Game Design Document: Samsara

Twisted Thought Entertainment

Ben Dapkiewicz, Steve Orarijivbie, Sam Sawzin







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C o n t e n t s

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Contents

1. Executive Summary
Samsara
This Document

2. Game Mechanics
Overview
GUI - Menus
Main Menu
Data Management Menu
Options Menu
In-Game Pause Menu
Saving Data
Camera / Playing Field
GUI - In-Game
HUD
Normal Mode
Possession Mode
Controls
Player States
Soul Form
Body Form
General Movement
Walking / Traveling
Jumping
Possession
What Is It?
Possession Targeting
Body-Body Possession
Soul-Body Possession
Hard Possession
Soft Possession - The Will Ring
Possession Fatigue
Releasing from a Body
Combat / Ability Traits

3. Artificial Intelligence
Enemy Behaviors
AI Degree
AI State
AI Degree / State Relationship

4. Game Elements
Enemy Classes & Statistics
Classes
Class Statistics
Passive Abilities and Behaviors
Enemy Glossary
Soldier Class
Warrior Class
Knight Class
Ninja Class
Sorcerer Class
Cyborg Class
Golem Class
Ability Glossary
Environment Objects

5. World and Character Design
Overall Design
Visual Design
World
Characters
GUI
Audio Design
Story Design

6. Story Overview
Setting
Backstory
Game Plot
Opening
Lab Complex
The Red Sands
The Gilean Forest
Scagarai Islands
Skyscraper Facility
The Baltean Plains
Script / Dialogue

7. Game Progression
Player Choices
Event Outcomes
General Strategy
Utilizing Body Form & Soul Form
Possession Circumstances
Critical Path
Death
Loading Saved Game Data
Extra Game Modes

8. Level Design
Description
Lab Complex
Level Progression
Objects List
Enemies Encountered
Boss Encounter

The Red Sands Desert
Level Progression
Objects List
Enemies Encountered
Boss Encounter

The Gilean Forest
Level Progression
Objects List
Enemies Encountered
Bosses Encountered

The Scagarai Islands
Level Progression
Objects List
Enemies Encountered
Boss Encounter

Skyscraper Facility
Level Progression
Objects List
Enemies Encountered
Bosses Encountered

The Baltean Plains
Level Progression
Objects List
Enemies Encountered
Bosses Encountered




1. Executive Summary

Samsara

Samsara is a side-scrolling 2D platformer with a beat-em-up style of gameplay. The player's main focus is to combat the hordes of enemies that appear throughout each level, in order to reach the end of the game. The player achieves victory by destroying the leader of the sinister totalitarian State, Gavrillo Sabran, and his stooge the cyborg Ergan Bakres. Though the goal seems simple in nature the method of combat and reaching that goal is vastly different and allows for a variety of choices. The method of progression and combat is different through the number of characters the player can play as through a level. These characters are obtainable through body possession, the primary mechanic.

The primary thing the player does in Samsara is assuming control over another body. The player is able to enslave anybody he/she chooses, whether it be a heavily armored commander with a small contingent of allies to guide or an agile assassin skilled in stealth. Restrictions do apply on certain characters that cannot be possessed, such as mindless enemy characters and most bosses. Upon controlling an enemy character, the player is able to roam around and use the character's abilities to progress. There are conditions that apply to when a player can enslave another body and what happens when that body is destroyed.

In this game, players have two interconnected forms with which they play the game. The player uses the soul form, an ethereal form that allows the enslavement of bodies in the physical world, and the body form, which is the enslaved body that allows for interaction in the physical world, and thus progression through it. The body form is an agent to act upon the physical world with which the soul form could not. The player must constantly switch in and out of these different forms as conditions permit in order to fully progress through a level. Each body the player enslaves has a different play style associated with it, allowing for different interaction with the game world and its characters.

This mechanic of enslaving other bodies to progress through a level will allow the player to make many choices on how to complete that level in terms of combat. This is primarily combat driven, where there are few puzzle elements, so the enemy characters will reflect that. Each section has a wide variety of basic enemies, each with general combat abilities, and advanced enemies with more specialized forms of combat. The player may find certain enemy characters, although difficult to enslave, to be extremely useful in the long run and provide many combat techniques to advance through each level. On the other hand, players may find that enslaving the weaker basic enemy characters will prove to be more useful as they are easily enslaved and quick to jump into battle. The final alternative is for the player to continually switch in and out of each body, completely exhausting the enemy forces by quickly jumping from one to another redirecting enemy fire to their own.

This Document

This document details the design of Samsara, in its design for release on the XBox360 Community Games online, download service.

Herein, the terms "enemy character", "enemy", "enemy body", and "body" are used interchangeably for all enemies, with the exception of the Golem, War Machine, and Boss characters, which are enemies but not "bodies" (they cannot be possessed).






2. Game Mechanics

Overview

Samsara is a single-player, two-dimensional side-scrolling brawler, in which the player possesses enemy characters and utilizes their abilities to combat and progress through each level. The player controls Tschaka, a warrior spirit with the ability to possess enemies by projecting his spirit into their bodies. In possessing an enemy, the player is allowed full control over that character, but is bound to the restrictions of inhabiting a mortal; Every enemy has a limited amount of health, and can only last so long against the countless other enemies and hazards that block the player's path. Game mechanics are designed to utilize enemy abilities in combative situations in order to progress through the game, encouraging the player to constantly possess new enemies while also having enough time to fully appreciate the abilities of his/her current character.

GUI - Menus

Main Menu

Upon beginning the game, the player is introduced to the Main Menu screen. Here the player has several options to select, laid out in simple list format:

Data Management Menu

In this menu the player can choose between 3 different file 'slots', which demonstrate different spaces in which to save game progression. By default each slot is empty of data and titled 'New Game' until the player selects it, who thereby begins to play Samsara. A slot containing saved game data is titled with information on the status of the player's progression, and will load Samsara to the saved point if selected. (For more information on saving game data, see: Saving Data)

An 'Erase Data' option can also be selected by the player, which enables the player to erase the data of any slot selected - reverting a slot to 'new Game'.

Options Menu

Consists of the following options, each of which opens to its own submenu:

In-Game Pause Menu

A player pausing the game is presented with this menu, consisting of the following options:

Saving Data

At certain points in each level, the player will have the opportunity to save his/her progress. This opens the Data Management Menu, in which the player selects a slot to save data. If a slot already containing data is selected, a Yes/No prompt is presented to the player, with the question of overwriting data.

Camera / Playing Field

The Playing Field, in which the player's position is always located, exists always as the lower half of the screen area. Employing a pseudo-isometric perspective, the middle of the screen's height serves as a horizon line, and a means to visually communicate characters' positions in depth. No scaling of characters will occur as a means to convey perspective or depth- instead, the illusion of perspective will be achieved with environment art.

A character's position (X, Y, and Z) within the Playing Field is communicated largely by the position of its feet onscreen. Movement along the X & Z plane corresponds directly to a character's horizontal and vertical position onscreen, with vertical (non-jumping) movement representing changes in depth toward and away from the horizon line. A character may stand at the apparent 'top edge' of the Playing Field just below mid-height of the screen- as such, a character's height may actually project them above the horizon line. When a character jumps, its vertical position onscreen goes upward, and its position on the X and Z is represented with a shadow on the terrain immediately below.

In the game and at all times, the camera remains parallel to the Playing Field and never changes its 'distance' from it. At any given point in the game, the camera will be in one of three states; Navigation, Locked, or Cinematic:

At certain points in each level, in coordination with enemy encounters and story-driven cut-scenes, the camera will change states instantly.

GUI - In-Game

HUD

Normal Mode

Possession Mode

Displayed to the character at all times during gameplay (cut-scenes not included).

At any given time the player will be controlling either a possessed enemy character (Body Form), or Tschaka himself (Soul Form). Respectively, the GUI changes between Normal Mode and Possession Mode:

Normal Mode

In Normal Mode, all of the HUD is displayed onscreen as normal, and Abilities are accessible. The Camera is in Navigation state.

Possession Mode

In Possession Mode, Abilities become inaccessible, and the player is restricted to either selecting an enemy body or returning to Normal Mode. The Camera enters Locked state, and additional visual information pertaining to the possession mechanic is displayed to the player:

Controls

The basic gameplay controls which are available to the player at all times, and their functions during Gamplay, while using Menus, and during Cut-Scenes.

INPUT Gameplay Menus Cut-Scenes
Left Analog Stick Move Tschaka; holding the stick at different pressures results in changes in speed Menu navigation
Right Analog Stick Cycles through targets onscreen during Possession Mode. Targets are cycled through in order of proximity to Tschaka, from closest to furthest.
Left Bumper Releases Tschaka from his currently possessed body
Left Trigger Opens Possession Mode when held down; closes Possession Mode when released [Body Form]
Right Bumper Perform Hard Possession
Right Trigger Perform Soft Possession(opens Will Ring possession mechanic)
A Jump [Body Form]; stop Will Ring needle Confirm Advance Dialogue; Next Dialogue
X Basic Ability 1
B Basic Ability 2 Rescind
Y Special Ability
Start Pauses/unpauses gameplay Skip cutscene (if viewed already- after Continuing)

Player States

Soul Form

Primary Functions:

In Soul Form, Tschaka is able to possess enemy characters to use as agents in the physical world. This form is susceptible to death, as every moment in Soul Form drains Tschaka's Spirit Health. Reaching zero Spirit Health which means failure for the player, and so the main goal while in this form is to possess enemy bodies, both as a means for survival and as a means to interact more with the game world and progress. The two functions for the player while in this form are: 1) The possession of an enemy body 2) Movement in the world as a means to accomplish possession.

While in Soul Form the player can move around the Playing Field, but with a limited scope. The player can move as far as his primary health, or Spirit Health, will allow before it drains completely. Because Tschaka's Spirit Health is continually draining in this form, the player has only a limited amount of to locate a body to harbor. The player is able to replenish Spirit Health only through possessing other bodies.

Body possession is the primary functionality for the player while in Soul Form, specifically Soul-Body Possession. In Soul Form, Tschaka is automatically in Possession Mode, and so the camera is in Locked state, preventing progression through the level. Tschaka also cannot be seen or followed by enemy characters.

Body Form

Primary Functions: Secondary Functions :

Body Form is Tschaka's state when he is in possession of a body (the player enters Body Form by possessing an enemy character). In this form the Camera is in its Navigation state, allowing Tschaka to progress through a level by navigating the environment.

Combat functionality is different depending on the character Tschaka possesses. Each enemy body will have a combination of two basic Abilities and a special Ability, all of which Tschaka will be able to use upon possession.

