Title: Deadly Routine Length: About 30 minutes
Creator: Anthony Criscione Medium: Video Game
Story:
The year is 2054. People's homes are
integrated with computers, and many of their daily tasks are
completely and conveniently automated for them. You play The
Disruptor, an assassin and hacker known for using people's appliances
against them. With elaborate Rube Goldberg style schemes, you arrange
for something in your target's morning to go horribly wrong, and
disguising your murders as accidents in the process. The Disruptor is
a smart, but unhinged individual, with an extreme and unforgiving
sense of justice. The tutorial mission is a straightforward hit, paid
for by the cuckolded CEO of Happy Mornings Appliances. After he
tries to skip out on paying the Disruptor's fee, however, the
Disruptor embarks on a personal quest to discredit the appliance
giant. By sabotaging the homes of jaywalkers, shoplifters, and some
real criminals with Happy Morning's products, the Disruptor drives
the company into the ground, before ultimately killing the CEO in the
final level.
Tone:
The game is primarily a dark comedy.
The mission synopses describe the targets as generally horrible
individuals, but for the most part only actually guilty of smaller
crimes. This is meant to play with the darker side of vigilantism,
and the Disruptor as a deluded individual believing his extreme
methods are working towards a brighter future. The deaths can be
gruesome, but are still presented in a somewhat comical and slapstick
fashion, similar to the TV series "Pushing Daisies" (ABC,
2007 – 2009).
Gameplay:
Each mission starts with the player
being given a brief summary of the target and their daily schedule.
The player is then given a 3d model of the house, toggleable with
wireframe or not, and any surrounding property, with intractable
appliances fully rendered. Appliances can be set to start working as
intended, where the appliance does its normal task until told to
stop, stop working as intended, where the appliances ceases operating
immediately, regardless of how complete the task is, or overload,
where the appliance starts storing unsafe amounts of electrical
energy, and any further attempts to interact with it will result in a
violent explosion. Some appliances will have extra options, such as
sinks having a water temperature setting. Some houses will have more
appliances than others, and all will vary in floorplan.
The more obviously the player changes
the daily routine of the target, the more suspicious they will get
that something is amiss. If the target becomes too suspicious, they
will leave the house immediately, and the mission will result in
failure. The target will perform actions based on how necessary they
are to being ready to leave the house. "Daily" level
actions are things the target will normally do, but will skip if
moderately suspicious that something is wrong. "Necessary"
actions are things that the target must do to be minimally prepared
to leave the house, such as being clothed, and will ignore moderate
amounts of suspicion to perform. "At all Costs" are actions
that are unavoidable to ensure survival, such as opening doors or
moving through certain areas. At maximum suspicion and during
attempts to escape, targets will only perform "At all Costs"
actions.
An example solution to a hit, assuming
all common appliances are available: The target's morning proceeds as
usual, up until their morning shower. While in the shower, the sink
is set to flood the first floor of the building. At the same time,
the laundry machine is set to stop working, and fresh clothes are not
delivered to the bathroom. After the shower, the target notices the
lack of clothing, and must fetch some themselves, slightly increasing
suspicion. They will move toward the laundry room, whereupon they
will notice the flooding on the first floor. This will drastically
increase suspicion, but because being clothed is a necessary action,
they will press on towards the laundry room. At this point, the
refrigerator can be set to overload, transmitting a deadly electric
shock through the flooded ground, and killing the target.
Visual Style:
The game will be made in a
semi-realistic cartoon style, primarily using cel-shading. It will
look similar to Telltale Games' "The Wolf Among Us".
The Wolf Among Us, 2013 |
.
Engine:
Currently unknown, but looking into possibilities with Source and Unreal engines.
Currently unknown, but looking into possibilities with Source and Unreal engines.
Rush, "Tom Sawyer", 1981 |
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