William S. Burroughs

Total Page:16

File Type:pdf, Size:1020Kb

William S. Burroughs TM Roleplaying in a World of Secrets, Lies and Conspiracies “Paranoia means having all the facts.” – William S. Burroughs 11/16/16 2:46 AM v. 13.12 © 1999 Ion Storm Ltd. All Information Proprietary and Confidential * It’s pronounced “Day-us Ex” so don’t ask me again… CREDITS Producer & Project Director Warren Spector Programmers Chris Norden – Lead Programmer & Assistant Director Scott Martin, Albert Yarusso Designers Harvey Smith – Lead Designer Robert White – Design Team Lead Marshall Andrews, Ricardo Bare, Monte Martinez, Steve Powers Sheldon Pacotti, Austin Grossman, Chris Todd – Dialogue Scripting Artists Jay Lee – Lead Artist Clay Hoffman, Russell Hughes Rob Kovach, Nghia Lam, Terry Manderfeld, Hugh Suh Audio Director Stan Neuvo Support & Administration Peter Marquardt – Associate Producer Chad Warren – Hardware/Net/Tech Support Chad Barron – ION Storm Quality Assurance John Kavanagh – Eidos Honcho James Poole – Publisher’s Producer Jonas Eneroth – U.S. Development Manager, Eidos UK Flavia Timiani – Localization Manager, Eidos UK Jeffrey Groteboer – Localization Manager, ION Storm Mike Breslin, Gary Keith – ION Storm/Eidos Marketing William Haskins, Bill Nadalini, Dave Cash – ION Storm Web Support Special Thanks Tim Sweeney & the rest of the Unreal Team – for Unreal Dave Beyer, Christian Divine, Kraig Count, Dan Rubenfield – early design contributions Chuck Crist, James Daly, Ben Herrera, Mike Miller, Paul Richardz, Jeff Wand – add’l artwork Doug Church, Marc LeBlanc, Art Min, Ian Livingstone – support and design input Cpl. Mike Shears, Philip Spector, Leona Spector – research assistance Michelle Bagur, Jennifer Emert, Mark Fletcher, Leesa Grills, Rob Legg, Michael O’Reilly, Steve Pittsenbargar & Pam Wolford – add’l administrative & technical support John Romero, Tom Hall, Jerry O’Flaherty, Todd Porter, Mike Wilson & Bob Wright – for giving us a home when we needed one 11/16/2016 © 1999 by Ion Storm, Ltd. All Information Proprietary and Confidential 2 TABLE OF CONTENTS TABLE OF CONTENTS ............................................................................................................................... 3 1. GAME SUMMARY ................................................................................................................................... 9 DELIVERY DATE .......................................................................................................................................... 9 GENRE ......................................................................................................................................................... 9 CATEGORY .................................................................................................................................................. 9 SIMILAR TITLES........................................................................................................................................... 9 LOOK ........................................................................................................................................................... 9 HIGH CONCEPT ............................................................................................................................................ 9 KEY POINTS ................................................................................................................................................ 9 GAME SUMMARY .......................................................................................................................................10 BACKSTORY ...............................................................................................................................................12 KEY PLAYERS’ MOTIVATIONS....................................................................................................................19 HIGH LEVEL PLOT OVERVIEW ....................................................................................................................24 TECHNOLOGY .............................................................................................................................................25 SYSTEM REQUIREMENTS ............................................................................................................................25 2. SCHEDULE ..............................................................................................................................................26 3. PRE-GAME FLOW ..................................................................................................................................28 FIRST SPLASH SCREEN – PUBLISHER ..........................................................................................................28 SECOND SPLASH SCREEN – DEVELOPER .....................................................................................................28 INTRODUCTORY CINEMATIC .......................................................................................................................28 MAIN MENU ...............................................................................................................................................29 CHARACTER CREATION ..............................................................................................................................29 MISSION MAPS ...........................................................................................................................................30 ENDING A MISSION .....................................................................................................................................30 