While in Body Form, the player is susceptible to 'body death'. Each body has a set amount of health (see: Enemy Stats) which will deplete upon receiving damage. Death of Tschaka's body results in him being forced into Soul Form, and receiving a reduction to Spirit Health proportional to the now-corpse's Willpower. Before this occurs, the player may either perform a Body-Body Possession or Release from the body to enter Soul Form.

General Movement

The basics of movement, which are first introduced to the player throughout the opening Lab Complex level, in the form of a tutorial. Tschaka can perform these movements in both Body and Soul Forms.

Walking / Traveling

Tschaka (and all enemy characters) are mobile, and are each capable of traveling at varying speeds within the Playing Field. Tschaka is free to move in 360 degrees of his current position, except when interrupted by the edges of the Playing Field or Objects in the environment. All characters are able to walk through each-other, with the exception of the Golem, War Machine, and Boss characters, who cannot have other characters move through them.

Jumping

All enemy characters whom the player is capable of possessing, are capable of jumping. Jumping serves primarily as a means to navigate the environment, though also aids in combat evasion. All enemies have the same jupm height, except where noted in Character Classes & Statistics.

Possession

What Is It?

Possession is the core mechanic of Samsara - functioning as the hijacking and controlling of a single enemy character's body, such that it becomes Tschaka's body. Tschaka can possess only one enemy body at any given time from either Soul Form or Body Form, respectively titled Boby-Body Possession and Soul-Body Possession. Every enemy in the game can be possessed, with the exception of the Golem, War Machine, and Boss characters. The player has two choices for possessing an enemy body: performing either a Hard possession or Soft possession.

To possess an enemy, Tschaka must first target an enemy.

Possession Targeting

In order to determine which characters are possess-able, Tschaka must be in Possession Mode. When in Possession Mode, Candidate Markers will appear on characters who are both within Possession Range and available for possession. The player may then use the Right Analog Stick to cycle between enemies with Candidate Markers, and select an enemy to possess. If an enemy currently Highlighted moves out of the Possession Area, the enemy closest to Tschaka is Highlighted.

Body-Body Possession

This refers to Tschaka Releasing from a current enemy character and immediately possessing a new one. This type of possession is more costly on Possession Fatigue than a Soul-Body possession, raising the gauge approximately 30%.

Soul-Body Possession

This refers to possessing a character when Tschaka is in Soul Form. When the player successfully possesses an enemy body, Tschaka enters Body Form. Upon entering Body Form, Spirit Health will begin to rejuvenate a certain percentage, based on the character that was possessed. A Soul-Body possession raises Possession Fatigue approximately 15%.

Hard Possession

Performing a Hard possession will immediately transfer Tschaka into a enemy body. It is easier and quicker to perform than a Soft possession, but is noticeable to enemies. When enemies detect a hard possession, they immediately know who to attack among the battlefield. A Hard possession raises Possession Fatigue more than a Soft Possession.

Soft Possession - The Will Ring

In contrast to Hard possession, a Soft possession is subtle, where enemies don't immediately notice which body is possessed. The enemies are only made aware once the player begins combat (see: Game Elements > AI). The benefits of performing a Soft Possession are that enemies lose track of Tschaka's location, giving him a chance to be relieved of combat. It also raises Possession Fatigue less than a Hard possession, however it is more difficult to perform, and may potentially fail.

Soft possession is done using the Will Ring. The Will Ring is a circle that comes onto screen when the player tries to possess a unit, appearing for a split-second before activating. The ring itself has a needle which spins clockwise, and with a hit of a button will stop in one of 3 zones: Soft Possession, Hard Possession, or Failure. The player only needs to land the needle in one of the respective possession zones to have a successful possession, though the Failure zone will cancel the possession (and if the possession is of Body-Body type, the player will be returned to Normal Mode). The size and location of the each zone within the Ring differs with each enemy, in accordance with Will Power. If the needle is allowed to complete one cycle (lasting approximately 1 second), the possession automatically fails.

The Will Ring adds a sense of urgency into possession, while staying quick and simple for combat.

Will Ring

This image depicts an example of the Will Ring, likely for a simple enemy. The ring is separated with the first half as a Failure zone; this represents buffer room for the player to get an idea of where to land the needle. The second half is divided into three sections, two of which are for Hard Possession, surrounding the Soft Possession zone. This arrangement would grant the player a good chance of succeeding at Hard possession, in the event Soft Possession is not achieved.

Sizes of Soft/Hard possession zones are dependent on the Will Power of the enemy. Every instance of an enemy type has the same exact layout of possession zones in the Ring (eg. every Soldier has the same exact Ring). Arrangement of possession areas can be utilized to create risk-reward situations for the player.

Possession Fatigue

The player is able to continually possess bodies, but this will be restricted to an extent with Possession Fatigue. The gauge of Possession Fatigue will continually go down, though it raises each time the player performs a possession. This increase is roughly 15% of the gauge when possessing from Soul Form, and 30% from Body Form. If Possession Fatigue is allowed to fill the gauge, the player cannot possess any more bodies until the gauge returns to zero. This enforces a cool down on the player's possession abilities, so as to implement a risk-reward system to avoid being overused. (also see: Possession Fatigue Gauge).

Releasing from a Body

Releasing from a body means having Tschaka leave Body Form and enter Soul Form. Tschaka can release from a body in one of three ways: The player can initiate the Release, Tschaka's body can be killed, or Tschaka can be forced out of his body by an enemy Ability. In the first and third circumstances, the enemy character Tschaka possessed remains alive, and takes a short time to re-adjust himself. Other enemies may be aware of the Release, depending on the circumstances it occurred in (see: AI).

Combat / Ability Traits

Each enemy has its own unique set of abilities, which have varying traits and effects against the target. Every Ability comprises at least one of the following traits and/or effects. (For the specific list of enemy abilities, see: Enemy Abilities)






3. Artificial Intelligence

Enemy Behaviors

Being one of the primary aspects to the gameplay, the AI behaviors for the enemies must be really compelling and believable. The behaviors must be organized in a way that represents the typical behavior of that enemy and be identifiable with that characters current state. For example, if the enemy is weakened, and his personality is to stay at a certain range from the player, then it is unlikely that this enemy will be charging into combat. Each of these AI behaviors must be taken into account and prioritized for the enemies. Enemies will only enact those behaviors that they closely relate to, and only enact them when it most benefits them.

Additionally, enemies must figure out what paths to take in order to carry out their behaviors. These enemies will determine where to go based on their target's current location, while avoiding those obstacles in the way.

AI behaviors for enemies will be determined through two things: the state of the character and the degree of the state. The degree works in unison with the character state; it defines the magnitude and frequency of the state, while the state defines the character's current personality model. There are three AI states, each with their own set of properties: high, normal, and low. Additionally, there are three AI states, each with their own set of properties: aggressive, defensive, and supportive. Each combination of these will produce a different result for the character's behavior model to follow. Each of these combinations will encompass a position or route for the character to take, and what actions to take once he reaches that destination, if any actions remain. Defined below are all of the AI combinations and the resulting behaviors to be produced.

AI Degree


AI Degree Description
High The character will perform actions of its current state in the most efficient ways it can.
Normal The character will perform actions of its current sate normally, while being a moderately beneficially character its allies.
Low The character will perform actions of its current state in the least efficient way it can. This degree is associated strongly with the AI loafing around and ignoring the world

AI State


AI State Description
Aggressive This state is associated with the character charging the player at all times and thrusting himself into combat where it occurs.
Defensive This state is associated with the character remaining at a distance from the player, while occasionally approaching to attack him.
Supportive This state is associated with the character remaining near other enemy characters as backup units or support for group coordinated attacks. This is also associated with a character prone to be a healer to others.

AI Degree / State Relationship


AI Degree AI State Description
High Aggressive The character increases the frequency at which it strikes at the player, as well as increasing the damage output. The character will also continually charge toward the player.
Normal Aggressive The character's frequency and damage output remain the same, while the AI will continually charge toward the player.
Low Aggressive The character's frequency and damage output are decreased, while the AI continually charges toward the player.
High Defensive The character will stay far more alert and only approach the player at opportune moments.
Normal Defensive The character will remain in a normal defensive stance, staying clear of the player, while occasionally approaching to attack.
Low Defensive The character will stay alert to the player's actions, being clear of the player's swing, while attacking the player more often.
High Supportive The character will search for nearby enemies to stay with and support. Healers will search for those units with the lowest health and heal them.
Normal Supportive The character will stay within the closest group of enemies to support them. Healers will heal only characters within that group.
Low Supportive The character will stay with only one character as a partner, and support him as needed. Healers will only heal that partner character.





4. Game Elements

Enemy Classes & Statistics

Classes

Every enemy belongs to one of seven classes.

Class Statistics

Every enemy character has several statistics which are used to determine how it performs in combat, as well as against hazardous environment objects:


Passive Ability and Behaviors


Enemy Glossary

Soldier class

NAME Phys Def Magic Def STR AGI GUTS WILL Ability1 Ability2 Special BASE TOTAL / Info
BASE 70 30 40 60 70 30 300
Soldier Shoot Gun Smash The general assault unit for the tech side, the Soldier is one of the most common armed forces. Equipped with standard weapons and gear, they're ready to handle many situations.
Gunner (aka Marksman) +5 +10 -5 Shoot Burst Fire Soldiers that have embraced their firearms and become very skilled in the art of marksmanship.
Medic -5 -5 -10 +20 Shoot Combat Heal A weaker soldier trained and responsible for providing first aid on the battlefield. (This unit has limited restoration packs.)
Black Op +5 +5 Shot in the Dark Flashbang These special Soldiers are trained to fight in the dark and hide until the lights go out, at which point they can see their targets with night vision goggles. Their eyes glow when in the cover of darkness. When the player possesses a Black Ops, he gains the goggles, which brighten the screen.
Elite Soldier +5 +5 +5 +5 -10 Burst Fire Gun Smash Speed Boost Highly-trained Soldiers trained in special operations in order to expand their capabilities in unconventional warfare. They have the ability control their adrenaline, giving them a edge in combat, for a price.
Admiral +5 +10 +10 +5 -15 -5 Burst Fire Hover Call Backup Commander of a group of other soldier classes in combat. The Admiral is the highest ranking unit in the soldier class. This unit can hover out of combat range and call for more units to come in to battle.
Assault Trooper +5 -5 +10 Spread Shot Gun Smash Assault trooper armor is similar to a soldier, but weapons and tactics differ. This armor was specifically designed for protection in close combat, making this unit willing to get in for closer fighting. In that range a shotgun is the best weapon shooting spread fire.
Mercenary +5 +5 -5 +5 Spread Shot Throw Explosive Detonate This armored unit was specifically designed for explosive combat.
Viper Soldier +5 +5 Shoot Gas Grenade Has a rifle with an under-slung gas grenade launcher.
Heavy Gunner +10 +10 +15 -25 -5 +5 Chain Gun Fire Missle Lock-On Soldier encased in a powered suit. Heavily armored, and equipped with a chain gun and a rocket launcher.

