(Sorry, I would've posted something a minute ago, but my sister closed me out)
Alright, let's see... Working Title: War's Songbird
Genre: FPS
Main/Playable Characters: Ahken, Jahbel, Lark*(Non-Playable)
System: Undefined (If I ever get the tech stuff, hell, I'd make my own)
Controls: Again, undefined
Location: Fictional world; Middle East equivalent. Language: Brezzij/Anglo("English")
Game Story: Jahbel is the 10-year-old son to an alcoholic father, and long since gone illegitimate mother, in Ghouz City's slums. After years of abuse, a shy and reclusive Jahbel ran from home during a gang war that encompasses the entirety of the slums in shoot-out.
Meanwhile, Ahken, age 8, son to a weapon's dealer, is defending his father's building from the gang members looking for armory. It's at this point the tutorial starts, playing as Ahken.
In the game, Ahken is faster on foot than Jahbel, somewhat weaker, but still wiry. Ahken (later on) uses a self-developed get-in-and-knock-them-off-their-feet martial art (He calls it "Khwar"). He's better with sub-machine guns, and has a little less accuracy than Jahbel. His sub-weapon is "Buazh", a dense metal bashing-tool.
After playing as Ahken (and acquiring a side-arm [pistol] and the "Buazh"), the story continues. Jahbel stumbles upon the building, half crowded in by the encroaching gang forces, Jahbel picks up a rifle, pistol, and sword, strap them in, and you play a tutorial as Jahbel.
Jahbel uses more accurate weaponry, and is stronger than Ahbel, though a little bit slower. He might be a little more clumsy, but is fast to react (this is part of some realistic human characteristics I'm hoping will be included, like slipping on slippery surfaces at times, hastily jumping for cover [on command, of course], and other things). Jahbel later on, uses a sort of wrestler fighting style, with heavy hits.
(Yeah, it's like Call of Juarez, but I tried to even them out some. And yes, I intentionally gave the faster character a heavier, slower sub-weapon and vice-versa.)
After that, Jahbel encounters Ahken. After a conversation, they continue to defend the building, long after Ahken's father was killed.
Flash forward about 7 years, 15-year-old Ahken, and 17-year-old Jahbel are heading a "peacekeeper gang", to try and settle the constant fights in the area. At this there's a hole in the story, but I'll find something to fill it. A few missions, that I hope to relate to story, and some character related events result in Ahken and Jahbel becoming mercenaries for hire. Oh yeah, I forgot, because most of the gang wars were caused by alien "Anglo's", it became the land's second language, and Ahken's and Jahbel's too.
Speaking of which, we go to "Lark", a foreign affairs agent. An older gentleman, Lark came from the west to Ghouz to report on the gang violence, many years ago. After a while, he found out that his country's government were looking to use the information to intrude upon the country through reports to the (equivalent of) UN. Lark believed that the people had their own rights, and vanished, washing himself of the business. He got a private job performing for private gigs.
Coincidentally, one of them was on a less-than-officially-run company that Ahken and Jahbel had been hired to "take care of." After a violent assault, Ahken and Jahbel take Lark from the building as it detonates. Lark, half thankful, half mortified, talks to the boys and finds out about their good intentions of survival and peacekeeping. He takes them to his home to refresh and rest. After trying to convince them of other oppurtunities, the two regretfully Lark's offer behind. Around this time, government agents are homing in on Lark. They want to eliminate all possibilities of information leak about their country's plans.
Another hole, I intend to fill with Ahken and Jahbel's story-related missions, to keep the game balanced on cutscene-to-gameplay story telling. Through this ordeal, the boys learn about the foreign affairs people's plans, through related sources. They Manage to find Lark before he's tranquilized, and there's a daring escape, I suppose occupied with rail-shooter gameplay.
At a near dead-end, Lark informs the boys about directions to a "Utopia" he discovered long ago, and gives them directions to the place. Again, a tear-felt goodbye to Lark, as the boys escape. Lark is taken down and captured, and the game ends with a narrative about the boys looking for the Utopia.
NOTES: I could make it longer, with the involving plans for a possible sequel, but I've been up for a while now... Maybe later.
Oh yeah, one more thing. Lark is a clear-as-day homage to "Scatman" John Paul Larkin. The boys are based off of me, and my friend, Michael.
How's that game idea? I know I left out possible gameplay elements, but I'd have to go into ideas for my own console and controller and stuff first and... that'd be a pain. It's an FPS, sure I mix a few things into it, but I don't try to redefine the control scheme.