Tuesday, March 10, 2009

Keepin' Hope Alive


Fear not, Cowan is still alive and well and some big news will be announced shortly--although, I can now confirm that, yes, there will most defo be more cowbell.

I've been in the land of the rising sun for the past little while and, while there, I interviewed with a game developer, Unicon Products, for a planner (English translation: designer) position and, as part of the application process, had to propose a game design based on a conveyor sushi restaurant. I came up with a WiiWare title that would be 4-player cooperative featuring a mix of action/arcade, sim, and RPG elements. They liked me, and though they ended up going with someone else, it was a good experience. It's interesting because a U.S. company would almost never request a design as part of an application process as they'd be too afraid about potential copyright troubles. The design had to be presented in the form of a PowerPoint presentation and below you'll find a handful of the 50+ slides contained in the full presentation.

Download the whole PowerPoint presentation here: !ta-Chan's

And, below that, Tony's first draft of a Cowan design doc (made with the aid of a design doc template found online) can be seen--take a peek.

Again, Cowan project announcements will be forthcoming soon. Stay tuned, peoples.








COWAN
DESIGN DOCUMENT
VERSION 1.0
NOVEMBER 19, 2008

GAME OVERVIEW
What is this game about?
Cowan is a 1st person shooter about a kid that finds himself in the middle of an underground crime and sex ring run by cultists. The story revolves around a young man named Dan O’Brien, who doesn’t realize it at first but has a family linked directly with the early 70’s child kidnappings of Michigan.

After a brief couple of levels about the past of Detroit and the crime that ensued, involving Dan’s uncle Mike O’Brien, the game is brought back to the present where Dan has a troubling dream about KKK-like cultists in the woods and a haunting vision of a divine presence. Dan’s main goal in the game is to eventually solve the mystery and bring these evildoers to justice, whether by the help of the law or brute force.

GAME DETAILS
Description
The Game is based off of many standard First Person Shooter Models. The uniqueness of this game comes from its risqué storyline and material that few have delved into in a game.

Your Character, Mike O’Brien, battles his way through various levels and finds items to complete his objectives in bringing an underground child pornography cult to justice.
Game genre?
First Person Action / Shooter
Is this single-player or multiplayer game?
Single Player, with the option of Multiplayer later
Is this 2D or 3D?
3D
Where does the game take place? (world)
The game takes place in Michigan, with its primary focus on several cities spread out through the lower and central parts.
What do I control? How many characters? Can I use vehicles?
The game play focuses on the main character and his ability to use both melee and projectile weapons. Throughout the game, the transitions from one scene to another may involve or show the character in a car or on some sort of vehicle, but for the initial run, the primary focus will be on what the character can do.

In later versions of the game, the ability to switch between 3rd person and 1st person as well as use cars and other vehicle types may be implemented, depending on the needs of the game play.
What is the main focus?
The main focus of the game is to guide your character through linear levels, fighting off enemies while solving puzzles and collecting clues which progress the story and game play.
How long the game lasts? Or how long game matches last?
The game is intended to involve the character in each stage for a period of fifteen minutes to an hour. Each Chapter consists of several stages, and there are two chapters for the initial run. The overall play time of Cowan should take about three to five hours to complete the two chapters set forth.

As the game develops and future versions are released, further chapters will be implemented in the game, adding more depth and play time for the casual and advanced gamer.
Comparison
[List 3 similar games and tell how this game is different from those]
What is unique?
The game play is relatively standard to other games of the genre (Half Life, Unreal Tournament, Doom, etc.)

In later chapters that will be released, though, it may be possible to switch between planes of reality for the user, from a dream world to the real world.
Why create this game?
While the game play doesn’t vary much from its predecessors, the real gem is the content and story of the game, tackling a very risqué subject matter. It delves into the inner matter of the human psyche, and follows the story of a family that is fighting a secret society. The subject matter has never been touched in a game before, and may offend some people, but there is much historical significance from Michigan and the Child Kidnappings of the early 70’s that the game is based upon. While the game is a work of fiction, the purpose of creating the game is to let others know about these issues as well as entertain.
REVIEWS
Game reviews
[Put any game reviews in this section - you can use brief quotes if you want. ]
Player comments
[Put player comments & quotes here.]

BUSINESS
Competitive strategies
[list 3 competitors and explain how this game will competete against them]
3 Reasons why would people buy this game?
[Give 3 reasons why people would buy this game.]
Business model
[will the game have add-ons? will it be monthly payment? what?]