Warrior class

NAME Phys Def Magic Def STR AGI GUTS WILL Ability1 Ability2 Special BASE TOTAL / Info
BASE 40 60 50 50 60 40 300
Warrior Slash Armored brute men who have shown great vigor and courage to fight alongside the magic users without magic of their own. These strong fighters wear enchanted armor and wield magic swords with might to do battle.
Berserker +5 -5 +5 +5 +10 -10 Slash Leap Attack A warrior that fights in an uncontrollable rage thus can perform things which otherwise seems impossible in battle.
Inferno -5 +5 +5 +5 Slash Fire Breath A warrior gifted with fire breathing creating a large flame by spraying magical energy over their blade.
Champion +10 +10 -5 -10 +5 Blade Whirlwind Reflect War Roar A giant man clad in armor, possessing great strength in each of his blows. (Champions are leader units, commanding warriors and berserkers into combat.)

Knight class

NAME Phys Def Magic Def STR AGI GUTS WILL Ability1 Ability2 Special BASE TOTAL / Info
BASE 70 50 50 30 70 30 300
Knight Slash Shield Bash Development for the Knights was based on anti-magic. These units are limited due to their heavy armor taking time to create. Knights excel in martial combat, and possess enchanted equipment to enhance their already formidable skills.
Holy Knight -10 +10 +5 +5 Slash Shield Bash Heal Knights with shining armor who can heal. These units armor is lighter to allow them to aid of others not only in combat. They are skill in healing but not as power as other healing types.
Royal Guard +15 +15 -10 -10 Slash Shield Bash Shield Cover The heaviest of all Knights, these troops specialize in dispatching other physical melee combatants and ignoring the effects of ranged matter-based assaults.
Raider -10 +10 +10 +5 -5 Slash Heck Armor Piercer Knights without a shield to limit movements equipped with a two hand sword. Skilled at armor-piercing strikes these men are close-range demolitions experts.
Angelic -5 +5 +10 -5 Slash Wind Gust Winged Knights without a shield - they hover in combat and can blow foes backwards with a powerful gust.

Ninja class

NAME Phys Def Magic Def STR AGI GUTS WILL Ability1 Ability2 Special BASE TOTAL / Info
BASE 40 60 30 90 40 40 300
Shinobi (aka Infiltrator) Sword Dance Dash Assassin with cybernetic modifications the tech side dark special forces. The suits are enchanted to make them nigh impossible to detect at night, and magnify motions-giving them a harder hit and making them more effective at unarmed dispatches.
Shadow Assassin (aka Blind Apprentice) +5 +5 -5 +5 Sword Dance Force Push Assassins with cybernetic modifications that blinded them. They sacrificed their eyes for power in the form of synthetic magic.
Raven +5 +10 -5 -5 +5 Sword Dance Chi Blast Counter Attack Few know the true origins of these mysterious Assassins. The Raven is silent and deadly shadows that received orders directly the ruler. They can counter any attack and fire a energy projectiles.
Monk +5 +10 -5 Punch Pull Meditate These Assassins are masters of martial arts and favors barehanded fighting. Skilled with meditative techniques, which improve their power in combat and heal small wounds this unit can also pull in targets into melee range.

Sorcerer class

NAME Phys Def Magic Def STR AGI GUTS WILL Ability1 Ability2 Special BASE TOTAL / Info
BASE 30 70 30 40 20 60 250
Sorcerer Magic Sphere Magic Blast A sorcerer is useless in melee combat, but a master of the forbidden art of magic. This is the most common magic unit with that can create and control energy. Only has light armor but has good magical defenses.
Priest -5 +10 -5 +10 -5 +5 Magic Blast Heal Mass Heal A sorcerer gifted in the magical arts emphasizes replenishing spells such as healing other units hit points and it's self.
Mage -10 +10 +10 -5 +5 Magic Sphere Golem Attack Summon A sorcerer that call on the powerful soulless entities known as Golems. Physically weaker as a trade-off for it high magical potency
Caster +10 -5 +5 Shoot Bolt Raining Bolts A Sorcerer trained to project magical energies as terrestrial energy manifestations. They channel spells through their hands and have increase damage over a simple sorcerer.
Arc Mage -10 +10 +5 -5 +10 Shoot Bolt Seeking Bolt A Caster with increased spell casting proficiency this unit shoots blot the slightly home in on a target.

Cyborg class

NAME Phys Def Magic Def STR AGI GUTS WILL Ability1 Ability2 Special BASE TOTAL / Info
BASE 70 70 70 30 50 50 340
Cyborg Laser Shot Plasma Grenade The highest tech unit their abilities are gained at the cost of their humanity. This unit is build for purely for combat.
Stalker -5 +5 +10 Laser Shot Stab Active Camoflauge This unit is the true master of stealth and evasion. With a cloaking device that makes this unit invisible, it's stealth becomes its deadliest fighting tactic.

Golem class

NAME Phys Def Magic Def STR AGI GUTS WILL Ability1 Ability2 Special BASE TOTAL / Info
BASE 90 30 80 10 90 0 310
Golem Crush These soulless giant made of solid rock and animated by magic brought to life by a mage. This monster superhuman strength to knock down, stun and crush opponents and is the power house for the magic users.
War Machine -5 +5 -10 +40 -20 Crush Particle Cannons Armored unit with four arms superhuman-level strength and durability as well laser guided munitions

Ability Glossary



Slash: A heavy horizontal slash

Leap Attack: Jumps ahead and attacks

Fire Breath: A gout of flame

Blade Whirlwind: Swings his axe around him

Reflect: Returns projectiles

War Roar: a shout, rallying men for battle.

Shoot: Fires in the direction he is facing

Gun Smash: gun's butt in an up close

Burst Fire: Fires three shots from the rifle in quick succession

Combat Heal: Tosses a med pack that heals units

Shot in the Dark: A glowing shoot

Flash bang: A stun bomb

Speed Boost: A unit can move 25% faster

Hover: Unit fly out of melee range

Call for Backup: Summons more units

Spread Shot: Shoots three in a arc

Throw Explosive: A toss of a bomb

Detonate: Blows up explosives

Gas Grenade: A gas bomb

Chain gun: A rapid shot

Fire Missile: A seeking rocket

Lock On: A finds target for missile

Magic Sphere: A shot of aura

Magic Blast: A melee burst of aura

Heal: cures one unit

Mass Heal: cure a number of unit in a area

Golem Attack: send a golem in to a rage

Summon: A call for a golem

Shoot Bolt: fire aura missile

Raining Bolts: fires a number of aura missiles

Seeking Bolt: A homing aura missile

Shield Bash: A slam with a shield

Shield Cover: Stop damage with shield

Heck: A arc melee attack

Armor Piercer: A cut to armor

Sword Dance: A moving slash

Dash: forward boost in movement

Force Push: A burst that moves a target

Counterattack: A returns any attack

Punch: A single melee attack faster than slash

Pull: A burst moves a target inward

Meditate: Boost health and attack power

Laser Shot: Fires a line of energy

Plasma Grenade: sticky bomb

Active Camouflage: Hides unit

Particle Cannons: goes schkwabooom

Environment Objects

Various environment objects exist within the Playing Field, and are either Collide-able or Non-collid-eable, and Hazardous or Nonhazardous. These objects are non-interactive, in that the player is not able to make any kinds of direct changes to them: their positions cannot be changed, and they have no status states. Some can be stood on, and collide-able ones may interrupt enemy projectiles.






5. World and Character Design

Overall Design

The world of Samsara is aesthetically and characteristically designed to play on the styles of 2D video-games made during the 90's. The beat-em-up genre is largely non-existent in gaming today, and so for gamers reminiscent of 90's gaming who wish to experience the genre once again in Samsara, nostalgia plays a large part in appreciation. Games which have all contributed aesthetic influence to Samsara include: Ninja Turtles-Turtles in Time, the X-Men Arcade Game, the Simpsons Arcade Game, Streets of Rage, Battle Toads, Double Dragon, and the more recent Castle Crashers.

Visual Design

World

Aesthetically, the world of Samsara is vividly colorful and somewhat cartoonish. Similar to the universal style of studio animations, characters will be relatively simple in contrast to a detailed surrounding environment. This is not only economical in terms of generating assets during Samsara's production, or merely a nostalgic decision similar to beat-em-ups of the past, but aids in gameplay. It is important for enemies to be visually distinct enough that the player can quickly distinguish them, and understand the conditions Tschaka is in. This is especially imperative since Tschaka at any given time is also in the body of an enemy (though this is aided with the HUD Portrait).

Each level will have a distinct color palette, not only to satisfy the player's expectations of witnessing vivid imagery, but to help reinforce story progression by introducing visual change. Because there are only 6 levels in Samsara, and two of them are very similar, it is imperative each level be as visually unique as possible, to avoid any sense of gameplay being limited.

Characters

Character movements and animations are largely designed under the restrictions of the game's memory. Enemies are all sprite based, and so have limited animations and frames. These limitations, however, do not adversely affect the nostalgic design of 90s 2D games.

GUI

The aesthetic of Samsara is also reflected in the GUI, and more specifically the HUD design. Though the HUD is already comprised of minimalist solid forms, in order to easily convey information, they also gel with the Portrait - an image focusing the players attention directly onto the aesthetic of enemy characters.

Typography

During speech, portraits of characters appear alongside the text to display who is speaking.

Audio Design

Similar to games of the 90s,

Story Design

In the fashion of 90's games, the story of Samsara includes several archetype, fan favorite traits. An evil empire, magical fireballs, cool-looking technological lasers - these are examples of some of these recognizable traits. However, it encompasses a far more complex and developed plot than its predecessors, providing players with an engaging and meaningful story related to gameplay. (see: Story Overview)

The story is conveyed primarily through in-game cutscenes, in which dialogue between characters advances the story.






6. Story Overview

Setting

The world of Samsara is much like our own - a sphere, spinning through the vacuum of space, revolving around a star at the right proximity to support life. Covered mostly in water, this planet does, indeed, support human life, and has borne witness to the full extent of human history. A sordid tale much like our own, with the same general twists and turns of events, the same kindnesses and injustices, the same ideas and actions playing out through men and nations. A bit more aged than our own world, the humans here are perhaps slightly further along in their understanding of the fundamentals of the universe - a fact evident in the technologies at one's disposal here. Tentatively adapting to trans-human philosophy, many people have enhanced themselves through cybernetics to keep the ever-rising flood of data manageable. Their written culture exerting a great deal of influence on their scientific community, bipedal robotic war machines known as mechs have strode onto the battlefield. Mastery of the photon has led to vast communication networks snaking through the various nations of the world, as well as the most sensitive detection equipment mankind has ever seen. Explosions are bigger and more controlled, shells are faster and deadlier, attacks more precise and efficient. The technologists reign supreme - or, at least, they do now.