4. MISSION DESCRIPTIONS......................................................................................................................31 M00: TRAINING ..........................................................................................................................................31 M01: LIBERTY ISLAND ...............................................................................................................................31 M02: SHUT DOWN A POWER STATION SO UNATCO CAN RAID AN NSF BASE ............................................32 M03: ASSASSINATE LEBEDEV AND RECOVER HIJACKED AMBROSIA ..........................................................35 M04: BROTHER IN PERIL ............................................................................................................................40 M05: ESCAPE FROM NEW YORK ................................................................................................................43 M06: FIND TRACER TONG, RESTORE THE DRAGON’S TOOTH SWORD, INFILTRATE A SECRET MAJESTIC 12 LAB AND SHUT DOWN GRAY DEATH/AMBROSIA PRODUCTION. ..................................................................45 M07: MISSION 07 DOES NOT EXIST .............................................................................................................50 M08: FIND STANTON DOWD ......................................................................................................................50 M09: THE FEMA FACILITY AND THE FREIGHTER ......................................................................................51 M10: AID SILHOUETTE TO GAIN ACCESS TO NICOLETTE DUCLARE ...........................................................55 M11: FIND MORGAN EVERETT AND BLOCK ICARUS’ ATTACKS ..................................................................58 M12: HELP THE VANDENBERG X51 RESEARCHERS AND LINK DAEDELUS TO THE MAJESTIC 12 NET .........60 M13: MISSION 13 DOES NOT EXIST. ............................................................................................................64 M14: RECOVER A UC COMPONENT FROM A SUNKEN LAB FOR GARY SAVAGE ...........................................64 M15: THE SECRET OF AREA 51 AND THE END OF BOB PAGE ......................................................................66 11/16/2016 © 1999 by Ion Storm, Ltd. All Information Proprietary and Confidential 3 5. CHARACTERS .........................................................................................................................................70 NPC ANIMATIONS ......................................................................................................................................70 NPC AI – SPECIFIC TRAITS AND “FAMILIES” OF GROUPED TRAITS............................................................71 THE PLAYER CHARACTER – J. C. Denton ..............................................................................................77 J.C.’S REAL NAME .....................................................................................................................................77 Non-Player Characters – Allies & Potential Allies .......................................................................................79 ALEX JACOBSON ........................................................................................................................................82 SAM CARTER ..............................................................................................................................................82 DAEDELUS..................................................................................................................................................82 PAUL DENTON ............................................................................................................................................84 NICOLETTE DUCLARE ................................................................................................................................85
Recommended publications
  • Game Developer Magazine
    >> INSIDE: 2007 AUSTIN GDC SHOW PROGRAM SEPTEMBER 2007 THE LEADING GAME INDUSTRY MAGAZINE >>SAVE EARLY, SAVE OFTEN >>THE WILL TO FIGHT >>EXCLUSIVE INTERVIEW MAKING SAVE SYSTEMS FOR CHANGING GAME STATES HARVEY SMITH ON PLAYERS, NOT DESIGNERS IN PANDEMIC’S SABOTEUR POLITICS IN GAMES POSTMORTEM: PUZZLEINFINITE INTERACTIVE’S QUEST DISPLAY UNTIL OCTOBER 11, 2007 Using Autodeskodesk® HumanIK® middle-middle- Autodesk® ware, Ubisoftoft MotionBuilder™ grounded ththee software enabled assassin inn his In Assassin’s Creed, th the assassin to 12 centuryy boots Ubisoft used and his run-time-time ® ® fl uidly jump Autodesk 3ds Max environment.nt. software to create from rooftops to a hero character so cobblestone real you can almost streets with ease. feel the coarseness of his tunic. HOW UBISOFT GAVE AN ASSASSIN HIS SOUL. autodesk.com/Games IImmagge cocouru tteesyy of Ubiisofft Autodesk, MotionBuilder, HumanIK and 3ds Max are registered trademarks of Autodesk, Inc., in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. © 2007 Autodesk, Inc. All rights reserved. []CONTENTS SEPTEMBER 2007 VOLUME 14, NUMBER 8 FEATURES 7 SAVING THE DAY: SAVE SYSTEMS IN GAMES Games are designed by designers, naturally, but they’re not designed for designers. Save systems that intentionally limit the pick up and drop enjoyment of a game unnecessarily mar the player’s experience. This case study of save systems sheds some light on what could be done better. By David Sirlin 13 SABOTEUR: THE WILL TO FIGHT 7 Pandemic’s upcoming title SABOTEUR uses dynamic color changes—from vibrant and full, to black and white film noir—to indicate the state of allied resistance in-game.
