A kid I know tries to sound smart on a regular basis:
"Okay, the Earth's core isn't solid OR magma! It's hollow and filled with gas! See, the Earth was formed by a lot of pieces that floated in space until they fit together perfectly. I know it's true because when my grandpa makes explosions in the ground to simulate earthquakes, gas comes out (what?)"
"Iisten, I found a new type of matter. It's NON matter. Where there's nothing, in-between the smallest particles"
-"So void? Empty space? You just renamed an existing concept."
"No, no, it's not NOTHING, it's the opposite of matter."
-"So antimatter"?
"No! It's the SPACE in between the smallest particles."
Nice job having me zoom in to 150%, I really don't appreciate it.
It's the same size as the survey. I can read it just fine, even the parts where it some how got smaller.
That said, your point is valid. OP, your game sounds VERY ambitious and while it sounds cool, you will need a lot of experience plus probably team members to help you. Unless you plan to make it a mod, in which case that's more doable.
Novacor: The Fringe is a Source Engine mod being developed by a single person. Level design, textures, models are all being made by him and since it's a mod he doesn't have to bother coding a 3D engine or anything else.
1. The main player character is an ex-test subject nicknamed "Project 6". Do you like that name?*
It's okay. Somewhat uninteresting but it depends on the genre, theme, etc.
2. The main antagonist of the game is named Dr. M. Orlena. Do you like that name?*
Fine. From the sounds of this, it seems like the player is an experiment under this guy. Probably a mad scientist type character?
3. Should Project 6 be a silent protagonist?*
By vocal sounds I assume you mean grunts and stuff when getting hit by things or falling. I say yes, it gives him/her a little more realism. Dialogue could go either way depending on the other characters, genre, etc.
4. Should the face of Project 6 be a mystery?*
I'd say no, It would help players connect more with the character to know what he/she looks like.
5. This game may feature the ability to play as other people in flashbacks. How far back in years should the flashbacks go? Pick a year closest to your liking from the list.*
It really doesn't matter. Whatever makes sense storywise.
6. Should the game feature a plot twist?*
Again, if it makes sense and is well executed, it would be fine.
7. Should the game include moral choices?* Yes, but they should actually impact the story. In Starcraft II there were moral choices but they had almost no impact on the game whatsoever. If each choice has good parts and bad parts and the story can be impacted positively or negatively depending on what you choose (e.g you can kill a character to gain a powerful weapon for yourself but said character would have been able to help you later, not to mention he had a family or some such moral thing) then that would be good.
8. (OPTIONAL) If you answered "Yes" to the previous question, should moral choices affect the game's ending?
As I said in 7, yes.
9. (OPTIONAL) If you answered "Yes" to question #7, pick which types of moral choices you want to see from the list.
A lot of those are trivial. Stopping someone from falling is just generic hero-type stuff. Unless, say, that person were a villan and you could chose to let them die for their actions or save them on the chance that they could be rehabilitated. That could be interesting. Choosing whether or not to seek revenge is a similar concept and could work. Same goes for stopping another character from murdering another person, but the reason "They're not worth it" is a weak one. If you were trying to keep ME from getting revenge, for instance, you'd need a better reason than that.
10. Project 6 is a mild-mannered person, but his past testing has left him with mental unbalance and momentary fits of rage. During this "rage", P6 is able to kill enemies more brutally, such as penetrating someone's skull with his fingers, or ripping someone's throat innards out. Do you like this feature?*
Hmm. Is it random? As in, you spontaneously get this "rage" buff applied? Would it be scripted in the game or would it automatically trigger when, say, your health drops below a certain level (just as an example)? Could be cool for some, although I personally don't like excessive gore.
11. Project 6 ends up fighting a mentally broken priest, Father Redd, in his own church. The priest attempts to stab the player with a sharpened cross. Is this character interesting?*
Whether or not he's an interesting character depends on how you develop him. If he has sufficient dialogue and character development (History? Motives? What broke him?) then he could be interesting, but just "Hey, this guy is trying to kill you" is not interesting.