There was a time before, however, when technology did not rule. Once the world was controlled by those who were adept at magic. But magic was not for the masses. Magic required innate talent and years of full-time training in its use, and drains the body's vital energies with repeated applications - that which keeps the heart pumping, the mind crackling with electricity, the intellect and muscles fueled. One's own vital energy pours directly into the Fount of Mana, from whence all will-dominated energies hail to replenish the worldly stock. It is even possible to burn what remains of one's tentative grip on the living, breathing world. Such a death is a death from magical burnout, and bodies that die of it show no external signs of failure - they simply fail.

Mankind knew the risks involved with pursuing the arcane. No one knew where their own limits were without exceeding them, at which point, they were dead. As science and technology emerged as viable tools, mankind turned to them to control and manipulate the natural laws, rather than simply overriding them. Governments found technology easier to control than magic and forbade its use. Magic became outdated.

Backstory

Human culture, however, is one of the most naturally cyclical environments in all of existence. Magic's own cyclical period seemed to fall at around eight thousand years. Roughly forty years before our adventures begin, magic was rediscovered. Redeveloped alongside the floppy drive's first run, mankind found out once again how to impose one's will directly upon the universe. The first deaths from magic overuse started twenty years later. Magi simply collapsed, and no one knew why. The deaths started coming faster and faster. The media latched onto the stories, and soon the world was once again in an uproar over magic.

For a full year, no governmental action was taken. No one knew why these deaths were happening, so no single course of action would guarantee that it would stop. After a year of careful observation, however, scientists noticed the patterns - heavy magic users died when some unknown and essentially impossible to measure threshold of magical exertion was passed. The thing was, 'heavy' varied from person to person, and not just in opinion. Some people were simply not capable of as much magic as others before their lives were at risk. Some thought themselves immortal, with boundless pools of magical energy at their disposal. Others simply decided not to gamble, and stuck with the known methods, the safe methods. It was an era with sharply divided public opinion, with egocentric, ambitious, vivacious risk takers on one side, and conservative, practical, cautious individuals on the other. Politics swung back and forth on the issue for a while, until several national coalitions banned the use of magic by private individuals and governments alike. Studying the patterns of magical use produced some basic means of protection, and, between the illegality and the potential deadliness of the use of magic, its use died down quickly. Being a powerful tool, however, its study continued on in black labs sponsored and concealed by most of the major powers. It never fully stopped being practiced by the public, either, as the direct power it offered was simply too tempting. It was in this environment that Gavrillo Sabran ascended to power.

Gavrillo was quite firmly a member of the first group - a highly ambitious individual, a political fixer, who loved to be in control and wasn't above manipulation to keep it that way. When he discovered the continued use of magic in the State's black labs, he knew his next move. He had a close friend in Ergan Bakres, a military officer he met at a young age. Using Ergan as his connection, Gavrillo put money in the right pockets and threats and suggestions in the right ears to cause Ergan to rise to control of the black labs. With the added political clout this provided, Gavrillo maneuvered Ergan into position to ascend to the head of the civilian government. All it took was a political spark. Sowing dissent at the black labs among already discontented mages, a number of them left the state in an exceedingly violent way - sparking simultaneous riots in various locations across the country. Leading the quelling operations, Ergan became politically untouchable and became the governmental head. To keep civilian magic use and abuse under control, Ergan formed the Mundane Police to find and apprehend suspected magi. The 'danes, as the public called them, were usually very brutal and suspicious officers, and their establishment set the tone for the remainder of Ergan's rule - that of a police state perpetually on the edge of revolution.

Ergan's rule was becoming extremely unpopular. What riots he quelled indicated the growing discontent with the laws Gavrillo had him pass. He was at his personally least popular after three years in office, and it was at the end of his third year that he had an attempt on his life. The assassin was quite thorough and almost successful - Ergan was a bloody mess, sustained only by his friend Gavrillo, who wasn't finished using him as his political puppet. Gavrillo, through the use of magic, kept him alive long enough for Ergan to receive the extensive medical attention he required. Many of Ergan's internal organs had outright failed, and the only chance he had at survival was cyborg conversion. Now mostly a mechanical shell, and even more firmly under Gavrillo's thumb, Ergan rules the State as a hated dictator. Gavrillo's ambition and greed grow by the week as the laws he passes through Ergan become more and more severe, and his plans are starting to turn towards conquest.

Game Plot

Opening

Emir Niemand was a clone. Lab-spawned, speedgrown and submitted to rapid imaging education, he was a forerunner of the State's new controlled leadership project, also known as Project Samsara. His original was a warlord several hundred years ago a brilliant tactician and ruler for several decades before the collapse of his regime - a warlord named Tschaka. Tschaka had a reputation for being a just ruler, and Project Samsara, initiated by Gavrillo and Ergan, selected his body as a first run template for his reputation for upholding law above all else, hoping to use whatever genetic predisposition may exist for that mindset. They obtained a sample from his tomb in the Red Sands Desert, and set to work creating Emir. Emir was completely the State's ward - everything he was educated about, was told, was permitted to read, all of it was carefully filtered to tailor his mind to their needs. Everything, with one major exception.

Emir had a friend in the system. This friend was Dr. Thovis. Dr. Thovis was not one of the friends that was part of Emir's indoctrination plan - Dr. Thovis was a wildcard. He was, in fact, a spy for an organized resistance to Bakres's rule. Meeting with Emir when he came to change the modules on the Rapid Imager, he slipped him news articles and datafiles from the outside world from time to time, small papers running on the outskirts of Bakres's rule. They detailed the State's brutal treatment of its own, and was intended to turn Emir against them. This counter-indoctrination, however, was simply not substantial enough on its own to alter Emir's opinion enough for an outright betrayal. Thovis needed someone with an already defined moral base, someone who could make an evaluation separate from the State-fed information. Looking into imbuing an individual with the spirit or soul of another, he found that one's soul is always drawn to one's own body. Altering a spell used to revive coma victims, he managed to create an effect that would draw Tschaka's own soul into Emir's body.

The end of Emir's indoctrination was fast approaching. Thovis needed to draw Tschaka back before Emir was activated as the primary tactical officer for Bakres's new army. Getting Emir alone for a brief window, he apologized, not knowing what would happen to Emir's own spirit, and cast the spell.

Tschaka gasped in the regrown body, and remembered seeing everything Emir had seen - as well as flashes of his old life. He knew a deception when he smelled one, and these State sponsors stank of it. After a few more weeks playing along, Bakres came to finalize his position and have him take his command position in the armed forces. Tschaka accepted, knowing what repercussions would likely follow if he declined. He could not work for or with someone he could not trust, be they the law or not, however, and he set to work planning an escape with Thovis. Tschaka's planning leaked, however, and Bakres was baffled when he caught Tschaka attempting escape. Emir's environment had been totally controlled - he should have produced the anticipated response, assuming the emotional shaping had gone correctly. That a different response was given meant these scientists had failed in their indoctrination duties. He ordered Emir's body to be disposed of. They would try the conditioning again.

Dr. Thovis wasn't about to let that happen. He, however, could not get access to the room without blowing his cover. Watching from outside, he saw Tschaka's body shot and shoved onto a wash station to bleed out. Waiting for the cyborg Bakres to leave, he rushed in afterwards to Tschaka's rapidly dying form. He ordered the guards back to their posts outside the lab room, and quickly set to work attempting to fix Tschaka's wounds. Nothing he was doing was working - he would need magic again, and this time he would need to use healing magic, one of the most consuming effects known. In a desperate gambit, he attempted to heal Tschaka's form. The healing magic reacted strangely with the speedgrown flesh, however, and Tschaka - for lack of a better word - exploded. Covered in blood and confronted by his failure to save Tschaka's life, Thovis began washing himself off - when he noticed a faint form hovering in the doorway. Could that be...?

Lab Complex

"What just happened in heEAARGH!"

The guard who had come in to check on the doctor convulsed as he passed through the floating form. The form seemed to settle on him, and the guard glanced down, patting at his equipment with a surprised expression. He looked up.

"Is that... me? What's left of me?"

Hearing the scream, the other guard outside raises the alarm before he investigates. Dr. Thovis glances at Tschaka's corpse, and realizes he's standing next to a huge piece of evidence of his own use of magic - a death sentence. He tells Tschaka a radio frequency to monitor, and that he should escape the base before they manage to capture him. He, however, needs to retrieve some information before they rendezvous with his associates. Dr. Thovis leads Tschaka through the complex, towards an important information center which holds answers for them both. From events through the radio, it seems Thovis is managing to evade capture within the building. Ultimately reaching the info center, Tschaka finds information on the location of another building and informs the doctor. That's when an air raid siren joins the noise of the base alarm.

"What? They couldn't b... Damnit, they're launching the raid NOW!? GET TO A STABLE ROO-"

Thovis is cut off by a massive explosion that shakes and collapses the entire facility, with Tschaka inside.

The Red Sands

Upon the complex's collapse, Tschaka is trapped amidst its debris, in the desert of The Red Sands. A few soldiers rush over, seeing what has happened and looking for survivors. Tschaka abandons his pinned body, and seizes one of the free searchers. He then fights through soldiers, traveling the desert. What happened to the scientist, and why did they bomb their own complex? Tschaka comes across ruins in the desert - his tomb. Fighting still, Tschaka comes across prisoners being held by soldiers. He frees them, and they thank him for his evident work as a spy, then take their leave mentioning the resistance will rendezvous in the forest. Further through the Red Sands, Tschaka meets the arrogant General. Challenging you, and demanding you identify yourself, Tschaka tells the General his name, and the General laughs, saying Tschaka died years and years ago. Consistently taunting and underestimating you, he is defeated by Tschaka's powers. Tschaka moves shortly on to find more prisons- only to find them empty and to receive a blow to the back of the head from someone freed. A resistance fighter with company, they leave mentioning the forest. Tschaka quickly possesses the body of the prisoner who hit him, secretly tagging along for the ride.

The Gilean Forest

Tschaka, disguised, arrives at the forest. Here, he and the player finally see the first use of overt magic, and it is revealed that the resistance is a unified gang of magic users. Present is the leader of this group, as is the scientist. Tschaka, revealing himself and meeting with the scientist, is given an explanation:

Having run the insurgency against the dictator, and placed spies in the black lab, they are using magic as well as technology to rebel from Bakres. They led the riots Bakres used as political fodder to rise to power, and they intend to bring him down.

