ROBOTwithHUMANhair said:
immortalfrieza said:
My random wikipedia search gave me Evergestis rimosalis, or The Cross-striped Cabbageworm.
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..... I got nothing.
In a world where cabbageworms are forced to be divided based on if they have spots or stripes, a family is shattered. His parents tried to hid their son's abnormality, but the head worms soon found out about the family that resisted the laws of segregation. The spotted worms dine on only the highest quality cabbage, will striped worms are forced to eat rotting cabbage. Evergestis is torn from his family for his cross stripes and must use his unmatched cabbage eating skills to lead the uprising of the stripes. however when he goes to overthrow the spots after training for many years, he finds his father is now in command...
can he overcome this horrible twist? by eating cabbage?
available on steam for $65 on 12/12/12.
preorder now for the exclusive tiger stripes skin
Wow. Just... Wow. You must have a much better imagination than mine to be able to make a game preview out of a creature that seems so out of place in video games.
OT: Ok, I'll give this another shot, and I'll use Tvtropes to make it easier...I got Fridge Horror, so I'll just go with horror. That's great! If there's anything I'm really like and understand it's horror games. It'll probably run long but bear with me
I'll describe this game in the fasion of a demo, showing the first 15 minutes or so. For immersion's sake, I'll put descriptions of stuff in brackets and throw in some music, sound clips and pictures, but I don't know how to post sound clips or videos, so I'll just use links.
Our story begins with a mixed racial family on a road trip. They are driving along a gravel road in some undisclosed U.S. State in the afternoon on a dark, cloudy day. In the front seats of the car are a husband and wife, Nelson(half Hispanic half white) and Dahlia (Asian) Lich. In the back are their two twin 6 year old daugthers, Lilith and Satrina and their Aunt Ita (Nelson's side of the family). While driving along the road, suddenly, the car stops.
(She's driving)Dahlia: The tank's empty. Odd, we just filled it a half hour ago.
Nelson: I'll check it.
(Nelson gets out and checks the gas tank.)
Nelson: Don't know how it happened, but the fuel line's ripped.
Dahlia: (Sarcastically) Great, just perfect. What do we do now?
Ita: I saw a sign for a gas station about 4 miles ago, we should be nearby.
Dahlia:I'll head there.
Ita: I'll go with you.
*Cue dialogue choice*
Dahlia: No, I'll be fine by myself.
or
Dahlia: Sure, come along.
(Either way)Dahlia: Nelson, stay and watch the girls.
Nelson: Ok dear, be safe.
Dahlia gets out of the car (for ease of storytelling, I'm describing option 1.) and begins walking down the gravel road towards the gas station.
*Cue player control and music* http://www.youtube.com/watch?v=6GIp8YV-lH0
(Behind the back perspective and controls similar to Resident Evil 4)
(I'll be assuming the player takes the most direct route without exploring, though there would be exploration in the game it would be limited at this point.)
Dahlia arrives at the gas station, it is a dilapidated old thing. Once it was a cheerly sky blue with a white metal sign at the top, but now all that can be seen is a rare few flecks of peeling paint among the rotting black wood and cracking concrete, and rusted metal.
Dahlia enters the station, and the door swings shut behind her.
*Cue shadow rushing across the screen, and monster growl* http://www.shockwave-sound.com/sound-effects/monster-sounds/monster2.wav
*Music stops*
Inside, there's a old man and his wife behind a counter.
Man: (Creepy monotone voice) Yes...? I'm Charon, and this my wife Duma.
Dahlia: Those are unusual names.
Charon: (Exploding with anger) THEY ARE PERFECTLY NORMAL NAMES!!! (Calms himself, returns to monotone) May I help you?
Dahlia

Somewhat freaked out) Uh... Um... I, that is we... (composes herself) Ahem... Our car's fuel line got ripped, can you help?
Charon: Yes Miss. (turns to Duma) See to it my dear...
Duma leaves without saying a word.
Charon: It should be a while, please sit down and relax.
Dahlia: Thank you, you are very kind.
*Cue Phone ringing* http://www.hark.com/clips/vydmfhmgqh-old-telephone-ring
Charon picks it up
Charon: Yes?
*Inaudible speaking*
Charon: (Whispering sinisterly) Yes... They will do fine, just fine... *Inaudible* (Darkly)k...l...the woman.
Charon hangs up
Dahlia sits down in a nearby couch and gradually falls asleep.
*Fade to black*
*Cue flash of monster* (Kind of like this one:
)
and screech* http://www.shockwave-sound.com/sound-effects/scream-sounds/GIRLS.wav
Dahlia awakens with a start.
Dahlia: Uh?!? (looks around) Mr. Charon? Mrs. Duma?
*Camera slowly pans out, the station is deserted, music plays* http://www.youtube.com/watch?v=sePNmYPclVU
Dahlia: ....Anyone?
Dahlia leaves the station.