FEATURE SET
General features
PLAYER FUNCTIONALITY:
- ADVANCED: First Person engine where camera views are exact implementation of character's facing; for example, if the character dives, the camera would show the ground rushing beneath as a character dives, then the screen would roll as a character rolls.
- ADVANCED: Player view separates between 3rd person and 1st person as character does feats, like dive, slide, roll, roll and fire.
- ADVANCED: For special actions, camera would slow down to emphasize dramatic move.
- View: Standard first person view, with all of the bells and whistles; crouch, crawl, walk, run, jump; view of weapon in hand and possibly view of arm or hand holding weapon.
- Character would be given a real-world carrying capacity of weapons; maybe room for two small weapons and a larger weapon (ie. hand gun, knife and shotgun; machete, Uzi, and rifle; etc.)
- Ability to dual-wield weapons at cost of accuracy for firepower
- Character able to interact with world, including use items laying around a room, push and pull things, break stuff, turn lights, tv's and other electronics on and off, and use the environment to his or her advantage.
- Player conversations can be initiated by pressing a button near potential NPC's throughout the game.
- Players should have a choice of how their conversations play out with NPC's, either leading them to vital information or possible confrontation based on the interaction and choices made during the conversation.


NPC's AND NPC INTERACTION WITH PLAYER AND ENVIRONMENT:
- ADVANCED: All NPC's in the game will function based on a generic AI functionality script and a goal script. The goal script would be an advanced functionality that gives NPC's their own agendas in the game, anything from walking up and down a street to hunting down the main character and killing him, or more advanced scripts like convincing other NPC's to join them in an attack or shooting other NPC's to scare others.
- Simple script driven play that has the enemy following orders based on their objectives in a level and allowing them to access a generic AI interaction/fight script when player arrives.
- NPC's will follow general paths around a stage until they are interacted with.
- Interaction scripts will run once when the player interacts with an NPC for the first time. After the initial interaction, a default script will run based on the final answer/conclusion the NPC and the Character came to.


SKILLS AND ABILITIES:
- The character will progress through the game and find items or weapons that he can carry which will allow him to do things he normally can’t do.
- ADVANCED: In later versions, the character may have the ability to learn skills and abilities as he progresses through the game, allowing him to achieve more or solve puzzles that normally couldn’t have been solved earlier.
- Such skills may include: Improved Jump, Sharpshooter, roundhouse kick, nose smash, dive and cover, roll, improved swim, improved health, inventory increase, throw, and possibly even flying (Should the game include the ability to switch between dream and reality)

MINI GAMES AND PUZZLES:
- Throughout the game, the player may come across mini games or puzzles that may take them to an interactive screen different from the first person perspective. Through these screens, different challenges will present themselves to the player, for instance, a code lock to a safe, or some sort of slider puzzle that you have to form a picture out of 15 blocks.
- ADVANCED: puzzles and mini games are part of the environment; an item that the character picks up or sees laying on the desk is interacted with right there; so the sliding puzzle for example would actually work without going to a different screen. It would be affluent with the flow of the game. A person trying to figure out a puzzle in hand may have to throw the puzzle down or divert their attention if a bad guy comes into the same room and starts shooting at them.

Multiplayer features
Not Included
Editor
Not Included
Gameplay
See Above

THE GAME WORLD
Overview
The Game world takes place mostly in the State of Michigan, and many of the stages will be modeled after authentic places in Michigan. A few cities will be researched and documented and modeled for the stages.
Key locations
Oscoda, Michigan
Grand Haven, Michigan
Detroit, Michigan
Lansing, Michigan
Travel
For the extent of the first two chapters, the primary method of traveling will be on foot. In later versions and chapters to be released, the character may be able to drive cars, swim, and ride other vehicles.
Scale
The scale of the world will be normal: the character sizes and stages will be true to life. Each stage is small enough for the player to complete the objective within a reasonable amount of time.
Objects
Many of the objects in the game world can be interacted with in some way. Boxes, bins, any loose crates, cans, and many other smaller objects can be knocked around, punched, kicked, shot, blown up and interacted with on an attack-level basis. A standard physics model will handle the “destruction” and the movement of the objects placed in the world.
Weather
The weather model will be specific to the stages. Each stage is depicted at a certain time of the year, mostly throughout the winter. The outdoor levels will contain a drop off distance, where the 3D objects appear as grey shadows. Some stages will contain falling snow, which will be rendered as 2D objects in a 3D world (small icons with transparency). Because the stages are handled in real time (no acceleration of normal time throughout the game), weather will rarely change throughout the level.
Day and night
Day and Night will be depicted on a level-to-level basis depending on the current setting of the level. Night stages will have less direct light and more ambient light to highlight objects as they become relevant. Items and weapons, on the other hand, will have their own illumination, and not be dependent on the environmental status.
Time
Time flows as real time does. Some stages may be time-sensitive, but other than that, it flows as real time does, and events will be based on the time specific to the stage and its setting.
Water
Water will be dynamic, and react according to NPC’s and objects as it hits an area related to it. For example, as footsteps go through a puddle, the puddle will move out in waves from the point of impact. For computers that are less powerful than others, the dynamicity of water can be reduced to animated 2D mipmaps.
Other elements
Certain objects will be fixed to other objects, but will react when the character stands within a certain radius and hits the action button. In this case, the object will morph to the new dimensions to indicate a status change. For example, When the character stands next to a ladder that is too high to reach, he can hit the action button to attempt to lower it.
CAMERA
Overview
The camera view will work in a typical style of 1st Person Shooter; perspective from the 1st person point of view, and will be sticky to the movements of the mouse and keyboard inputs of the user.