The scientist's true allegiance is with his people, and has become one of the magic users. Long ago turning against the State as a spy, the scientist aimed to sabotage Project Samsara. Intending to introduce an unknown variable into the process, the scientist educated the first clone in real world events, which had not been intended by the conditioners. He failed to persuade the original clone, however, and so used improvised magic to bring Tschaka's soul into the body - thinking that Tschaka, himself, who the project was based on, would never agree to the State's means or ends. He was correct in this, which led to Tschaka declining Bakres's offer and Tschaka's own subsequent execution.

Several experienced magi from the black labs are present among Bakres's forces, former co-workers of Thovis's, and it is likely they will simply be executed at the end of the current conflict to keep the association of the State and magic use from getting out. The resistance tell him he should not hold back against these slaves and pawns of the State.

Before he can continue, the resistance camp is met by an invasion. Tschaka joins the resistance, fighting through the forest against both invading soldiers and mages. Eventually, he encounters Bakres killing mages. Realizing the soldier rebelling from his forces must be Tschaka, he leaves for the Scagarai Islands, intending to bait him there. At the end of the level, Tschaka is told to defend a mage who is crafting a golem to defend the mages' evacuation. The mage collapses mysteriously during the instructive section of the spell, and a raging golem is unleashed. Tschaka must put it down to avoid it destroying both sides. Seeing the mages as too shortsighted and rebellious for the sake of rebelliousness, Tschaka rejects them. While he wants further answers from the Dr. , must evade their fervent attempts to capture him. He continues on alone in pursuit of Bakres.

Scagarai Islands

In the islands, Tschaka pursues Bakres. The enemies here (both Mages & Tech) have new weapons which can force Tschaka out of the body he possesses; ultimately, it turns out this entire island is a trap! The black labs mages have studied the reports of how Tschaka behaves, and have realised his methods of subverting the brain. The magi simply will him out of the body, while the technologists electrocute him to throw off his control. Fighting through the islands, Tschaka is confronted by a powerful State-controlled mage called the Master of the Poison Viper (MPV). The MPV is capable of forcing Tschaka out of his host without harming them, and attempts to isolate and capture Tschaka. Tschaka manages to kill the MPV, however, foiling the State's first plan. Falling onto a backup plan, the Tech military orders the Poison Viper's arena gassed with a sleeping gas. Choked off, surprised, confused, and alone, Tschaka passes out.

Skyscraper Facility

Awakening in a complex similar to the one in the Red Sands, Tschaka is captive, guarded by Bakres, who he can attempt to possess, but cannot due to the cyborg's extensive electronic components. Tschaka is of even greater use now than he was before, he is told. Bakres mentions the scientist is also captive within the facility, and he could provide some answers. He exits to go retrieve him. Familiar sirens blare - Mages are attacking the building in an attempt to free the scientist, take Tschaka and destroy the holding facility all in one swoop. By some effect of their attacks on the facility, Tschaka is freed. Soon, he discovers the facility is mass producing thousands of Tschaka clones to use as grunt soldiers, and plans to destroy it. Reaching the scientist, Tschaka only finds him half dead from his own attempts to escape. He had burnt himself out from magic overuse. He further explains Tschaka's powers and transition to his soul form.

Trying to use his magic to bring Tschaka's soul into the body, Thovis actually... failed. Or, so he thought. The spell that supposedly brought Tschaka's soul into Emir's body, in fact, only imbued memory and personality - not sense of self or identity as well, which it did. It took longer to work than it should have, which was the first sign not all was operating normally. He didn't know if Tschaka was Tschaka or Emir. After Tschaka was ordered killed, Thovis rushed in to try and preserve his life. Medical science couldn't work fast enough - he had to use magic. The magic he tried to use to sustain Tschaka's life only sustained the spirit. Now Tschaka has a power even greater than he imagined, and Thovis grimly informed him the State may make use of him yet. He tells him there's someone pulling the cyborg's strings, that there's someone who keeps calling the cyborg around to different locations. He used him as bait at the islands and called him away from this facility. He's the one Tschaka needs to bring down. Thovis dies.

At such an inopportune moment, Mages rush in only to accuse Tschaka of killing the scientist. After moving on, Tschaka ultimately encounters rows of familiar clones, and then 4 guards. They are his teammates back when he was under the military's control, now equipped with extra armaments, fully trained and with their own troops. These former teammates, it turns out, were in a similar situation to Tschaka's - they were clones of historical generals, all indoctrinated in the current struggle between magic and technology, and all trained to command the troops in the upcoming war. Tschaka defeats them, obtaining information on a large battle between the Mages and the State, occurring in the Baltean Plains. The State has chased the escapees from the forest down, and intends to stamp out the last of the resistance.

The Baltean Plains

Tschaka arrives on a battlefield. The Mages have almost been defeated by the State's sheer power. Tschaka makes his way through the State ranks. Throughout the level, Bakres swoops down and fights with Tschaka periodically. Retreading and harassing different parts of the line to draw Bakres in, Tschaka fights a war of attrition, eventually damaging Bakres too much for his ruined body to continue operating.

Tschaka is horrified to realize there is a powerful figure greater than the Cyborg pulling the strings - the Cyborg's master, the Ruler Gavrillo Sabran, who reveals himself with a badge of a licensed magic user - the troops turn to follow him. The Ruler laughs, and reveals that Tschaka is in the worst possible place he could be right now - next to the only living mage left in the entire world. He now can channel magic without fear, since no other may cast and draw his vital energy from the Fount. Unleashing everything he's got in a bid to destroy Tschaka, Tschaka fights and eventually defeats him.

The Ruler, about to be defeated, names Tschaka a nobody, a non-entity. He isn't even really Tschaka, just a ghost of a copy of an ancient warlord. Even that warlord was, himself, flawed. He brought people together under his rule, true, but his empire didn't last - it fell back into chaos merely years after his death. What does he know about anything? The empire of the State has accomplished more than Tschaka had ever dreamed. It has provided electricity, built hospitals, libraries, schools.

Tschaka, standing over the Ruler, relaxes his weapon briefly.

"I may be a clone. I may be Tschaka. I may be only an insane soldier, simply this outer shell and nothing more. But I know this much: I am myself. And as myself, I despise the State you have established. You have done nothing but grab at personal power, let your friend's public image suffer for your sake, raised yourself far above the populace, and ground the rights of the individual into the dirt all to secure your might. But see this - you are the one at my feet now. Now, you strike out in desperation at my sense of identity in one last bid to preserve your disgusting life. You, Sabran, are a worm."

He fires. The Ruler dies.

"It is fitting that you feed them."

The screen fades to black. Fading in, it shows the cloning facility smoldering, and tells the player of the subsequent fall of the State, after a hasty repeal of the antimagic laws by Sabran's successor and partly successful disarmament. Tschaka himself blended into the background and took to observing the rise of a new government. Whether or not the spirit was Tschaka or Emir is never outright stated.

Script / Dialogue

Cutscene Script

Opening


A brief fade-in, with a tiny Tschaka/Emir in a wall-mounted glass tube. A calendar is on the wall, with a few days of the month crossed through, fades to black. Fade-in again to the same scene, with a young child Tschaka in the tube and one more day crossed off on the calendar.

Thovis: Speedgrowth looks to be a success, thus far. No health anomalies detected. Emir looks to be a healthy clone. Tschaka had some good genes.
Fade to black. Fade-in again to the same scene, with a teenaged Tschaka in the tube and another day crossed off.

Scientist: Should be ready to start rapid education tomorrow.


Fade to black. A fully-grown Tschaka is strapped to an examining table with a number of electric feeds snaking into him and wearing a full-face helmet. Rapidly accelerated lecture sounds play for a short while, with Tschaka occasionally seeming to thrash on the table. Thovis walks up to the table and watches for a moment.

Thovis: Just how much propaganda are they feeding you...?


Fade to black. Fade in with Tschaka standing in front of Bakres in the lab. Bakres is flanked by several guards.

Bakres: Subject: Emir Niemand. My name is Bakres, and I am your superior officer. The first run success of Project Samsara. You just participated in your first live-fire training exercise--it is now time to debrief.


Screen quickly transitions to black with Bakres's text box still open, then fades in with Tschaka standing at the beginning of the course. Tschaka is standing in front of a large blue gate.

Bakres: I will narrate the events that took place during the exercise. You will correct any inconsistencies you are aware of. This will test your memory, attention to detail, and truthfulness. You started by the blue entrance to the course, correct?


Emir: No, it was the green entrance.
The gate changes color to green.
Bakres: Correct. And you proceeded to the east through the course from there, making your way through...
End of Opening Cutscene
First Tutorial Integrated Notes
Basic movement and combat tutorial--if at any time Tschaka is killed, Bakres will comment "And you were overpowered there, by #enemy_type", and Tschaka will correct him--"No, that's not what happened"--and the area immediately before the fight will reload. Every few scenes, Bakres will repeat a time it took to complete a segment of the course, and Tschaka can correct him with "No, that's not what happened" to replay it. Upon completing the course, the screen transitions back to Tschaka and Bakres.
End of First Tutorial

Followup


Bakres: Well, you finished the course without being overpowered once. Impressive, for one without any previous combat experience.
Emir: Thank you, sir.
Bakres: You will be confined to quarters while we finish analysis of your performance. When we have finished, you will be on active duty. Dismissed.
Emir: Sir.
Fade to Tschaka asleep in his chamber. The pneumatic hiss of the door sliding open can be heard, and Thovis walks over to Tschaka's bedside.
Thovis: Here's hoping this works...
Cut to Tschaka waking up the following morning.
Emir: What...? What's... I remember... I remember everything. My name is... Tschaka. What's this...?
Tschaka holds up a small disc. He pops it into the computer terminal next to him. Still shot of the monitor, with the following message:
Emir: the State is not being level with you. There's a good deal you don't know about the condition of the world. I'll be blunt--you don't want to work for them, and if you aren't going to work for them, you need to get out of here. I have arranged for a sidearm to 'turn up' in the examination room two doors down from you--I will meet you there at 0710 and show you a way out. Caution. -A friend PS: A precaution.
Tschaka: A precaution? Wha--
The computer begins sparking and bursts into flame. Tschaka backs away.
Tschaka: Good thing I read quickly. Hmmm...
End of Followup Cutscene

Wandering

At this point, the player resumes control of Tschaka and can walk down to the examination room. Once he enters, cut to Bakres and Sabran in security room, watching a feed that includes Tschaka's quarters. End of Wandering Scene

Lab Level Intro

Bakres: Unfortunate. I had hoped he would not act on it. Dispose of him. Cut back to Tschaka in the examination room. A Soldier walks into the room, levels his gun and fires at Tschaka, pushing him back and making him fall into a washbin, where he hangs bleeding out into the drain. Tschaka: AUGH! The door suddenly locks down, shutting the guard outside. Gunner: Wha--? Thovis steps out from a door on the other side of the room, spotting Tschaka. Thovis: Emir! He rushes to his side and begins tending to his wounds as Tschaka blacks out. Thovis: C'mon, stay with me here, we gotta get out of here... W- n-e- -o -u- Fade to black. Thovis: ...Emir? Fade in with Tschaka floating in spirit form next to his corpse. The door hisses open. The soldier walks up to Thovis as he speaks. Soldier: Dr. Thovis! You are under arrest for suspicion of rebellious intent. You will come wi-- When he is cut off, he is passing through Tschaka. Tschaka possesses him. Soldier: Argh! ...Thovis? It's me, Tschaka. Thovis: What...? Huh. Well, that'll make getting out easier for you. Listen: they've flagged me. I had hoped I'd be in the clear at least until I can get away, but that's not going to happen. I've got some friends I need to contact and transmit some data to--can you get it while I open the lines? You'll need to access the datacore. Tschaka: How do I know this isn't a setup? Thovis: You don't. Roll with it, though, and you'll find out. Resist, and you'll get executed. You've been flagged, too. Tschaka: Do all of your plans go this well? Thovis: Listen in on frequency 108.612.9.1, I'll be keeping an eye on you and keep you updated. Get going, core's out that door. Start Lab. Tschaka fights his way through to the core.