12. Apart from the flashbacks, this game allows you to play as heroes, civilians and enemies alike, giving you a taste of the story from ALL sides. Do you like this?*
Yes, I like that.
13. Project 6's past testing causes him to have very vivid hallucinations that the player must get through. Do you like this "feature"?*
Hmm. Again, depends on how it is executed. Is it like in Amnesia where the player will occasionally see and hear monsters that can't actually do anything? Or will it actually be physically, in which case it wouldn't make much sense for a hallucination to actually be able to damage the player.
14. Project 6 meets a character (let's call him Project 4) that has suffered the same painful chemical testing as Project 6 in the past, causing his vocal cords to sometimes fail. P4 uses a device to help him speak, but it's a prototype and sometimes malfunctions thus giving fast-paced "robotic" stuttering. This can be quite funny when P4 is trying to swear at someone. Do you like this character?*
See the reasoning for the insane Priest. If the writing is good, the character will be good.
15. In one part of the game, Project 6 sneaks aboard a plane but gets sucked out of it when during flight. Is this interesting?*
Hardly realistic for him to survive such an incident but it could be a nice cinematic regardless.
16. The player finds a device that allows him to move through grates and some panes of glass. If this device is deactivated while the player's body is in the middle of a glass pane/grate, then the player will be killed by being split in half. Do you like this device?*
Some puzzles with this thing could be fun. The being killed by phasing isn't very needed, as a player would only have that happen to them once unless there's some sort of time constraint on that device. If it can be enabled/disabled at will for however long the player wants then all it would take would be one accident and then the player would be like "Oh. I won't do that again" and never do it again.
17. How do you want the health to be handled in this game?*
Medkits allow you greater control of player health supply. In HL2, for instance, you often get health at makeshif "resupply points", usually alongside ammo. A large cache of health and ammo can be a good forshadowing of a large battle or tough boss.
18. An expansion for this game is planned. It's called "The Life and Death of The Platinum Crew". The player plays as a young adult that's part of a small film crew. This film crew is ends up being too close to the nasty events of the original game and all meet a nasty fate as a result. Do you like the idea of this expansion?*
Good premise but as with all things it depends on how well it's made.
19. (OPTIONAL) A stupid question out of many, but how seriously should we take this game's ending?
It needs to be good. The ending and the beginning are the MOST important parts of games. The beginning establishes the mood and setting and gives the player an idea of whether this game will be to their liking. The end will be what sticks in their head after they finish. See all the outrage over the Mass Effect 3 ending. It was a dissappointing conclusion to an epic story and it significantly lowered public opinion of Mass Effect 3. You don't need to come up with the most AMAZING ending ever, but it HAS to be good.
20. This game has many hidden messages and morals. One of them being "We act like we've done and seen it all. The thing is, there's always *one* thing that can make us crack - make us lose our sanity." Is this a good message?*
It's fairly cool. As long as the morals aren't shoved down our throats hidden messages can be okay.
21. Though we've referred to the main player character as "Project 6", his real name is Ian McRow. Do you like that name?*
It doesn't really matter if he doesn't get referred to by his real name anyway. It's a fine name if you think it matters.
22. As the name "Project 6" would show, he is obviously the sixth Project test subject. Projects are people who accepted larger amounts of money to undergo more risky testing. Only 14 other "Projects" exist, should the player end up meeting all or most of them throughout the game? Some are allies, some are tough "boss" enemies.*
14 sounds like a large number of characters to keep track of. If a majority of them are kept to minor encounters it would be doable, since I assume you will have several non "project" characters as well. Most games I've played don't have too many major characters.
23. The signature melee weapon of Project 6 is a lead pipe. This pipe becomes more useful as the game goes on, such as simply transferring liquids for brief moments and jamming machine gears. Do you like this pipe?*
Reminds me of the Half-life crowbar But yes, I do like it, a melee weapon that can also serve to solve puzzles is a nice concept.