Variations on the camera will include a sniper-style view, and the dreamworld sequences. In sniper view, the camera will zoom in to get a close-up perspective of the object on screen. In the Dreamworld view, the camera lens will have a hazy effect, blurring the edges and keeping the focus on the center of the screen while the entire screen distorts in a wave-like pattern.


GAME CHARACTERS
Overview
The characters in Cowan are specific to the story, as each has its role and importance on the flow of the game, the interaction with the main character and the outcome of possible events. There is a host of general bad guys that will attempt to kill the main character given what weapons they are spawned with at the beginning of each stage, and from these random spawns, a pseudo-random AI script will be chosen for each bad guy as it pertains to the NPC’s spawn point and random weapon.

The main characters in the game will each have their own custom palettes and graphics associated with them, and will spawn in the level at the specific location they are designated.
Character creation
The game is centered on the main character(s), and will not have an option of creating a character.
Enemies and monsters
See attached pages with concept art and descriptions.
USER INTERFACE
Overview
The user interface is fairly simple, as most of the action will center on a more realistic medium-paced action-adventure. With this in mind, the user will have hotkeys assigned from the options menu that they can press which will bring up a quick item menu for swapping useable items. This will keep the pace of the game while not pausing the game constantly to vamp through items or weapons, respectively.
Details
- In the lower-left hand corner, the character’s selected weapon and ammo will be displayed.
- The view of the character’s weapon will be visible on the center lower half of the screen, along with a compass and ping of objectives and objects/NPC’s that can be interacted with.
- In the lower right-hand corner, the character’s selected item will be displayed in an icon style, along with the amount of that item the character has on him.
- Pressing the pause button (default “esc” or selected by player) will trigger the main menu for the game, which during play will have the options, continue game, exit game, save game, load game, and quit game options. Before starting the game, The main splash screen will contain the same options, as well as a replay scene, trailers/bonus features.
- The control

OBJECTS
Overview
Throughout the game, objects will play a major role. Due to the Medium-pace of this shooter, its required that your character is given enough time to think and react to the hostile environment he is in. Because of this, Not only is he shooting at enemies, but if he can, he is using his surroundings to his advantage.

This gives the game more depth when it comes to engagements with the enemy. If the player is taking cover behind a box, the character can push against the box to gain an advantage has he closes in on the enemy.

Also, for this certain amount of interactivity with various objects in the world, the objects will take damage after being fired upon so many times. A canister, for example, after being shot so many times, will change its shape to a more destroyed version. The objects are not physically changing in real time, but have a life meter which, as it goes down, reaches certain markers that will trigger a swap from one rendered model to another. When an object runs out of its own health, a final model will be displayed, and its usefulness will have been fulfilled.
Weapons
- There will be an assortment of melee and ranged weapons that the character can acquire throughout the game.
- The weapons that are used will leave visible marks on the environment where they hit, for example, bullets will leave bullet holes and knives and sharp objects may leave cut marks.
- The character may at some point acquire an ability which will allow him to dual wield weapons, for instance, two knives or two guns at the same time.
- Melee weapons: shank, knife, cleaver, machete, sword/katana, stick, rock, pipe, spear
- Ranged Weapons: Slingshot, rock, blow dart, pistol, shotgun, uzi, spear, AK-47, M-16, Rocket Launcher

Items
- Health could be as simple as medical packs, crosses, or eating food. It may be as difficult as no health at all, and the only way to get healed is to get to a hospital or use a field kit to dress your own wounds.
- Certain items may be acquirable which allow the character to perform super human acts or do things that they normally couldn’t do.
- Items may have special affects which affect the environment in some way or allow the character to enter new areas.
- Items: health, food, ammo, clue pieces, body armor, story specific items.
- Items will rotate when laying on the ground, and give off a faint glow relative to their primary color
- After walking over an item, the item will disappear and a message will be displayed in the text area and a sound FX will play, depending on the item.
- An item will appear on the ground spot where an NPC dies, a box or crate is broken, or at specified locations throughout the stage depending on the part of the story or mission that the character has to complete.