    [Show full text]
  • Examining the Building Blocks of Stealth Centric Design
    Examining the Essentials of Stealth Game Design Youssef Khatib Game Design Bachelor Thesis, 15hp Game Design and Graphics, spring semester, 2013 Supervisors: Ernest Adams, Hedda Gunneng Examiner: Steven Bachelder Abstract Through looking into the inner workings of stealth centric games, this paper aims to find out the essential components of this type of videogames. Examining the history of such games and the design principles of stealth centric games in relation to the participating player this paper will methodically examine games in the light of the arguments of industry professionals. After that a framework is extracted, identifying the principal core components of stealth centric game design. Table of contents 1. Introduction ............................................................................................................................. 1 1.1 Purpose ............................................................................................................................. 2 1.2 Question ........................................................................................................................... 2 1.3 Scope of work................................................................................................................... 2 2. Background .............................................................................................................................. 3 2.1 Avatar Means ................................................................................................................... 4
    [Show full text]
  • Integrating Emergence and Progression
    Integrating Emergence and Progression Joris Dormans Amsterdam University of Applied Sciences Duivendrechtsekade 36-38 1096 AH, Amsterdam, the Netherlands +31 20 595 1686 [email protected] ABSTRACT This paper investigates how structures of emergence and progression in games might be integrated. By leveraging the formalism of Machination diagrams, the shape of the mechanics that typically control progression in games are exposed. Two strategies to create mechanics that control progression but exhibit more emergent behavior by including feedback loops are presented and discussed. Keywords game design, emergence, progression, level design INTRODUCTION Games are complex rule based systems that exhibit many emergent properties on the one hand, but must deliver a well-designed, natural flowing user experience on the other. These two aspects of games, often referred to as “emergence” and “progression” respectively (Juul, 2002, 2005), are generally considered be two different ways of creating gameplay challenges. Put simply, with emergence relatively simple rules lead to much variation in gameplay, whereas with progression many predesigned challenged are ordered sequentially. According to Jesper Juul, “emergence is the primordial game structure” (Juul, 2002, 324); and is the result of the many possible outcomes made possible by the rules in board games, card games, strategy games and many action games. Games of this type can be in many different states: the displacement of a single pawn by one square in a Chess game can make a huge difference. The number of possible combinations of pieces on a Chess board is huge, yet the rules easily fit on a single page. Something similar can be said of the placements of residential zones in the simulation game SimCity (Maxis Software, 1989) or the placement of a units in the strategy game like Starcraft (Blizzard Entertainment, 1998).
