The diary of a young soldier forced to leave his beloved Country during the Russian revolution.
Africa, a mysterious continent, birthplace of all humanity, the land that first saw human cruelty.
A Irish policewoman, a Indian psychiatrist, a walking dead man, are all prisoners inside a deserted mansion; all the doors and windows are sealed.
A psycho wants to keep the prisoners inside the mansion because “The forgotten children can’t be freed”.
On the surface, all these things appear to be separate, however, they are the leitmotiv of the whole story.
In the game the player will control three characters trapped in the deserted mansion, they will have to explore it looking for a way out.
They’ll have to move inside the mansion and interact with the surrounding objects.
During the game the characters will face a lot of challenges, they will have to use both their mental and physical abilities to overcome them.
The Gameplay changes from static situations in which the player will have to think about how to go past the riddle in front of him, where the player will have time to estimate the clues and find out the solution and go on with the game (similar to puzzle solving or gathering and using items); other times the situations will be frenzied and the player will have to choose and press the right command in the right moment to go on with the game (Quick Time Event).
The game is developed with Unreal Engine 3, the characters move into 3D environments using cameras that will frame the scenes with different angles using a film direction.
The game will stay focused on the story and the main plot.
The Players will begin to discover the lives of the main characters and opponents as they slowly reveal the larger picture of the story itself.
The main characters and opponents are all connected by the past.
They share a tight bond, a blood bond.
Realism and identification are the fulcrum of our game concept.
Every characters has its own personality, and this personality will affect their choices during the game.
The quick tempered policewoman will prefer to break the door with a blunt instrument and not losing time picking a lock.
The irresolute and fearful psychiatrist is going to have many troubles putting his own arm in a dangerous guillotine.
The evolution of the plot occurs on a twin course.
Through the opponent’s diary, the players, during the game, will see some flashbacks revealing the contents of the diary itself.
Slowly they’ll find out what happened to the opponent of the story and why he wants to free these ancient spirits and why the characters are locked into the mansion.
The second course is the game itself.
Turning the course of the game, the player will find out the main characters’ past and above all that the psycho who is trying to stop them from leaving the mansion is not the real opponent in the story.
Toward the end of the game, the player will find himself in a hellish situation but he’ll know what to do to end it.
In the beginning the genre of the game will be thriller/horror with the characters kidnapped by a psycho, with lethal traps everywhere; later in time we’ll see the supernatural element with the waking up of the ancient African spirits.
At this point, the character will have to face monsters that will represent all the evilness in human kind: cannibalism, craziness and violence.
These are the ancient spirits born immediately after the human race. The first murder, the first suicide, the first act of cannibalism created these spirits.
During mankind’s evolution these spirits were banned from our world, hidden with shame.
But a man, looking for revenge, wants to free them and unleash them in out world again.
This fantastic element, keeping the gameplay unchanged, will turn over the concept.
No more traps to overcome, but the main characters will have to flee from these scary monsters and in the same time find out a solution to lock them back in their own world.