Lab Conclusion

Thovis: Transmitting data... ... ...alright, it's through. Now take the eleva-- The facility is rocked by an explosion. Thovis: What? They're launching the attack now! GET TO THE ELEV-- Tschaka began running to the elevator as soon as Thovis started speaking. The shaking gets worse, and the screen fades to white as Tschaka gets on and hits 'up'. End of Lab Conclusion Cutscene

Red Sands Intro 1

Screen fades in with Tschaka in a blown up elevator shaft. He can climb a bit to get to the 'top', which is sealed, but a soldier is nosing around in the rubble above him, and he can possess him through the junk. Begin first Red Sands fight. After dispatching the initial guards, Thovis crackles in on the comms again.

Red Sands Intro 2

Thovis: Tschaka? You alright? Tschaka? Tschaka: Yeah, I'm good. Thovis: Oh, thank god. Alright, the idiots stepped up the raid and got themselves captured in the process by Red Sands Military Base. We need to bust them out and get back to our own little base of operations. Base is to the east of here, easiest way in's through your tomb. I'm going to secure a means of transport. End of Red Sands Initial Cutscene
~ Play through to Gen. Pontius. ~

Gen. Pontius Fight -Beginning

Pontius: Stand down, soldier. Tschaka: I'm not one of your grunts. Pontius: Oh? Then, who do I have the honor of addressing? Tschaka: Tschaka, former King of Varan. Hero, general, king, reformist. Pontius: Tschaka? AHAHA! Something tells me you've been working on the ruins too long! Stand down, and go see a psychologist, boy, or you'll taste my rockets. Tschaka: No can do. You need to let those prisoners go. Pontius: That's not going to happen! End of Beginning of Gen. Pontius Fight Cutscene During Pontius Fight Scene Notes Boss fight plays out. If Tschaka tries possessing him, he gets the message: Tschaka: Damn, he's too cybernetically enhanced--I don't know how to run him!

Gen. Pontius Fight -Ending

Pontius is killed. Tschaka continues off to the right into what seems to be an empty cell complex. A resistance soldier steps out from behind a wall and shoots Tschaka, killing him. The sound of car motors can be heard outside, and Thovis walks in. Thovis: Why did you just...? R. Soldier: Defector or not, we can't trust him with the location of the base. We don't have the time to check his background out properly, and he could follow us. Cleanest way. Thovis: Tschaka--grab this moron. Tschaka possesses the Resistance soldier. Thovis: I'll fill them in on what's going on. C'mon, let's get going. The group heads out and jumps into trucks Thovis apparently secured. Thovis boards a separate truck from Tschaka.

Forest Intro

Transition to beginning of forest. Thovis: We're almost at the base. Just a bit further. Gunfire erupts from the trees ahead of them. Driver: WHA-- Tschaka's car swerves and tumbles over. Thovis's keeps going. Thovis: Oh, no, they found it! I'm going to press on ahead and see who I can save! Tschaka, the driver and one other resistance soldier get up. Some State soldiers come out of the woods ahead. S. Soldier: All of you, stand down. You are under arrest for suspected dissidence and unlicensed practice of mag-- State soldier is cut off by being blasted by the driver, a Sorcerer. More suppressing fire from ahead kills the sorcerer. The resistance soldier hides. Begin Forest. End of Forest Opening Cutscene
Forest Scene Notes
When Tschaka and the hiding soldier arrive at the camp, they see Bakres's helicopter strafing the base. Thovis is nowhere to be seen, but his truck is burning in the background. Approaching the truck makes Tschaka kneel, and say the following:
Tschaka: Well, he's either been captured or escaped, but he's not here.
Rest of forest plays. Boss opening cutscene is wordless, with the Golem Master animating the giant golem partway before being killed. After the Golem himself is killed, Tschaka boards a nearby boat, and thinks to himself.

Forets Ending


Tschaka: I saw Bakres flying off towards that island chain. It's a fair bet he knows more about my situation than I do, and might know where Thovis is. Time to chase him down.
End Forest Cutscenes

Islands Intro


Transition to Islands. After Tschaka is pushed out of his host by one of the soldiers capable of doing so:

Tschaka: Whoa, I wasn't expecting that--seems like they're prepped for me. That's not good news.

MPV Fight -Beginning


Master of the Poison Viper intro.
Gerbrandt: Tschaka! I am Gerbrandt, and I have been ordered to bring you in. I don't suppose you're going to come peacefully, are you?
Tschaka: You suppose correctly.
Gerbrandt: Very well, then!

MPV is defeated.

MPV / Islands Ending


Gerbrandt: Hah... you think... you win? GAS US, BOYS!
Gerbrandt slumps, and the whole area is bombarded with some kind of noxious gas. Tschaka passes out.

Fade to black, transition to Skyscraper Facility.

Skyscraper Facility Intro


Tschaka awakens in cell in clone processing facility, Bakres is the only person in attendance. Tschaka can float around and try to possess him, or investigate the room.

Bakres: Ah, you're awake. Well, Tschaka... you pose a problem to me. Project Samsara, the cloning effort that spawned you, is now in full production. We're making the grunts, the footsoldiers, of our new, grand regime--and you were supposed to lead them. Now that you seemingly have the memories of your old life, you are worth even more as a tactical mastermind than you would have been before... but now you live as some kind of spirit-thing, and you've made it clear you don't wish to join us. I'm afraid my superior simply wants you taken apart and analyzed. Dr. Thovis will, of course, be assisting in this matter - or, did you think the good doctor got away...? Oh, no, my friend, he has been quite... talkative. I'll let you stew in there for now--I have military business to attend to. Cleaning up the evacuated resistance on the plains demands my full attention. A new day, a new slaughter...

Thovis's Death Scene

Fight out to Thovis, who's lying out in a puddle of his own blood.

Thovis: Well... -cough- I really need to work on my escapes.
Tschaka: Dr. Thovis!
Thovis: Tschaka... Emir... Listen to me. The night before you were killed, I snuck into your room and tried bringing Tschaka's memories into that body... but something weird happened. It wasn't supposed to override your identity... It wasn't supposed to create this--cough--this--spirit form.
Tschaka: What...?
Thovis: I don't know if you are truly Tschaka, the warlord from four hundred years ago, or if you are Emir--a clone, and a shade. Listen--the State doesn't like us mages. We're too unpredictable for them. Bakres's superior is a man named Sabran. Sabran was the one running everything. He's a powerful mage, and he's trying to kill off all of the other mages so nobody left will know what he could do... That's why you were cloned, that's why these troops are attacking my comrades on the plains. If anyone can tell you about what you are... -gasp-... it'd be... Sabran. Go. There's a -gasp- helipad on the roof. -Gasp- Get to the plains... Save... the other... mages.
Thovis passes out.
Tschaka: ...Pulse is fading, and I don't have any medical training to handle this. He's probably dead... Time to pay this Sabran a visit.

Play through Skyscraper Facility plays out. Eventually, Tschaka meets up with his squadmates from the intro training debriefing.

Skyscraper Boss Intro


Tschaka: Let me through.
Yellow: Oh, come now, Tschaka, you don't want to make us kill you, do you?
Tschaka: Let. Me. Through.
Blue: You should have just followed your orders. You should have just stayed in the project.
Red: Now we have to take your place! Now we get to kill you!
End of Skyscraper Boss Intro

Post-Skyscraper Boss Segment

Fight on the roof. After the generals are dead, the player can board and start the helicopter manually, or he can stay and fight endless waves of Tschaka drones. If he stays and fights for too long, Tschaka will comment: Tschaka: These guys couldn't bring down a helicopter, and they're not about to chase me. Looks like it's time to go. At which point, he can keep fighting or just board. End of Skyscraper Cutscenes

Cyborg Opening Cutscene

Transition to Plains. Lots of dead mages around. Tschaka fights his way over to the cyborg.

Cyborg Fight -Beginning

Bakres: You just couldn't stand down, could you!? Couldn't stop fighting us? Well. I've had enough of that. I've been given permission to torch your hosts--and now, you're going to die! End of Cyborg Opening Cutscene Bakres is defeated.

Cyborg End / Sabran Begin

Bakres: Damn it! You body-hopping parasite! Why won't you fade!? Sabran: Now, now, Bakres, you should learn to lose gracefully. Sabran flies from offscreen. Bakres: Sabran! No, don't, I can handle him! Sabran: Somehow, I don't think so. Bakres: Let me fight! LET ME FI-- Sabran fireballs Bakres in the face. Sabran: Quiet. Adults are talking. Tschaka: Cold bastard, aren't you... Sabran: You're the corpse, Emir. Tschaka: It's Tschaka. Sabran: Is it? You're a delusional ghost of a clone, a soul-sapping parasite, a monster who murdered hundreds of soldiers. And I? I am the only mage here. I am out of your league. Time for you to stop being a problem, "Tschaka." BURN! Boss fight against Sabran.

End of Game

Sabran: NO! You're a nobody, a non-entity. You aren't even really Tschaka, just a ghost of a copy of an ancient warlord. Even that warlord was, himself, flawed. He brought people together under his rule, true, but his empire didn't last – it fell back into chaos merely years after his death. What do you know about anything? The empire of the State has accomplished more than Tschaka had ever dreamed. It has provided electricity, built hospitals, libraries, schools. Tschaka, standing over the Ruler, relaxes his weapon briefly. Tschaka: I may be Emir. I may be Tschaka. I may be only an insane soldier, simply this outer shell and nothing more. But I know this much: I am myself. And as myself, I despise the State you have established. You have done nothing but grab at personal power to raise yourself far above the populace. You ground the rights of the individual into the dirt to secure your might. But see this - you are the one at my feet now. Now, you strike out in desperation at my sense of identity in one last bid to preserve your disgusting life. You, Sabran, are a worm. He fires. Sabran dies. Tschaka: It is fitting that you feed them. The screen fades to black. Fading in, it shows the cloning facility smoldering. The following message displays: The State has splintered into fragments, after a hasty repeal of the antimagic laws by Sabran's successor and a partly successful disarmament. Tschaka / Emir himself has blended into the background and taken to observing the rise of a new government. Those who published accounts of his exploits called him the Spirit of Hope, the Spirit of Rebellion--the Spirit of Change.