    [Show full text]
  • Bookworms Book Group Books Read, 2002-Present
    Bookworms Book Group Books Read, 2002-present Date Title & Author Feb-02 The shipping news / E. Annie Proulx. Mar-02 Artemisisa / Alexandra Lapierre Apr-02 Death comes for the archbishop / Willa Cather. May-02 Good in bed : a novel / Jennifer Weiner. Jun-02 Weight of Dreams / Jonis Agee Jul-02 I capture the castle / by Dodie Smith. Aug-02 Postville : a clash of cultures in heartland America / Stephen G. Bloom. Sep-02 The moon is a harsh mistress / Robert A . Heinlein. Oct-02 The world below : a novel / Sue Miller. Nov-02 The sparrow / Mary Doria Russell . Dec-02 Confessions of an ugly stepsister / Gregory Maguire. Jan-03 The big sleep / Raymond Chandler. Feb-03 Wuthering Heights / Emily Bronte. Mar-03 Georgiana : Duchess of Devonshire / Amanda Foreman. Apr-03 The president ' s daughter / Barbara Chase- Riboud . May-03 The hitchhiker's guide to the galaxy / Douglas Adams. Jun-03 On the road / Jack Kerouac . Jul-03 The Eyre affair : a novel / Jasper Fforde. Aug-03 Homecoming / Cynthia Voigt . Sep-03 Holes / Louis Sachar. Oct-03 Pope Joan : a novel / Donna Woolfolk Cross. Nov-03 Short Stories of Edgar Allan Poe and H.P Lovecraft Dec-03 The wooden sea / Jonathan Carroll. Jan-04 Everything is illuminated / Jonathan Safran Foer. Feb-04 Possession : a romance / A.S. Byatt Mar-04 The orchid thief / Susan Orlean. May-04 Catch - 22 / Joseph Heller. Jun-04 Nickel and dimed : on (not) getting by in America / Barbara Ehrenreich. Jul-04 Lost in a good book : a novel / Jasper Fforde. Aug-04 Dating Big Bird / Laura Zigman.
    [Show full text]
  • Marathon Trilogy Manual
    ™ © 1997 Bungie Software Products Corporation. All Rights Reserved. Thanks! Thank you for purchasing the Marathon Trilogy Box Set. It is because of your support, as our customer, that we are able to continue to develop cutting-edge products. Please Don’t Pirate! Please don’t give copies of the Marathon Trilogy to any of your friends. We could really use the cash! Customer Support As our customer, you are our most important asset. If you have any questions about how to use or install this software, please get in touch with us through one of the channels listed below. We are more than happy to help you out. Please keep in mind, though, that we do not offer hints by phone. Many questions (especially hints) can be answered on our web site at (www.bungie.com). Bungie Software Products Corporation Customer Support PO Box 7877 Chicago, IL 60680-7877 Telephone: (312) 563-6200 Facsimile: (312) 563-0545 Internet: [email protected] WWW: http://www.bungie.com America Online: Bungie1 If you need to buy stuff from us call 1 800 295 0060 or visit our web site! Marathon Trilogy ➤ table.of.contents To Be A vidmaster .............................................................................................3 Getting Started ...............................................................................................4 Main Screen .....................................................................................................5 Preferences .....................................................................................................6 Controls
    [Show full text]
  • Trilogy Manual(J)
    ™ © 1997 Bungie Software Products Corporation. All Rights Reserved. 感謝! Marathon Infinityを買ってくれてありがとう。皆からのサポートのお陰で画期的な製品の開発をこれか らも続けることができるよ。Marathonのシリーズを全て買ってくれた君は非常にナイスな奴だと思って いる。 違法コピーはやめよう!! 絶対に、Marathon Trilogyのコピーを友達に渡さないでくれ。我々はこれで生活していることを忘れな いで欲しい。 カスタマーサポート 君たちは我々にとって大変貴重な財産だ。このプログラムのインストール方法、使用方法について質 問がある場合は、国内販売元まで問い合わせて欲しい。だが、ゲームのヒント、プレーに関する情報 を渡すことはできないので注意して貰いたい。 国内販売元: アテイン株式会社 〒101 東京都千代田区神田須田町2-19-8 Tel: 03-3255-4722 Fax: 03-3255-5680 http://www.attainj.com お問い合わせの際には質問とご一緒に住所、氏名、Tel / Fax、お買い求めの販売店、ご使用 の機種などお書き添えください。 Marathon Triloy ➤ 目次 ヴィドマスターとなるために ............................................................................................................................... 3 序説 ........................................................................................................................................................................... 4 初めの一歩 ............................................................................................................................................................... 6 メインスクリーン ...........................................................................................................................................................5 環境設定 ................................................................................................................................................................... 6 コントロール ........................................................................................................................................................... 8 Marathonのインターフェイス
    [Show full text]
  • System Shock 2®
    sysshock man -eng 02/05/2000 9:11 Page 1 SYSTEM SHOCK 2¨ WARNING: TO OWNERS OF PROJECTION TELEVISIONS STILL PICTURES OR IMAGES MAY CAUSE PERMANENT PICTURE-TUBE DAMAGE OR MARK THE PHOSPHOR OF THE CRT. AVOID REPEATED OR EXTENDED USE OF VIDEO GAMES ON LARGE- SCREEN PROJECTION TELEVISIONS. EPILEPSY WARNING PLEASE READ BEFORE USING THIS GAME OR ALLOWING YOUR CHILDREN TO USE IT. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. PRECAUTIONS TO TAKE DURING USE • Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows. • Preferably play the game on a small screen. • Avoid playing if you are tired or have not had much sleep. • Make sure that the room in which you are playing is well lit.