*Music stops, new one starts* http://www.youtube.com/watch?v=1BKslvy7-kg
Dahlia returns to the car
*Halfway there monster growl* http://www.shockwave-sound.com/sound-effects/monster-sounds/monster1.wav
Dahlia: (Still walking) What the F@#%...?
Dahlia reaches the car.
Dahlia: Oh... My... (Pukes)
Camera slowly pans to the car, the doors are all wide open, most of the windows are broken , the trunk ajar, and Nelson, Lilith, and Satrina are gone, and Aunt Ita is sitting there... without her head.
Dahlia begins searching the car for clues...(I'll skip to the important part)...finally Dahlia opens the trunk, inside are a spare tire, a tire iron, a toolbox, and 3 guesses where Ita's head is. Steeling herself, Dahlia picks up the head and starts examining it (L.A. Noire style) and notices a folded piece of paper in the mouth...
*Cue monster grabbing Dahlia from behind* Kind of like these but just one:
) *Monster noises* http://www.shockwave-sound.com/sound-effects/monster-sounds/Monster%20-%20walk%
*Fight music* http://www.youtube.com/watch?v=V_syRyzzBM0&feature=related
*Struggle quicktime event* (there'd be quite a few, but all quicktimes would be generous, not you die if you don't press a button in less than a second, you'd have to almost deliberately lose, they're there for tension's sake, not to make you watch the same scene over and over.)
Dahlia breaks free, grabs the tire iron and smashes the creature across the face with it.
*Player control returns, player fights monster*
Dahlia kills the monster, says some version of "What the f@#k is that thing!" turns around, picks the head back up, and takes the paper out.
Dahlia unfolds the paper and sees that it is a map to the nearby town. Over the top it says
HOPE'S DROP
Bottom left corner: RE-ELECT MAYOR JACOB NAARAI! (If I was actually making this into a full game, this part would be important.)
In the West side of town the building "Ariel's Slaughterhouse" is circled. Having no other leads, Dahlia begins heading down the road toward town.
*Cue music* http://www.youtube.com/watch?v=wqiR2G-XSgA
She passes a sign that says:
WELCOME TO HOPE'S DROP
Population 1,000 500 100
ENJOY YOUR D____!(Guess what the missing letters are)
*Demo ends*
There's two things about the gameplay I'd like to clarify since I couldn't be bothered to put it in the demo: the dialogue and action choices and the companion system.
In this game, dialogue choices and actions would deliberately appear unimportant, but each one would have drastic consquences or benefits on both your ending and even lasting thoughout the entire game, not just determining the ending. Everyone you meet outside the antagonists would have their fates decided by your dialogue choices and actions. So everyone except you could die or live except the evil people if you made certain choices. This is also where the companion system comes into play.
For instance, if you chose to allow Ita to come with you, she obviously won't be killed and have her head in the trunk, she'll accompany you to the gas station, say something snarky to the owners, fall asleep beside you. When Dahlia wakes up, Ita's locked in the storeroom and you naturally free her, and she follows you back to the car.
Obviously, Ita's head wouldn't be in the trunk, so the glove compartment be locked and have the map instead, Ita would be a expert lockpicker but her tools in the trunk so the monster attack can still happen. During the attack Ita would bypass the quicktime event by beating the monster over the head with the tire iron herself, Dahlia would grab a wrench out of the otherwise unimportant toolbox and you both would work together to kill it, afterwords Ita would be your companion for the rest of the game. You can only have one companion each playthrough because the next potential companion in line would become available if the previous one died, though you would still make choices that would determine if other potential companions and other important characters lives or dies, and they leave for whatever reason if you already have a companion.
Companions like Ita would help you in battle, bypass a few quicktime events, talk about where you are, what just happened, and offer suggestions on what to do next or how to solve a puzzle if you talk to them, as well as commenting on story events. To keep companions from becoming a game long escort mission, the AI would be fairly competent as well as immortal, their lives are decided at that dialogue or action choice and no further. The most important thing however would be that companions would possess particular skills that no other companion or Dahlia has, and they would use these skills to allow you to take very different paths to your objective.
For instance, Ita would be an expert at lockpicking, and the front door to Ariel's Slaughterhouse would be locked. Without her, you'd have to take a back entrance, which in most games wouldn't matter, but you'd go through a very different set of rooms, find different puzzles to solve, even sometimes encounter types monsters you wouldn't ever see otherwise in each path, and since here it would be a plot relevant area, you'd end up in the same final room and be faced with the same choice (choices would be either at the very beginning or very end of an area, to be able to have multiple paths and still make the same choices each playthrough. If it's a non plot important area, you'd even go though different buildings than you would otherwise, but you'd always go though something to keep the game the same length.
If you went alone thoughout the whole game, it'd be harder if this wasn't balanced by the fact that you would get access to more effective weapons and armor (yes armor) earlier as a result.
WHEW! That took me 3 hours to write, and I mostly just wrote a 15 minute demo, no wonder video games take so long to make.