3, 2015
The game looks really laggy, and the loading screens are really slow!
I know this game is made by a indie. But remember developer! There are some gamers who don't have SUPER PCs.
Was this review helpful? Yes No Funny
1 of 4 people (25%) found this review helpful
Not Recommended
1.3 hrs on record
Posted: November 24, 2015
sorry but it kepet crashing on my pc and it's realy frustrating but good game like graphis
Was this review helpful? Yes No Funny