Equipment
There is no equipment, per se, within the world of Cowan. All of the equipment is handled as an item; if your character comes across a bullet-proof vest, the bullet-proof vest will have a number, indicating the health of said bullet-proof vest. See Items for more details.
Objects
- Objects in the game, like crates, boxes, bins, canisters, drum barrels and other container like items will sometimes hold items in them, if the user chooses to break them open.
- Certain static objects, for example, a back-alley fire exit, can be interacted with changing or “morphing” its state to a new state. For example, a ladder would descend from the back-alley fire exit. More objects will be listed here as stage design progresses. Some examples would be a locked chest, a door, a light switch, a television set, a toilet, and a ceiling fan.
- Objects can be stood upon, kicked around, punched, shot, opened, blown apart, interacted with (morphed), pushed, and other wise be affected by the game physics and the world physics (gravity, wind resistance, floating in water, etc.)
MUSIC AND SOUNDS EFFECTS
Overview
The music and sound within Cowan will lean towards a darker, almost gothic feel with contemporary motifs to create a unique sound experience for the player.
Details
The music and sound effects in the game are detailed and oriented towards a darker, gritty theme of 70’s Detroit crime and cult-style music. The opening theme will be reminiscent of gothic music with splashes of 70’s guitar funk and current electro styles. Voices of children will outline the main theme as it plays for the player when they first start the game, setting the tone of the game, as well as the pace of the game. This will be done subtly and almost on a subconscious level, not apparent to the player but instilling it through the use of motifs in the actual music.

For sound effects, a standard sound bank of common and free sound effects will be used as well as custom-made sound effects by the Sound team.

Music tracks
- Cowan Main Theme
- The Chase theme during 70’s sequence when main character chases down drug dealers for information
- Pop/Rock background music in Car scene, preferably something contemporary
- Radio in opening stage in a room of the building being raided will be playing several 70’s Funk tracks which the player can turn on and off.
- “Fireside Chant” in dream sequence
- Techno Music and/or Rap Music during party sequence
- Metallica or Some sort of 80’s to 90’s rock music playing in background at bar in Grand Haven.
Sound effects
- Kick
- Punch
- Scream (small boy, small girl)
- Death cry (small boy, small girl, man * 4, women * 4, Main characters)
- Blade swish (knife, katana, cleaver, stick, other melee objects)
- Grunt (man * 8, woman * 8, boy * 3, girl * 3)
- Foot steps (grass, pavement, woods, tile, rock)
- Glass breaking
- Box falling on ground
- Canister falling on ground
- Wood shattering
- Metal scraping
- Door open, close
- Various TV clips for background TV’s
- Dialogue
- Fire burning
- Small clicks and clanks for various thrown objects and other small object interactions with environment
- Book Page turning
- Body falling to ground
- Gun shots (pitched for various weapons, shortened and lengthened depending on type of weapon)
- Explosions * 8
- Car starting
- Car ambient engine running
- Car Door opening / closing
- Gulping / swallowing noise
- Glass being put on table / bar
- Random chatter
- Pool balls breaking
- Twigs and sticks breaking
- Car horn
- Breathing / huffing
- Water dripping
- Water spraying
- Engine motors passing by
- clapping
3D sound
- All sound effects will be 3D positional.
Other

ART
What kind of style will be used in the game?
The Art style in the game will push more towards a realistic feel, where faces and characters will mimic and look like real world people.
Needed building models
- Oscoda Ranch
- Drug House building (Detroit)
- Police HQ (inside)
- Dungeon Layout
- Various Detroit Buildings popular in 70’s and now
- Church
-
Scenery models
- Trees * 12
- Bushes * 12
- Fences
- Wall
- Lamp Posts
- Signs
- Boxes
- Bins
- Crates
- Garbage Cans
- Canisters
- Dumpster
- Mail box
- Bike
- Lawn mower
- Tool sheds
- TV
- Radio
- Overhead Lamp
- Computers
- Desks
- Chairs
- Book cases
- Couches
- Lamps
- Beds
- Small center pieces
-
Character models
- Cult Leader (70’s and Now)
- Cult Master (70’s and Now)
- Cult Lieutenant (70’s and Now)
- Cult Thug (70’s and Now)
- Drug Dealer
- Main Characters
- Random Punks * 3
- Civilians * 8 (Male and Female)
- Cop Lieutenant
- Cop Chief
- Cop Secretary
- Detective
- Party Goers * 8 (Male and Female)
- Bar Patrons * 4 (Male and Female)
- Bar Tender
- Bar Waitress
-
Vehicle models
- Main Vehicle (70’s and Now)
- Bus
- Van
- Civilian Car
- Broken Car
-