24. Do you think it'd be good for player characters reacting realistically to witnessing very disturbing events?*
This should be kept to the players themselves. If an event is truly disturbing it should not need the character to tell the player so. The exception is if you have an Amnesia-esque "sanity" system.
25. In one part of the game, Project 6 becomes a temporary ally to an Italian mob. How about that, an ex-test subject being aligned with said mob. Would you like this?*
Okay idea. I'm probably getting repetitive by now, but as long as it makes sense and is well written it could be anything.
26. Should this game have spur-of-the-moment quicktime events?*
Like sudden ambushes or traps that require you to think fast? Doesn't matter to me. You do need to give the player sufficient time to be able react, No trap should require prior knowledge to bypass.
27. (OPTIONAL) If you wanted flashbacks, how should they occur? Check the methods you want from the list.*
However you want as long as it's not sudden and without warning.
28. (OPTIONAL) If you want flashbacks (that go back to at least the 1960's or later), should this song () be played during any part of a 1962 flashback? Maaaybe. You might have trouble with licensing and so on though, I'd recommend making your own music in a similar style if you want it.
29. (OPTIONAL) If you want flashbacks (that go back to at least the 1970's or later), should this song () be played during any part of a 1975 flashback?
Same.
30. (OPTIONAL) If you want flashbacks (that go back to at least the 1930's or later), should this song () be played during any part of a 1930's flashback?
Same
31. (OPTIONAL) If you want flashbacks AND Project 6 to be aligned with an Italian mob. Do you want the chance to be able to play as one of the mobsters in a distant flashback?
Whatever floats your boat, as long as it's fun.
32. How much history do you want to know about this Project 6?*
Some info should be revealed, but some mystery gives players things about which to speculate. People like that.
33. If the player is listening to a recording or being contacted via radio. Should a picture of the person speaking be shown on the HUD?*
Nah.
35. The antagonist, Dr. M. Orlena... Should his voice have a deepness and uneasy tone to it to reflect his manipulative and morally broken ways?*
Sure.
36. How long should it take for this game to be beaten? Take normal breaks into account.*
From the sounds of it you have a Lot of content you want to include. A few days worth at least.
37. A character, Jack Biste, is a cop who slowly lost his sanity, but NOT because of chemical testing that Project 6 and many other characters went through. As time goes on, this Jack Biste kills criminals and inmates in sick ways because he believes being in prison is not a proper punishment for them. Biste is never met face-to-face with Project 6. Do you like this character?*
If P6 never meets him, I assume that he's encountered as another character? You should know by now what my position is on characters.
38. We've mentioned "Subjects" and "Projects" as different test subjects. There is yet another one, known as the "Controlled". Call them zombies if you will. These are recently deceased people that are having their nerve endings controlled by a famous device that help give use back to crippled limbs. A Controlled can only be stopped if the device itself is damaged. An outsider is obviously remotely tweaking these devices to hinder the player's progress. Sometimes these mobile deceased will rarely make vocal sounds. Do you like these enemies?*
Good for standard, weak enemies. Zombies are always good for that.
39. This game has many sub-plots. One of them is a group of 4 friends who go vacationing out to a cabin, all of them past test subjects, who don't mentally break down until they go out to their cabin trip. A serial killer lurks near this cabin area, but the 4 friends become more deranged and violent than the initial killer. Eventually, the 4 friends become the killers and the initial killer becomes the victim. The player gets to play as one of the 4 friends. Do you like this sub-plot?*
Good, I like it. Creepy and interesting.
40. There is a .44 magnum in this game that has its metal appear brighter than a normal .44, and has a blue tiger skin grip. This gun is labeled as "symbolic" and is held by multiple protagonists (flashback ones included) in this game. Do you like this weapon?* Doesn't really matter to me.