    [Show full text]
  • Hyperdistribution and the Future of Copyright Economics
    Institutionen för studier av samhällsutveckling och kultur – ISAK LiU Norrköping Hyperdistribution and the future of copyright economics - A study of the contemporary Nordic Gaming industry Jimmy Rosén Masteruppsats från Mastersprogram i Kultur och mediagestaltning Linköpings universitet, LiU Norrköping, 601 74 NORRKÖPING ISAK-Instutionen för studier av samhällsutveckling och kultur LIU-ISAK/KSM-A- -09/02- -SE Handledare: Kosta Economou Nyckelord: Fairclough, Diskursanalys, Upplevelse, Ekonomi, Organisationsstudie, Norden, Spelindustrin, Hyperdistribution, Fildelning, Piratkopiering. Abstract Rosén, J. 2009. Hyperdistribution and the future of copyright economics A study of the contemporary Nordic Gaming industry. Master thesis. This interdisciplinary study shows that because of the changing demands from consumer caused by the growing influence of the internet and file-sharing the Nordic Gaming industry is going through an economic evolution. This result was derived by using qualitative questionnaires directed towards Gaming industry decision makers in the Nordic region combined with critical discourse analysis based on the methodology of Norman Fairclough, using theories of different characters to understand the field. In this thesis the case of the Nordic Gaming industry is used to assert that because of changing demands of consumers and an ever growing piracy movement, societies are evolving into transitional economies where it is increasingly harder to sell products consisting of pure information. Contents List of illustrations ...................................................................................................................................
    [Show full text]
  • Thiefds Pc Man Eng 18/5/04 5:21 Pm Page 2
    ThiefDS_pc_man_eng 18/5/04 5:21 pm Page 2 2 ThiefDS_pc_man_eng 18/5/04 5:21 pm Page 3 Contents Getting Started .................................................................4 Running Thief: Deadly Shadows ........................................5 Controls............................................................................6 The Story ..........................................................................8 Game Screens...................................................................9 Managing Your Games....................................................10 Playing Thief: Deadly Shadows........................................11 Using the HUD ...............................................................11 Moving Around ..............................................................12 Looking Around .............................................................13 Using Weapons and Items ..............................................13 Firing Arrows and Projectiles ..........................................14 Fighting and Dying .........................................................15 Picking Locks ..................................................................16 City Map.........................................................................17 Finding and Selling Loot .................................................18 Being Stealthy.................................................................19 Viewing Mission Objectives............................................20 Winning Missions ...........................................................20
    [Show full text]
  • Foundations of Gameplay for Hundreds of Millions of People
    Found ABSTRACT People in all known cultures play games and to- (1) An analytical contribution to understan- at day digital gaming is an important leisure activity ding gameplay was done in the gameplay design ion FoundationS oF GAmeplAy for hundreds of millions of people. At the same patterns work. The patterns are described as an time game design has developed into a profession approach to both analyse existing games and aid of its own. There are several practical game design in designing new games. The patterns describe S o guidelines and text books but they rarely manage recurrent gameplay structures and also analyse F to connect their findings into relevant areas of these structures from the design material point G research such as psychology and design research. of view. A Understanding game design, both as an activity (2) A theoretical study of basis for gameplay ex- mepl and as an end result of that activity, in a more periences was conducted through review of rele- profound way could alleviate this problem. vant models and theories in neuroaesthetics, cog- The main goals of this thesis are to understand nitive and social psychology and game research. A y in a more profound way how to design games and The framework offered in the thesis explains why based on that understanding develop frameworks certain gameplay structures are more recurrent Jussi Holopainen and methods for aiding game design. By exten- based on defining gameplay as caricatures of in- ding knowledge about game design can not only tentional behaviour. improve the quality of the end-products but also (3) The game design patterns approach and re- expand the potential design space even in unpre- search through design projects have contributed dictable ways.