Particle effects
Coming Soon
Other

SINGLE-PLAYER GAME
Overview
The Single-Player game is a story driven action sequence, with the character using weapons and the environment to his advantage as he fights his way through each stage to the end. There will usually be a boss or an end puzzle that the character must solve to complete each scene and move on to the next.
Details

Victory conditions
Each stage will have certain victory conditions that must be accomplished before completing the stage and moving on to the next stage. As more of the story is revealed, the victory conditions for each stage will be written off here.
MULTIPLAYER GAME
Overview
Not implemented.
Max players
Not Implemented.
Servers
Not implemented.
Customization
Not Implemented.
Is the world persistent or not
Not Implemented.
Saving and loading
Not Implemented.
Scores
[What kind of scoring system there will be? And will there be online high scores or ranks? How do you get points or ranks?]

Chatting
[How do you chat with other players in the game? Is there game lobby? Rooms? In-game chat?]
Clans
[Can players create clans or tribes in the game?]

MODDING
Overview
As of now, there are now plans to allow mods of the game, as in fact this is already a Mod of the unreal Tournament Engine.
Different languages
[What languages there will be? Can you add your own language in the game?]
Game graphics and sound
[Can you change the graphics? Textures? Models? Sounds?]
Game play
[Can you affect on gameplay - like mod weapon effects?]
RESOURCES & LINKS
Links to related resources
http://cowan.blogspot.com

EXTRA MISCELLANEOUS STUFF
Overview
Crazy ideas
[If you have really crazy ideas - this is the place to put them]

Friday, December 5, 2008

Oh, Canada



Courtesy of Cowan concepter extradonnaire, Chris, that's a concept of our first scene; from the story outline:

1) 1976
i) Detroit
(1) Brightmoor

(a) Drug House
(i) Mike O’Brien and partner Barry Odinga are found, taking cover behind their unmarked patrol car, engaged in a shootout with suspected cocaine and heroin traffickers. Many low-level hoods, thugs, and dealers are taken out by the pair of detectives, but one suspect, wearing a strange looking mask, escapes, though, only after he is forced to abandon a briefcase. After the shootout, victorious, the pair of detectives discover mass quantities of heroin and cocaine, as well as the abandoned briefcase, its contents unceremoniously scattered on the floor. Among the stacks of cash spilled out from the briefcase, there are photographs of young boys and girls, ranging in age from pre- to early-teens, some bound and gagged, with others either in sexually explicit poses or shown being abused. Mike and Barry are filled with disgust and express regret that they weren’t able to kill all of the suspects at the scene.


In other news, we're hard at work on the design doc and hope to have a draft done real soon--stay tuned.


P.S.


The queen of England suspended Canada's government today. From the Reuter's article:

"...the representative of Queen Elizabeth, Canada's head of state -- agreed to Harper's request to shut down Parliament until Jan 26."

Canada, still to this day, is nothing but a glorified colony. The queen runs the show in 16 different countries (if you can call them that); sad, but true. People say that she's just a ceremonial figurehead and that the power resides with parliament and, if they just switched their order around, I'd have to agree.


P.P.S.

Yes, Diana really was murdered.

Saturday, November 22, 2008

Phase 3



I haven't officially announced this on the blog yet, though I'm sure most everyone already knows this. But, here it is anyways: We're definitely using Unreal 3 and will definitely be entering into the Make Something Unreal Contest. We're targeting to enter into Phases 3 and 4 of the contest and will be entering into multiple categories as allowed under the rules of the contest.

We'll enter Cowan into every category that could apply to us (i.e. Best Level for Game Mod, Best New Character/Customization Pack, Best Graphics in Map, and Best New Weapon Set), but our main targets are Best FPS Game Mod and Best Machinima. The Best FPS Game Mod is an obvious target for us, but the Best Machinima category is one that we'll also be able to contend in due to the strong story content and characters of Cowan--we'll be able to simply enter Cowan's cut scenes or maybe even craft new machinima side stories or a prologue or epilogue, which would all be very cool; assuming we have time to do so, of course.