41. We've mentioned that this game has past test subjects who go insane, and are the most common enemies in the game, and are just referred to as "Subjects". However a new type of broken test subject shows up in the game known as "Rejects". These are Subjects that *have* been tested on, but their ways of testing were rushed and improperly done (or even more so). The Rejects are first met in a place called the Perrus Compound. The Rejects have made the Perrus Compound their "home", and greet the player with a surprisingly well done musical and deadly makeshift gameshows and other types of games. Project 6 must complete these "games" to leave alive. Would you like this part of the game?*
Cool enough. Some nice agility and/or thinking puzzles are good.
42. Should wildlife be enemies in the game as well?*
Not really, most wild creature encounters in games aren't interesting to me. Plus, the more common wild creatures won't hurt humans anyway. Maybe neutral mobs that will attack if attacked at most.
47. (OPTIONAL) A very close ally of Project 6, Oscar Anon (who has a very friendly personality, and also known as Subject 20), gets killed by sticking his hand into turning gears in order to stop a machinery trap from killing Project 6. He dies from the blood loss. Do you like this death?
It's okay. A friendly character sacrificing himself could creaet a vengeance feeling. 48. (OPTIONAL) Here's a shot out of a cannon. In the final confrontation between Project 6 and Dr. M. Orlena, do you want Project 6 to bury a spiked club deep into Orlena's head?
Nah, that sounds strange. A final encounter could be a good chance at one of the aforementioned moral dilemmas though. Maybe save him from some of his own rogue creations or adbandon him.
You win. Simcity 2000 music gives me SO MUCH nostalgia. That was one of my favorite games ever. Getting a huge city then spamming disasters...good times.
You seem to have found a tiny one. They usually have a few farms and a few wood cabins, a stone town hall and a well. There are practically infinite NPC villages, so you can find plenty more
I understand you were trying to help, but make sure you ask me before putting the IP out there where anyone can join. We got griefed really hard, half the city is now completely gone. I keep the IP private for a reason. A whitelist is being reinstated.
I did NOT approve this. The rules are not our actual server rules, there is no appeals proccess at this time and Comic Sans is very unattractive. Please remove the IP and tell people to PM me if they want to join.
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"Okay, the Earth's core isn't solid OR magma! It's hollow and filled with gas! See, the Earth was formed by a lot of pieces that floated in space until they fit together perfectly. I know it's true because when my grandpa makes explosions in the ground to simulate earthquakes, gas comes out (what?)"
"Iisten, I found a new type of matter. It's NON matter. Where there's nothing, in-between the smallest particles"
-"So void? Empty space? You just renamed an existing concept."
"No, no, it's not NOTHING, it's the opposite of matter."
-"So antimatter"?
"No! It's the SPACE in between the smallest particles."
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It's the same size as the survey. I can read it just fine, even the parts where it some how got smaller.
That said, your point is valid. OP, your game sounds VERY ambitious and while it sounds cool, you will need a lot of experience plus probably team members to help you. Unless you plan to make it a mod, in which case that's more doable.
Novacor: The Fringe is a Source Engine mod being developed by a single person. Level design, textures, models are all being made by him and since it's a mod he doesn't have to bother coding a 3D engine or anything else.
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1. The main player character is an ex-test subject nicknamed "Project 6". Do you like that name?*
It's okay. Somewhat uninteresting but it depends on the genre, theme, etc.
2. The main antagonist of the game is named Dr. M. Orlena. Do you like that name?*
Fine. From the sounds of this, it seems like the player is an experiment under this guy. Probably a mad scientist type character?
3. Should Project 6 be a silent protagonist?*
By vocal sounds I assume you mean grunts and stuff when getting hit by things or falling. I say yes, it gives him/her a little more realism. Dialogue could go either way depending on the other characters, genre, etc.
4. Should the face of Project 6 be a mystery?*
I'd say no, It would help players connect more with the character to know what he/she looks like.