    [Show full text]
  • Tor Books January 2022
    TOR BOOKS JANUARY 2022 The Starless Crown James Rollins The first book in a new series from #1 New York Times Bestselling author James Rollins, The Starless Crown is a page-turning tale of action, adventure, betrayal, ambition, and the struggle for su... An alliance embarks on a dangerous journey to uncover the secrets of the distant past and save their world in this captivating, deeply visionary adventure from #1 New York Times bestselling thriller-master James Rollins. A gifted student foretells an apocalypse. Her reward is a sentence of death. Fleeing into the unknown, she is drawn into a team of outcasts: FICTION / FANTASY / EPIC Tor Books | 1/4/2022 9781250816771 | $27.99 / $37.99 Can. A broken soldier, who once again takes up the weapons he’s forbidden to wield Hardcover with dust jacket | 560 pages | Carton and carves a trail back home. Qty: 12 9.3 in H | 6.1 in W A drunken prince, who steps out from his beloved brother's shadow and claims a Other Available Formats: purpose of his own. Ebook ISBN: 9781250842510 Audio ISBN: 9781250845474 Audio ISBN: 9781250845481 An imprisoned thief, who escapes the crushing dark and discovers a gleaming artifact—one that will ignite a power struggle across the globe. On the run, hunted by enemies old and new, they must learn to trust each other in MARKETING Marketing Campaign order to survive in a world evolved in strange, beautiful, and deadly ways, and - National media campaign uncover ancient secrets that hold the key to their salvation. - National author tour - National consumer advertising, including media outlets such as Entertainment But with each passing moment, doom draws closer.
    [Show full text]
  • Soon I Will Be Invincible Release FINAL
    FOR IMMEDIATE RELEASE Jill Evans La Penna SHOUT Marketing & Media Relations 312-226-6727 [email protected] Media passes, photographs, videos, interviews and additional materials are available on request. Lifeline Theatre Presents Soon I Will Be Invincible, A World Premiere Musical Adaptation Of The Novel by Austin Grossman Opens Tuesday, June 9 Author Austin Grossman Visits Lifeline Theatre for a Book Signing and Talkback on June 13 Performance with Touch Tour and Audio Description on July 18 Performance with Open Captioning on June 26 CHICAGO – Lifeline Theatre presents a world premiere musical adaptation of Austin Grossman’s 2007 novel, Soon I Will Be Invincible, by Lifeline Theatre ensemble member Christopher M. Walsh (Non-Equity Jeff nomination: New Adaptation, A Tale of Two Cities, Lifeline Theatre), with music and lyrics by Christopher Kriz (Jeff Award and Non-Equity Jeff Award-winner for Sound Design; three-time Non-Equity Jeff Award nominee for Original Incidental Music), and directed by Lifeline Theatre ensemble member Paul S. Holmquist (Non-Equity Jeff Award: Best Production-Play, The Island of Dr. Moreau, Lifeline Theatre; Non-Equity Jeff nomination: Director-Musical, The Robber Bridegroom, Griffin Theatre). The devious Doctor Impossible has escaped from prison and legendary superhero CoreFire has vanished without a trace. With the fate of the world in their hands, the New Champions have mere hours to recover their fallen comrade and stop their arch-nemesis before his doomsday device is complete. Joined by Fatale, a cyborg with an arsenal of deadly hardware and a host of self-esteem issues, the mighty super-team must face their darkest hour – and the truths buried in their deeply troubled pasts.
    [Show full text]