And, this is all just for Phase 3, the deadline of which is May 15th. After that, Phase 4 on August 21st and, with luck, dedication, and hard work, the Grand Motherfuckin' Finals (maybe they're just called the Grand Finals, actually--my mistake), tentatively scheduled for one year from now. Also, we can re-enter the same categories in Phase 4 as we did in Phase 3, so our entry for Phase 4 would be essentially the same, just a whole lot more polished and hopefully a whole lot more prize worthy.

The grand prize is an Unreal Engine 3 license, which, if we won, would pretty much make us a professional outfit overnight. Also, I think everyone can agree that it'd be real nice to win some cash money--I'll do my best to equitably split up any winnings and I'll be grateful to have to deal with that high-class problem. So, ganbaro!

P.S.

In other news, today's the 45th anniversary of the assassination of President Kennedy and there are also demonstrations today outside of Federal Reserve branches all across the country. Check it out: endthefed.us.


Phase 3






































































































Friday, May 15, 2009 1st Place 2nd Place 3rd Place 4th Place 5th Place
Best FPS Game Mod $7,500 $5,000 $2,500 $1,500 $1,000
Best Non-FPS Game Mod $7,500 $5,000 $2,500 $1,500 $1,000
Best New Character/Customization Pack $2,500 $2,000 $1,500 $1,000 $500
Best Deathmatch or CTF Level $2,500 $2,000 $1,500 $1,000 $500
Best vCTF or Warfare Leve $2,500 $2,000 $1,500 $1,000 $500
Best Level for Game Mod $2,500 $2,000 $1,500 $1,000 $500
Best Machinima $2,500 $2,000 $1,500 $1,000 $500
Best New Weapon Set $2,500 $2,000 $1,500 $1,000 $500
Best Graphics in Map $5,000 $2,000 $1,500 $1,000 $500
Best Use of Physics $2,500 $2,000 $1,500 $1,000 $500

Monday, November 17, 2008

The Next Episode


All righty. Here's the other half of Cowan's story outline. The first half can be considered Episode 0 or 1, with this one being, of course, Episode 1 or 2--neat how that works, innit?


2) 2009
a) Kalamazoo
i) Dan Michael O’Brien’s Dream

(1) Dark Woods
(a) Dan finds himself in a pitch black wood, surrounded on all sides save for a path ahead, where a faintly glowing light promises some sort of destination. Dan proceeds down the path and discovers the source of the light—through the gaps in the trees ahead, it’s made out that there is a large bonfire with a group of robed and hooded men gathered around. Coming right up to the fire, Dan can see that the men are wearing the hood and robes reminiscent of the Ku Klux Klan, except that these ones are dark red in color. Also, there is a young child bound and writhing on a table near the fire, with one of the nearby cultists brandishing a large, ritualistic looking dagger. Suddenly, all of the cultists turn and notice Dan and scream: “Cowan!” The group of cultists then charge towards Dan with great speed, when, just before reaching him, time freezes and everyone stops in motion, including Dan. Two giant-size, outstretched hands appear between and before Dan and the cultists, separating them—one holding a flaming sword, the other a lamb; the player’s choice to make. No matter which the player chooses, a deep, disembodied voice says: “I see,” and the action resumes, the hands having gone as suddenly as they came. If the lamb is chosen, then the cultists will have free rein to murder Dan, leaving the player defenseless until overtaken. If the sword is chosen, then the player has the opportunity to wield a powerful and fantastic weapon and can smite [Awesome use of the word ‘smite’, huh? –Nick] all of the cultists. After the smiting [Again, awesome. –Nick] is done, a dimensional rift rips the fabric of the sky open in front of the player and a Baphomet-like demon ushers forth. Before the player can react, the demon shoots a beam of light out of its forehead, instantly causing Dan’s head to explode. Fade to red.

ii) Student Ghetto

(1) Dan’s Bedroom - Thursday Night
(a) Dan jolts awake, bolting upright on his bed—a TV left on in his room can be seen showing some stupid show with, on the bottom of the screen, a news ticker scrolling by, reading: “New child victim found dead. Third child found dead in Michigan in two months. Police fear serial killer at work. Governor calls news conference for Sunday morning.” Josh sticks his head in Dan’s room and asks if he had another one of his fucked up dreams and then, without waiting for a response, says that they’re late for the party. Dan says it’s early yet, but Josh reminds him that the pre-party already started a while ago. Dan assents and gets up.

