Game Design

(Elliott) #1

being theCartwheelerthat ripped his door off is now in that cell. The player sees
aScared Prisonergrab onto the bars and scream for his life before he is ripped off
the cell door by the Cartwheeler from the darkness behind him. The player hears
the screams of the Scared Prisoner suddenly come to a stop as he is apparently
killed in the darkness.
DH5. TheFlashlight Guardin theGuard Stationwalks out from the station to the
hall outsideDeath Row. He shines hisFlashlighttoward the player and says,
“Prisoner! Back to your cell while we sort this out!” Suddenly he is jerked up into
the ceiling, blood drips down, and his Flashlight clatters to the ground below, leav-
ing only theBatteriesfor Torque to pick up (once he leaves the Death Row
cellblock).
DH6. Investigating the rest ofDeath Rowafter seeing the guard killed, Torque sees
oneOther Cellwith its door open. Torque goes into the Other Cell and in it finds a
dead inmate with a look of terror frozen on his face, aShivstuck straight into his
chest. Walking close to the body, Torque gets the Shiv.
DH7. From within thisOther Cell, Torque hears a door-being-ripped-off sound and,
leaving the Other Cell, sees the gate toDeath Rowhas been removed. Fore-
boding and frightening sounds come from the darkness of the hallway.
DH8. Leaving theDeath Rowarea, Torque ventures into the dark and frightening hall-
way (picking up theBatteriesalong the way), expecting to see theCreaturethat
killed theFlashlight Guard. However, there is no Creature there any more. The
player finds aMapof theDeath Housein theGuard Station.
DH9. To the left the hallway leads to a door that is locked and aMiscellaneous Room
that contains aLarge Windowthat the player can go into to find someRevolver
Ammo. Here the player finds a number of dead guards. The player can look out of
the Large Window and see theCourtyardbelow, watching an altercation between
PrisonersandGuards. Soon indistinctCreaturesrush into the fight and the
Prisoners and Guards unite to try to fight them off, but are slaughtered in the
process.
DH10. A dimly lit hallway stretches in the opposite direction of the dead end. As the
player moves down this hallway, anEscaping Prisoneremerges and runs up to
him, saying, “We gotta get out of here, follow me!” He then turns and runs down a
hallway that has anOpen Doorto the outside and anExterior Set of Stairs.
Light streams in from the wide open door. The Escaping Prisoner gets ahead of the
player and says, “Hurry up!” right before the whole building rumbles and theCeil-
ingcaves in on him, crushing him and blocking the exit.
DH11. Turning around from the dead end with the collapsed ceiling, the player moves
toward a completely darkened hallway, out of which aWinded Prisonerruns,
panting, leaning over on his knees. “Thank God I made it to the light,” he wheezes.
As the player gets close to him, aCartwheeler, apparently clinging to the ceiling,
swings out of the darkness, impales him with his blades, and yanks the prisoner up
toward the ceiling. The Winded Prisoner’s decapitated head then falls back to the
ground. The Winded Prisoner drops a key to the ground, which the player can use
to open a nearby control room.
DH12. The player is then forced to open the gate the Winded Prisoner was killed
behind using a control switch in the nearby control room. He then heads into the


Appendix B: Sample Design Document:The Suffering 639

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