5. This game may feature the ability to play as other people in flashbacks. How far back in years should the flashbacks go? Pick a year closest to your liking from the list.*
It really doesn't matter. Whatever makes sense storywise.
6. Should the game feature a plot twist?*
Again, if it makes sense and is well executed, it would be fine.
7. Should the game include moral choices?*
Yes, but they should actually impact the story. In Starcraft II there were moral choices but they had almost no impact on the game whatsoever. If each choice has good parts and bad parts and the story can be impacted positively or negatively depending on what you choose (e.g you can kill a character to gain a powerful weapon for yourself but said character would have been able to help you later, not to mention he had a family or some such moral thing) then that would be good.
8. (OPTIONAL) If you answered "Yes" to the previous question, should moral choices affect the game's ending?
As I said in 7, yes.
9. (OPTIONAL) If you answered "Yes" to question #7, pick which types of moral choices you want to see from the list.
A lot of those are trivial. Stopping someone from falling is just generic hero-type stuff. Unless, say, that person were a villan and you could chose to let them die for their actions or save them on the chance that they could be rehabilitated. That could be interesting. Choosing whether or not to seek revenge is a similar concept and could work. Same goes for stopping another character from murdering another person, but the reason "They're not worth it" is a weak one. If you were trying to keep ME from getting revenge, for instance, you'd need a better reason than that.
10. Project 6 is a mild-mannered person, but his past testing has left him with mental unbalance and momentary fits of rage. During this "rage", P6 is able to kill enemies more brutally, such as penetrating someone's skull with his fingers, or ripping someone's throat innards out. Do you like this feature?*
Hmm. Is it random? As in, you spontaneously get this "rage" buff applied? Would it be scripted in the game or would it automatically trigger when, say, your health drops below a certain level (just as an example)? Could be cool for some, although I personally don't like excessive gore.
11. Project 6 ends up fighting a mentally broken priest, Father Redd, in his own church. The priest attempts to stab the player with a sharpened cross. Is this character interesting?*
Whether or not he's an interesting character depends on how you develop him. If he has sufficient dialogue and character development (History? Motives? What broke him?) then he could be interesting, but just "Hey, this guy is trying to kill you" is not interesting.
12. Apart from the flashbacks, this game allows you to play as heroes, civilians and enemies alike, giving you a taste of the story from ALL sides. Do you like this?*
Yes, I like that.
13. Project 6's past testing causes him to have very vivid hallucinations that the player must get through. Do you like this "feature"?*
Hmm. Again, depends on how it is executed. Is it like in Amnesia where the player will occasionally see and hear monsters that can't actually do anything? Or will it actually be physically, in which case it wouldn't make much sense for a hallucination to actually be able to damage the player.
14. Project 6 meets a character (let's call him Project 4) that has suffered the same painful chemical testing as Project 6 in the past, causing his vocal cords to sometimes fail. P4 uses a device to help him speak, but it's a prototype and sometimes malfunctions thus giving fast-paced "robotic" stuttering. This can be quite funny when P4 is trying to swear at someone. Do you like this character?*
See the reasoning for the insane Priest. If the writing is good, the character will be good.
15. In one part of the game, Project 6 sneaks aboard a plane but gets sucked out of it when during flight. Is this interesting?*
Hardly realistic for him to survive such an incident but it could be a nice cinematic regardless.
16. The player finds a device that allows him to move through grates and some panes of glass. If this device is deactivated while the player's body is in the middle of a glass pane/grate, then the player will be killed by being split in half. Do you like this device?*
Some puzzles with this thing could be fun. The being killed by phasing isn't very needed, as a player would only have that happen to them once unless there's some sort of time constraint on that device. If it can be enabled/disabled at will for however long the player wants then all it would take would be one accident and then the player would be like "Oh. I won't do that again" and never do it again.