(2) The Party
(a) Dan and Josh are at the party, mingling with their peers until Josh tells Dan that some crazy kid is talking about some really weird stuff. Dan walks over to hear what he has to say. The crazy kid says that he heard that freemasons in Grand Haven, MI kill kids in their basement. Josh says that there’s a big festival going on in Grand Haven that weekend and that it will be the official beginning of summer too and that they should go check out the festival. Dan says that he has a journalism assignment for homework and that maybe they can investigate the story as his assignment. They both agree that they want to go and decide to skip their Friday classes to get a head start on their trip.

iii) US-131 N – Saturday Afternoon

(1) Dan’s Car
(a) Dan and Josh are in the car, driving to Grand Haven. Dan says that they probably shouldn’t have skipped their Friday classes, since they ended up leaving on Saturday anyway and only played video games, watched fifty movies and ate pizza all day instead—they were too lazy even to drink, Dan says. Josh pulls a gun out of his backpack and shows it to Dan, explaining that he brought it just in case. Dan asks him what the hell is wrong with him and then Josh says that they should probably unload it and put it in the trunk, but, anyways, he’s also got an unregistered .22; again, just in case. As Dan’s shock starts turning into anger, his cell phone rings—Dan’s dad is giving him a call. Dan’s dad says that he has to tell him something, but then the connection gets cut off. Dan tries to call his dad back, but it goes straight to voicemail and he and Josh continue driving.

iv) Oscoda

(1) O’Brien Family Home
(a) Dan’s dad is looking at his lack of a cell phone signal and says: “Shit.” A chant/scream of: “Cowan! Cowan! Cowan!” booms forth from a megaphone just outside the house. Through the window, Dan’s dad can see several cultists dressed in the same cloak and mask as his brother Mike encountered over three decades ago--Dan’s dad hurriedly loads his shotgun. The cultists storm the house and Dan’s dad dispatches a number of them before escaping.

v) Grand Haven

(1) Theatre Bar
(a) Dan and Josh are drinking martinis, looking very out of place and feeling very uncomfortable. Josh is looking real worried, saying that this place is giving him the creeps. Dan says, with a nervous laugh, that maybe they shouldn’t have asked the bartender about the child sacrifice rumor. Josh and Dan notice that the bar is quickly emptying of any and all patrons. The bartender comes by and offers them two more drinks on the house. Dan and Josh both look at the drinks and then at each other. Josh says that he needs to go to the bathroom and Dan says that he does too. In the bathroom Josh pulls two guns out and hands one to Dan, with Dan refusing it, shoving it back into Josh’s hands, calling him a fucking psycho. As the two are arguing, the bathroom door busts open and a pair of men wearing suits and tragedy and comedy masks burst in, both holding large knives. Dan takes one of the guns back from Josh and they both blow the two guys away and run out the back of the now completely deserted bar.

(2) Movie Theater
(a) Dan and Josh, after traversing a crowded, festival holding street, enter a packed movie theatre and take seats. Dark shadowy figures appear at all of the exits and all of the other audience members of the theater quickly exit. The film on the screen displays cigarette burns until dissolving away to whiteness before presenting a large ‘COWAN’ on an all dark red background. The figures, now revealed as wearing the same outfit as the cultists that attacked Dan’s dad, have firearms and attack. Dan and Josh fight their way out of the theatre and into the street.

(3) Deserted Downtown
(a) Dan and Josh emerge from the theatre into a formerly bustling, but now completely empty and deserted downtown. Cultists attack and the pair fight their way back to Dan’s car and escape.

vi) Lansing – 12:45 AM Sunday Morning

(1) Governor’s Mansion
(a) Governor Odinga and the state Attorney General give a press conference on the serial killer. They explain that they wouldn’t have held it at such a late hour, save for some breaking news. The pair announce that they are now seeking Dan and Josh as the suspects in the child killings. The end. For now.

Friday, November 14, 2008

'Sleepy' & 'Scratch' - Scumbags Supreme

These two fine pieces of artwork come courtesy of Cowan concepter Brendan. Sleepy's going to be the dealer that Mike and Barry interrogate in the Evergreen scene of the story outline. These guys are a couple of real winners; their profiles and concepts are below:


Matt ‘Sleepy’ Smalls

-32-year-old black male
-heroin dealer in the Detroit of the late ‘70s
-5’9”, very thin
-brown eyes, black hair
-wearing ‘70s street clothes
-thinks his gun is awesome; sells drugs to kids and has them sell drugs; is a complete and total scumbag



Adam ‘Scratch’ Gist

-24-year-old white male
-is late '70s suburban-Detroit’s main heroin distributor; works with Sleepy
-5’11”, overweight
-brown hair, blue eyes
-wears ‘70s punk clothes
-doesn’t carry a gun; really likes his knife; sells drugs to suburban kids and has them distribute it throughout metro-Detroit high schools; is a complete and total scumbag

Wednesday, November 12, 2008

Story Outline - Detroit 1976


Here's a draft of Cowan's story outline--it's the first half of the game, taking place in 1976 Detroit (nicely pictured in the shot above). The second half takes us all the way into the present day. This isn't a very happy story and the first half doesn't have a very happy ending--then again, the second half doesn't really either; not because it's particularly sad, but because it's a cliffhanger, suckas! FRANCHISE.