7. Game Progression

Player Choices

The primary choice set the player is offered through the game is the choice of execution--how they proceed through the game. They can run around with a single favored body in their possession for as long as they can, or they can hop from body to body when it becomes tactically prudent. They can favor possessing units with specific ability setups, or they can just grab the lower-willed basic units to fight their way through. They can charge headlong into a battle, or sneak up to the fight using soft possession, faking, and the other sneaky abilities at the player's disposal.

Event Outcomes

General Strategy

As the choices the player is offered are choices of execution, what results from those choices is difference in execution. Some areas may have units that counter the sneaky approach well, and so attempting soft possessions might not pay off as well--the player might be entering the next fight at low health, or might simply lose the fight and have to restart the section. Favoring a type of unit changes how encounter composition affects the encounter difficulty, as well--if a player favors ranged units, when they hit an encounter full of unit types designed to shrug off ranged blows, that fight will be considerably harder with their ranged unit. Favoring faster, weaker units might not pay off as well in more protracted fights, favoring slower units would make fighting individual faster units harder, etc. The balance the player must strike is one between versatility and ease of use. Changing bodies to fit the tactical situation makes a given situation easier, but means the player will not be playing to their own strengths as often. Similarly, sticking to a favored style of unit or play means that certain situations will be harder for the player to overcome, but the player will be overall better equipped to handle it in a body setup or play style they are familiar with.

Utilizing Body Form & Soul Form

In order to successfully traverse each level and progress through the game, the player must rely on the functions of each enemy's traits and Abilities for navigation and combat. Each enemy plays differently, depending on its characteristics, and this provides the player with multiple means of approaching the battlefield.

Possession Circumstances

The player has four basic circumstances to consider when possessing enemies; performing a Hard Body-Body possession, a Soft Body-Body possession, a Hard Soul-Body possession, or a Soft Soul-Body possession. Each circumstance has its benefits and drawbacks, as summarized in the chart below. The primary use of each circumstance is highlighted in yellow.


Hard Possession Soft Possession
Body-Body
      Engaging in Combat      

Body Health may be in danger, death will damage Spirit Health
Possession Fatigue will be raised 30%

Possession is certain
Enemies will be aware of possession

      Escaping /Avoiding Combat      

Body Health may be in danger, death will damage Spirit Health
Possession Fatigue will be raised 30%

Possession is uncertain
Enemies will be unaware of possession

Soul-Body
      Avoiding Loss of Spirit Health      

Sprit Health is in danger, death means Game Over
Possession Fatigue will be raised 15%

Possession is certain
Enemies will be aware of possession

      Avoiding Combat      

Sprit Health is in danger, death means Game Over
Possession Fatigue will be raised 15%

Possession is uncertain
Enemies will be unaware of possession


Critical Path

The game will begin immediately with the player starting in the Lab Debriefing level. This is the preliminary 'level' to get the character familiar with the controls, before gameplay has actually begun. When in the Lab Complex level, a more substantial tutorial will take the player through controls and mechanics of the game. Progression will be as follows:

Debriefing, Lab Complex, Red Sands Desert, Gilean Forest, Scagarai Islands, Skyscraper Facility, Baltean Plains

Each level will have an array of enemies characteristic of that level, and an end boss will also be encountered. Defeating the boss in the level will be the victory condition, and the player is rewarded with story progression. The Death condition involves the player dying while in Soul Form, which results when Tschaka is drained of all his Spirit Health. The player has 3 lives in the game, and dying will result in a loss of one of these lives. Game over results once the player has no more remaining lives.

Upon beginning a level, the player will be in the body form of the unit he possessed last at the end of the previous level.

Death

Continuing / Checkpoints

Able to skip cutscenes

Loading Saved Game Data

Unable to skip cutscenes

Extra Game Modes

Tschaka Mode ("Warlord Mode")

The player is able to use Tschaka's body

Hard Possess Only

The player can only Hard Possess

Arena Mode

A constant onslaught of enemies.

Corruption Mode

Each body Tschaka inhabits becomes corrupted over time, and dies.




8. Level Design

Description

This is a list of the levels that the player will play through in the game. Each level will have a unique array of enemies, as well as some enemies found in previous levels, and also a unique list of Objects in the environment / Playing Field. Each level has a different tie around a main theme: technology and/or magic (some focusing more heavily on one than the other). At the end of every level will be a boss, as a culmination of the player's progress. Tutorial Level Primary Game Levels


Lab Complex

The Lab is the facility in which the Tschaka's first body was cloned and indoctrinated. Upon the discovery of his intended escape, Tschaka was executed and turned into his current soul form. Over the course of the level, Tschaka fights the guards of the facility as he makes his way to a data center to steal some information for Thovis, the scientist who served as his informer on the State. Once he steals the information, Thovis's rebel comrades bomb the facility with Tschaka (and, or so the player thinks, Thovis) still inside.

Level Progression

Section 1: Clone Room

This cylindrical room is filled with rapid aging tubes around a wide central column. The room is laid out like a squished torus; guards and soldiers defend here as rapid response units. This is the first live fire combat the player participates in, so to speak, and so the units here are on the lighter side in terms of combat strength.

Section 2: The Elevator

A few Knights come down, with Gunners mixed into the formation, escorted by a pair of Raiders. Periodically, the elevator will raise back up-if the player gets on when it heads up, they can jump off at the top and skip fighting a good portion of the combat. There is a fixed number of troops that which spawn here, however-this is not an endless spawn loop.

Section 3: The Security Checkpoint

A number of Guards and Black Ops wait ready for the player, accompanied by a single Lookout Guard. The Guards will move to engage and the Black Ops will avoid. When the player dispatches them, the Black Ops shut the lights out and attack. The Black Ops are given away by their glowing goggles, and, if the player captures one, he has access to nightvision. Turning on the lights again is optional here, and if three or more Black Ops are still alive when the lights are switched on, they'll turn them off again. After the Black Ops come a number of Elite Soldiers mixed in with regular soldiers. Once that wave has been cleared, the player can pass through the Security Checkpoint to the Databank Access Elevator.

Section 4: Databank Access Elevator

Trying to prevent this madness from spreading through to people with database access, a number of Infiltrators accompanied by Knights and a few Lookout Guards come up the elevator and lock it in position. The player must defeat them to proceed.

Section 5: Databank Entrance

The landing at the end of the elevator has been hastily barricaded with chairs and other movable furniture. Gunners, Elite Soldiers and Medics stand behind the barricade, while Knights and Infiltrators guard the front. This is the largest fight of the level, and once the player has beaten it, they access the database beyond the barricade, hear the doctor's report, scramble for the elevator then play the level closing cutscene.

Objects List

Enemies Encountered

Boss Encounter

None





The Red Sands Desert

Located in north central Caranna, this desert is a wind shadow desert. Mostly sand and rock, with some scattering of lowland vegetation such as scrub brushes. A few jutting rocks dot the horizon, tiny fractures in the Carannan tectonic plate that composes the desert and several hundred miles south. Apart from a few small reptilian breeds, the occasional mountain bird, and a few small rodent species, it sees basically no traffic. Planes sometimes fly by overhead, traveling between the edges of the continent, but these flights are fairly rare, most airliners preferring the more traffic-heavy routes that swing northward around the desert.

As of today, one underground river has been discovered feeding from the northeast, but it remains underground in its entire run through the desert-usually staying under 20-30 feet of solid rock below the sand-until it feeds out of the mountain rim in the southeast. It breaches the surface at one point, and one point only-the Varanian ruins, so named for the ancient Varanian exiled tribe that settled there - of which Tschaka was a member. They tapped into the underground river at a natural rift and created a single spouting point aboveground using a magical probe and pump. This water is the water they fueled their civilization with, until the Carannans (for whom the continent is named) lifted their kill-on-sight exile of the Varanians several generations later. After that, the Varanians deserted en masse in what is known as the Second Varanian Exodus, and rejoined Caranna at large. The tomb in which he was buried after this exodus is located here. Much of the city is still standing, although time has taken its toll on the city in the several hundred years it has been unused. A small encampment of historians and architects is maintained nearly year-round to study the ruins, and tourists occasionally take flights in to view the ancient structures.

Recently, however, a large portion of the ruins, including Tschaka's tomb, have been cordoned off by the State military. Rumblings have been heard about the tomb being disturbed, which a number of the Varanians are none too happy about. A branch of the Mundane Police has recently moved in, as well, sharing some of the military base's facilities until they can get themselves established. Gen. Pontius, a subordinate of Grand Leader Bakres, has been overseeing the base's operations for the last several years and is the active commander, and has had to deal with a lot of complaints of persecution by the Mundanes and even some outright armed dissent in the area.

Level Progression

Section 1: Dunes

Player starts out in dune sea, nomads/light hand to hand guys come out and attack, as the player approaches mountain and cave, broken down ruins and statues become more frequent

Section 2: Cavern

Player enters cave, attacks start coming from some sort of sneaky cave ninjas. As the player moves deeper into the cavern, the area opens up into a large room used as a maze made out of ladders and platforms. Dead ends in the maze could have either powerups of some sort, or new enemies to possess. Eventually the player will come across a stream of water running into a cavern. Following this upstream to...

Section 3: Ruins

Will lead the player out into the ruins - a large crater/pit in the floor of the desert. Enemies will be a few armed guards, civilians or tourists maybe. The player must then traverse the infrastructure of the ruins in order to escape from the pit - armed guards will be numerous. In addition to traversing the city's rooftops, the player could also have to enter buildings in order to make it out alive. Whether inside or outside in the ruins the player will constantly be making his way up towards the rim of the pit. Eventually the player will emerge onto an enormous balcony which overlooks the city. After defeating two higher - level guards, he will move on to assault the gates of the military base

Section 4: Gate and Base

The area before the gate will demonstrate the start of the military's influence by presenting the player with a series of perimeter markers, as well as armed missile platforms in the background. After crossing the perimeter, enemies will start spawning offscreen and chase down the player. The player must fight and run his way through the gate, into the base. The player will start to meet heavy resistance inside the base. High level/advanced enemies will be numerous. After fighting his way into the heart of the base, the player will approach the central command center: solar powered with Mirage stealth system (no significance to actual game).