17. How do you want the health to be handled in this game?*
Medkits allow you greater control of player health supply. In HL2, for instance, you often get health at makeshif "resupply points", usually alongside ammo. A large cache of health and ammo can be a good forshadowing of a large battle or tough boss.
18. An expansion for this game is planned. It's called "The Life and Death of The Platinum Crew". The player plays as a young adult that's part of a small film crew. This film crew is ends up being too close to the nasty events of the original game and all meet a nasty fate as a result. Do you like the idea of this expansion?*
Good premise but as with all things it depends on how well it's made.
19. (OPTIONAL) A stupid question out of many, but how seriously should we take this game's ending?
It needs to be good. The ending and the beginning are the MOST important parts of games. The beginning establishes the mood and setting and gives the player an idea of whether this game will be to their liking. The end will be what sticks in their head after they finish. See all the outrage over the Mass Effect 3 ending. It was a dissappointing conclusion to an epic story and it significantly lowered public opinion of Mass Effect 3. You don't need to come up with the most AMAZING ending ever, but it HAS to be good.
20. This game has many hidden messages and morals. One of them being "We act like we've done and seen it all. The thing is, there's always *one* thing that can make us crack - make us lose our sanity." Is this a good message?*
It's fairly cool. As long as the morals aren't shoved down our throats hidden messages can be okay.
21. Though we've referred to the main player character as "Project 6", his real name is Ian McRow. Do you like that name?*
It doesn't really matter if he doesn't get referred to by his real name anyway. It's a fine name if you think it matters.
22. As the name "Project 6" would show, he is obviously the sixth Project test subject. Projects are people who accepted larger amounts of money to undergo more risky testing. Only 14 other "Projects" exist, should the player end up meeting all or most of them throughout the game? Some are allies, some are tough "boss" enemies.*
14 sounds like a large number of characters to keep track of. If a majority of them are kept to minor encounters it would be doable, since I assume you will have several non "project" characters as well. Most games I've played don't have too many major characters.
23. The signature melee weapon of Project 6 is a lead pipe. This pipe becomes more useful as the game goes on, such as simply transferring liquids for brief moments and jamming machine gears. Do you like this pipe?*
Reminds me of the Half-life crowbar But yes, I do like it, a melee weapon that can also serve to solve puzzles is a nice concept.
24. Do you think it'd be good for player characters reacting realistically to witnessing very disturbing events?*
This should be kept to the players themselves. If an event is truly disturbing it should not need the character to tell the player so. The exception is if you have an Amnesia-esque "sanity" system.
25. In one part of the game, Project 6 becomes a temporary ally to an Italian mob. How about that, an ex-test subject being aligned with said mob. Would you like this?*
Okay idea. I'm probably getting repetitive by now, but as long as it makes sense and is well written it could be anything.
26. Should this game have spur-of-the-moment quicktime events?*
Like sudden ambushes or traps that require you to think fast? Doesn't matter to me. You do need to give the player sufficient time to be able react, No trap should require prior knowledge to bypass.
27. (OPTIONAL) If you wanted flashbacks, how should they occur? Check the methods you want from the list.*
However you want as long as it's not sudden and without warning.
28. (OPTIONAL) If you want flashbacks (that go back to at least the 1960's or later), should this song () be played during any part of a 1962 flashback?
Maaaybe. You might have trouble with licensing and so on though, I'd recommend making your own music in a similar style if you want it.
29. (OPTIONAL) If you want flashbacks (that go back to at least the 1970's or later), should this song () be played during any part of a 1975 flashback?
Same.
30. (OPTIONAL) If you want flashbacks (that go back to at least the 1930's or later), should this song () be played during any part of a 1930's flashback?
Same
31. (OPTIONAL) If you want flashbacks AND Project 6 to be aligned with an Italian mob. Do you want the chance to be able to play as one of the mobsters in a distant flashback?
Whatever floats your boat, as long as it's fun.