P.S.

When searching for pics of Detroit in 1976 I came across talk of Detroit's Red Devil--never heard tell of such a thing before. Interesting: The Nain Rouge


Cowan

1) 1976
i) Detroit
(1) Brightmoor

(a) Drug House
(i) Mike O’Brien and partner Barry Odinga are found, taking cover behind their unmarked patrol car, engaged in a shootout with suspected cocaine and heroin traffickers. Many low-level hoods, thugs, and dealers are taken out by the pair of detectives, but one suspect, wearing a strange looking mask, escapes, though, only after he is forced to abandon a briefcase. After the shootout, victorious, the pair of detectives discover mass quantities of heroin and cocaine, as well as the abandoned briefcase, its contents unceremoniously scattered on the floor. Among the stacks of cash spilled out from the briefcase, there are photographs of young boys and girls, ranging in age from pre- to early-teens, some bound and gagged, with others either in sexually explicit poses or shown being abused. Mike and Barry are filled with disgust and express regret that they weren’t able to kill all of the suspects at the scene.

(2) Cass Corridor

(a) The Old Miami
(i) Later that night, Mike’s seated at the counter of his favorite bar, The Old Miami, talking to his good friend Ronnie Underway. Ronnie and Mike have a nice chat. Mike gets a call from Barry, dialing the bar’s phone, and informs Mike that they think they’ve identified one of the kids in the pictures. Mike leaves to meet Barry.

(3) Southfield

(a) Parking lot of an office building at Ten Mile Road and Greenfield
(i) Mike arrives to meet Barry and the numerous other county and city authorities. Mike sees a sheet draped over a snow bank, giving the approximate size and shape of a child, not yet quite a teen. Barry’s feeling fucked up and Mike just gets angrier. Barry informs Mike that he believes it’s Matt Webb of Ferndale, reported missing by his family just four days ago. Mike says it’s time to go find out who the guy in the mask that dropped the briefcase is and he and Barry take off.

(4) Brightmoor 11:30 PM

(a) Evergreen
(i) Mike and Barry see a dealer standing on the street corner and pull up next to him. The dealer pulls a gun and fires at the pair of detectives. Mike and Barry give chase through the neighborhood, as the dealer’s gang member buddies try to take the cops out. The dealer is eventually caught and Mike extracts the info out of him that his connection is based out of the Cass Corridor—some white guys that like kids, white and black, the dealer says. The dealer also tells that he knows his connection has been abusing black kids in the city for some time now and that they frequently work out of a bike shop in the Corridor. Mike thinks about killing him. Barry tells Mike that he needs to get back to his family and then they part ways, with Mike falling asleep in his car nearby the Cass Corridor bike shop.

(5) Cass Corridor 3:00 AM

(a) Bike Shop
(i) Mike wakes up to the noise of the bike shop’s security grate being unlocked and sees two men enter the shop. Mike watches them walk downstairs and, after a minute, Mike begins to hear some kids faintly screaming. Mike smashes through the glass door and charges down the stairs after them. In the store’s basement, there are kids locked in cages like animals and the two men are now wearing dark ritualistic robes and masks. One pulls a gun on Mike, who proceeds to blow him away, while the other triggers a hidden switch and a secret passage reveals itself in the wall and the surviving member of the pair escapes down the passage. Mike frees the kids and goes upstairs to call Barry over and to request backup. Mike charges down the secret passage.

(b) Secret Passage
(i) The passage is full of cultists wearing robes and masks similar to that of the fleeing suspect. Mike dispatches them all and corners the suspect. Mike rips the masks off of the suspect and is visibly shocked and upset by what he sees. Barry appears on the scene, with Mike almost mistaking him for a cultist. Barry explains that he knows who it is that was hiding under the mask and that he has a family to think about and shoots Mike in the back, killing him.

Monday, November 10, 2008

Barry-san

Those are Bryan's latest with my profile below.

Barry's Mike's partner--Barry's going to betray Mike. Ain't that about a bitch?


Barry Odinga

-33-year-old black male detective of the Detroit Police Department (light complexion)
- Lives and works in the Detroit of 1976-1977
-Brown suit
-mustache
-regulation firearm
-full black hair, brown eyes, 6’, ½”, thin, but healthy build, trim
-smokes
-family man, married, father of three
-ostensibly strong, but lacks solid moral foundation