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Cover-Up Storyline Project!!!

Started by March 13, 2005 11:49 PM
32 comments, last by Th3 7ru7h 19 years, 8 months ago
Good point but it seems a little too much like resident evil.
During one of his weapons development experiments, Hein Rynes needed human samples to test the effects of his work. Because all of the employees of the militia HQ testing facility regularly receive experimental medicines and substances, Hein needed an "outside subject" whose status could be controlled. This subject (unknowingly to her) was his wife. Because the weapons system was developed to destroy human tissue, a cure would be needed. The human tissue sample (from his wife) was used not only to test the effects of the weapon but also to be used to develop a cure.

Unfortunately, the "cure" was only viable in that specific tissue sample. So the subject's genetical makeup became a piece of the puzzle for that cure. When the weapons system was employed (prematurely) in town to kill all of the people who were potentially the one that the oracles and prophets foresaw (via omens), only those receivers of the hereditary makeup (the son and daughter of the engineer and test subject) survived. Brock Rynes was singled out to become the hero that the omens prophecized.
______________________________________________The title of "Maxis Game Designer" is an oxymoron.Electronic Arts: High Production Values, Low Content Values.EA makes high-definition crap.
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OT: Sorry to come back to the "reversal progression" issue, since it has been shrugged off quite a while back, but does anyone know of a French comic book named "Arcanes"? It is about some secret agents from a secret governmental agency that can manipulate hazard and chaos through the manipulation of playing cards. Some of these cards even have special powers of their own. The back story in itself is extremely full of potential and quickly enticing.
What i wanted to point out is that each agent has a set packet for all his life, since those magical packets of cards are specially made. The whole story resolves around them using their cards or not in order to get out of trouble NOW, because they might need these cards later on. I thought the concept could very well apply to a game design. But that's only my opinion.

Yours faithfully,
Nicoloas FOURNIALS
Interesting...

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