Game Development Reference
In-Depth Information
Sam Wells, a 46-year-old blues musician, boards a bus on an otherwise aver-
age mid-afternoon. He settles into his seat, falls asleep, and sets out on what
appears to be an uneventful journey.
Sam awakes to find the bus has pulled over to the side of the road with its haz-
ards blinking. Every passenger has vanished, save one: Job Waters, an electrician
who seems to know less about what has happened to them than Sam does.
The two stranded passengers set out for a journey into the town of Crestwood,
only to discover it is overrun with an endless array of disturbing creatures
who wish nothing more than to add Sam and Job to the long list of missing
townspeople. There is little choice but to run and attempt to fortify within any
space available and with whatever dilapidated pieces of scrap are left for them.
Weapons are scarce, food nonexistent, and each moment of life becomes more
precious by the second. A breakneck tension takes an uncompromising hold on
the events and refuses to let go. An uneasy feeling permeates the minds of the
two survivors; there seems to be more to this forsaken spot of the earth than
previously thought.
Their journey takes them through the various overrun hallmarks of the town:
a farmhouse, a church, a warehouse and finally, the Crestwood police station,
located on the downtown strip. Here they discover a seething nest, steadily
spawning creatures to attack the town. Sam and Job take it upon themselves
to raze the downtown core and thus, the nest, by lighting fortifications on fire.
Successful, they escape to the bus station, steal a bus and leave the town hop-
ing their nightmare is over. Sam, exhausted, collapses into a bus seat and falls
asleep. He wakes only to discover he is in the exact same situation as he was
when he arrived in Crestwood. The bus is pulled over, the hazards are blinking,
and Job is nowhere to be seen. Unsure of whether Job was real or imagined,
Sam breaks down under the pressure as a horde of new creatures descends upon
the bus.
Red Harvest matinees
The Red Harvest matinees are comprised of motion comics that will serve as
narrative devices used in the game. They include an introduction establishing
the setting and characters, interstitials between the levels, and a conclusion to
end the story.
Opening intro (loads into Level 1, Farm)
1. Sam Wells is at a busy bus terminal in the city. The afternoon sun
is bright and the city is loud: other cars, passengers, all make a
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