32. How much history do you want to know about this Project 6?*
Some info should be revealed, but some mystery gives players things about which to speculate. People like that.
33. If the player is listening to a recording or being contacted via radio. Should a picture of the person speaking be shown on the HUD?*
Nah.
35. The antagonist, Dr. M. Orlena... Should his voice have a deepness and uneasy tone to it to reflect his manipulative and morally broken ways?*
Sure.
36. How long should it take for this game to be beaten? Take normal breaks into account.*
From the sounds of it you have a Lot of content you want to include. A few days worth at least.
37. A character, Jack Biste, is a cop who slowly lost his sanity, but NOT because of chemical testing that Project 6 and many other characters went through. As time goes on, this Jack Biste kills criminals and inmates in sick ways because he believes being in prison is not a proper punishment for them. Biste is never met face-to-face with Project 6. Do you like this character?*
If P6 never meets him, I assume that he's encountered as another character? You should know by now what my position is on characters.
38. We've mentioned "Subjects" and "Projects" as different test subjects. There is yet another one, known as the "Controlled". Call them zombies if you will. These are recently deceased people that are having their nerve endings controlled by a famous device that help give use back to crippled limbs. A Controlled can only be stopped if the device itself is damaged. An outsider is obviously remotely tweaking these devices to hinder the player's progress. Sometimes these mobile deceased will rarely make vocal sounds. Do you like these enemies?*
Good for standard, weak enemies. Zombies are always good for that.
39. This game has many sub-plots. One of them is a group of 4 friends who go vacationing out to a cabin, all of them past test subjects, who don't mentally break down until they go out to their cabin trip. A serial killer lurks near this cabin area, but the 4 friends become more deranged and violent than the initial killer. Eventually, the 4 friends become the killers and the initial killer becomes the victim. The player gets to play as one of the 4 friends. Do you like this sub-plot?*
Good, I like it. Creepy and interesting.
40. There is a .44 magnum in this game that has its metal appear brighter than a normal .44, and has a blue tiger skin grip. This gun is labeled as "symbolic" and is held by multiple protagonists (flashback ones included) in this game. Do you like this weapon?*
Doesn't really matter to me.
41. We've mentioned that this game has past test subjects who go insane, and are the most common enemies in the game, and are just referred to as "Subjects". However a new type of broken test subject shows up in the game known as "Rejects". These are Subjects that *have* been tested on, but their ways of testing were rushed and improperly done (or even more so). The Rejects are first met in a place called the Perrus Compound. The Rejects have made the Perrus Compound their "home", and greet the player with a surprisingly well done musical and deadly makeshift gameshows and other types of games. Project 6 must complete these "games" to leave alive. Would you like this part of the game?*
Cool enough. Some nice agility and/or thinking puzzles are good.
42. Should wildlife be enemies in the game as well?*
Not really, most wild creature encounters in games aren't interesting to me. Plus, the more common wild creatures won't hurt humans anyway. Maybe neutral mobs that will attack if attacked at most.
47. (OPTIONAL) A very close ally of Project 6, Oscar Anon (who has a very friendly personality, and also known as Subject 20), gets killed by sticking his hand into turning gears in order to stop a machinery trap from killing Project 6. He dies from the blood loss. Do you like this death?
It's okay. A friendly character sacrificing himself could creaet a vengeance feeling.
48. (OPTIONAL) Here's a shot out of a cannon. In the final confrontation between Project 6 and Dr. M. Orlena, do you want Project 6 to bury a spiked club deep into Orlena's head?
Nah, that sounds strange. A final encounter could be a good chance at one of the aforementioned moral dilemmas though. Maybe save him from some of his own rogue creations or adbandon him.
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You win. Simcity 2000 music gives me SO MUCH nostalgia. That was one of my favorite games ever. Getting a huge city then spamming disasters...good times.
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This so much.
Also, the part in Portal 2 where Wheatley goes mad and punches you into the pit.
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