Section 5: Arena

Inside the control room is the arena where the player must face off against the general. When the general calls for reinforcements, soldiers rise out of the elevators/holes in the floor. In order to call in airstrikes the dome itself can open and raise up in the air (this could be launch mode for the base). Calling in airstrikes will leave him open for the player to attack. If the player can survive the onslaught and airstrikes, and kill the general, the airstrikes will eventually end up destroying the command center. With the command center destroyed the missiles are no longer able to fire. Furthermore, without the general, the military presence in the Red Sands will be crippled.

Objects List

Enemies Encountered

Boss Encounter

General Pontius





The Gilean Forest

The Gilean Forest is one of the biological and magical wonders of the modern world. Extending hundreds of miles in all directions, this sea of green is home to the greatest variety of species known (and in many cases unknown) to man. Originally a deciduous / coniferous mix forest, climatological experimentation in the area by local wizards during the resurgence of magic. Now a deciduous / coniferous / temperate rainforest mix, the Gilean has attracted visitors from all over the world to see species interaction possible nowhere else. It serves simultaneously as Gilea's largest tourist attraction and as home to the highest percentage of Gilea's population. A city-state of great learning, Gilea itself is situated in the southeastern region of the forest and is home to the greatest medical researchers of our time.

The section of forest that Tschaka finds himself in, however, is substantially less developed. An outlying section of the forest in which several dissidents have established a small base of operations, this section of the Gilean, while still showing the effects of mankind's settlement in the presence of bridges spanning some of the rivers that run through, a few roads and power lines, and the (somewhat rare) house.

By the time Tschaka and the rebels from the Red Sands arrive, however, the forest is in the middle of a military raid. Illegal magic users are fighting the State's private mages and soldiers, and Bakres himself is leading the purge. Tschaka needs to confront Bakres, and so decides to help the rebels. He encounters Bakres, and Bakres flees to the islands, realizing Tschaka is present in whichever dissident soldier he is in at the time. At the end of the stage, Tschaka must put down a trapped berserk golem before it frees itself and rampages away.

Level Progression

Section 1: Deep Forest

Driving along the road with the escaped convoy, Tschaka and his group are ambushed by the State's forces. Their vehicles destroyed and most of the Rebellion forces here defeated, Tschaka follows one survivor who shows him the way towards the rebel encampment. The survivor hides when enemies appear, and Tschaka must defeat them before proceeding. Enemies in the ambush consist of Berserkers, Burners, Knights, and a few Priests.

Section 2: Military Encampment

The survivor leads Tschaka to the beginning of the Rebel Camp, then hides in one of the buildings. Here, Tschaka sees Bakres buzzing the camp in his helicopter. Bakres sees what seems to be a rebelling soldier (and who he knows is Tschaka) and flies off to lure him to the Islands. In the center of the camp, a few Sorcerers wearing the State's seal surround a rebel, attacking and killing him. Enemies in the Camp, besides the first group of Sorcerers, consist of mostly Soldiers and Warriors, with Knights sprinkled in and two or three Blind Apprentices.

Section 3: Bridge and Waterfall

Crossing a large steel bridge that separates the camp, Tschaka gets partway on before Golem Masters come at him from both sides (one on each), guarded by their Golems and a contingent of Knights. The rear group constantly advances, and as they advance more troops run to join them, including Berserkers and a couple Blind Apprentices. This is a tough combat, but surviving brings the player onto the final level section before the boss fight.

Section 4: Treetops

Ascending a wooden platform above the treetops, Tschaka runs into a number of Sorcerers, assited by Priests, Berserkers, Soldiers, and a single Golem Master with his pet Golem. This first combat group gives way to four Golem Masters. The player practically must possess one of the Masters to get through here, and must play cleverly to avoid getting stomped by the other three. Finishing the final one off, Tschaka descends into the Evil Glen.

Section 5: Evil Glen

The Evil Glen opens with a number of Warriors and Berserkers beating up on what looks like an older Golem Master unmarked by the State's seal. The Golem Master appears to be casting something, but gets killed before seemingly finishing, and a massive amount of silty dirt from the riverbed section gets pulled and shaped into a giant golem. Its legs, however, are malformed but slowly developing. Tschaka must finish the Golem off or he will probably free himself and rampage across the Forest.

Objects List

Enemies Encountered

Bosses Encountered

Ergan Bakres (as mid-boss)
Rampaging Golem





The Scagarai Islands

The Scagarai Islands, off the eastern coast of Caranna, form a sizeable bay-sheltering a good portion of the Carannan coastline from the rougher Gaerran Ocean. Averaging a warm temperate climate to a mildly tropical one during the year, the Scagarai Islands would have, in another situation, been excellent tourist destinations.

Most of the islands, however, remain unsettled due to particularly difficult to dislodge groups of local wildlife. Be it due to the high quantity of life, or the outright abuse of magic during its resurgence, or fickle fate itself, these islands are home to several breeds of magic-wielding animals. Hunting cats capable of making themselves invisible, naturally poisonous and magically explosive breeds of bees, vampiric frogs, turtles with mastery of force projection, flying iguanas-the list goes on. One can find many an overgrown village from earlier attempts in the centuries to tame the islands with even just a cursory coastal survey. The islands are also, due to the direction of tectonic drift, slowly sinking into the water. Already quite low-lying, the best estimates indicate that within the next 90 years, the islands will be underwater-with only the canopies of trees jutting through the surface to indicate that islands had ever been there in the first place.

This has led many scientists into the island chain on expeditions recently, in hopes of documenting instinctual use of magic and proving the innate links to magic the natural world has. This is a remote enough location, however, with such a small scattering of civilian interference, that it serves as a fine point for Bakres's trap.

Bakres plans on capturing Tschaka for Sabran to study. For this purpose, Bakres baited Tschaka to the islands, where Bakres has a division of troops equipped with electric weapons to force Tschaka out of hosts he captures. Once Tschaka's fallen for the trap, Bakres pulls back, maintaining safe distance while the trap is sprung. The Master of the Poison Viper, Master Wizard Gerbrandt, has been placed in charge of supervising the operation.

Level Progression

Section 1: Abandoned Village

The level opens with the player jumping off a boat he apparently stole before making his way to the island chain at a small pier by an abandoned village. There is no immediate combat, but once you head into the village, you are ambushed by the first few of Gerbrandt's baiting force. After killing a few, some seem to run off as if to raise an alarm, and the player chases them down.

Section 2: The Bridge

After making your way through the village, you come to a bridge over deep piranha infested water that stretches over to the next island. Here, a second ambush is unleashed, with units breaking out of the woods in the background at your back and units coming from the front to attack, surrounding the player. These fight to a standstill before Bakres swoops in to bait Tschaka on. Combat is moderate to heavy to keep the physical bridge from getting too long, while still keeping the gameplay long enough. The bridge lasts another 4 minutes. The bridge is dotted with holes where the wood has simply rotted through. We could also have sections of bridge be destructible if we wanted to-weak to explosive attacks, or that will simply give way under a person's weight.

Section 3: The Jungle

The bridge links up to a path that stretches around the outer rim of the island. The player goes through the center-a dense jungle. Naturally, this is another prime spot for an ambush, although the fighting here is a lot more confused on the part of the jungle fighters. The jungle path is a back country path, not a pre-cut one, and as such is something of a tangled mess. There are a couple of dead ends that make the player double back, and might get them into some extra combat, but they will also always let you see more of the terrain ahead before you have to go there-and may give you an advantageous firing position if you've got a ranged-capable character, or a good shot at possessing a harder to find enemy. Enemy density here varies from medium to heavy-there'll almost always be four or five per 'screen length', usually more. Near the end, the jungle pitches upwards more and more as it transitions into the volcano. The jungle takes about 6 minutes.

Section 4: The Volcano

The volcano is host to a small detachment of soldiers ordered to try and kill the player. After getting above a certain height, the player gets to the break in the trees, and can see the ground is definitely getting volcanic-dark, rocky ground and such. Once you get up to the caldera, you can see the glow of the lava down below, but the angle doesn't permit you to see any of it directly. You can choose to go around the back or the front of the volcano, and the composition of the guards changes depending on which route you take (the top has more of a magic focus and more open ground, the bottom has more physical and more varied terrain). Approaching the caldera, health is sapped from the heat-faster and faster the closer you get to the rim, until you get close enough to burst into flame, at which point you keep taking the damage at a constant rate until death. Falling into the caldera itself is instant death for the host body. You float up in the standard way. After fighting at the volcano, you descend a winding slope down to the Camp. Fighting on and around the caldera lasts around 4 minutes.

Section 5: The Camp

The camp is the start of the really heavy combat for the stage. The camp seems to be Bakres's base, but he is not there-although he can be seen fleeing by boat in the background once the player makes a disturbance, his helicopter abandoned on the launch pad. This is a large battle, and something of a long fight since he has a large base. Waves come out of the buildings periodically, and the boat is visible at the right edge of the camp. The player can't get onto the docks, though, until the enemies in the camp itself have been killed (the screen edge locks). A lot of mages here, and varied ones-possibly some beastmaster-y guys, as well as more of the electric gear soldiers. A Royal Guard or similarly styled enemy would make for a good miniboss for this as a Dock Guard. This section is about 5 minutes of combat.

Section 6: The Boat

Getting on and starting the boat-possibly with enemies in pursuit-the player heads off after Gerbrandt. Some more enemies come out from belowdecks-the ship's crew, and as a 30- to 40-foot yacht/large boat, there isn't a whole lot of them and they aren't particularly combat oriented NPCs, but then the coast guard vessels start pulling up and disgorging their troops. Gerbrandt's own guard also board by other boats back at the docks, and lots of rapid combat gets going. Falling off the boat causes the player to float back up to the deck, with a moderate energy penalty, just like falling to your death anywhere else. The boat fight lasts for a good seven minutes, at which point the player arrives where Gerbrandt fled, the geyser fields.

Section 7: The Geysers

The geyser fields is where you finally catch up with Gerbrandt, and he desperately attempts to stop you. He unleashes his viper clansmen on you, and you must fight both the viper clan members and Gerbrandt's occasional outside reinforcements. The stony arena is interspersed with geysers (hence the name) in the background, and a couple of geysers in the foreground that serve as DoT spots when they erupt like the volcano was-but on a much smaller scale, and without the ability to fall in or set units on fire. Gerbrandt is capable of seeing the player in demon form, and can attack the player in soul form, using some form of holy energy that damages the player over time. This means they need to get a new body that much faster. All of the viper clansmen can see where the player is in demon form-only Gerbrandt can attack you then, though.

Objects List

Enemies Encountered

Boss Encountered

Master Gerbrandt (aka Master of the Poison Viper)





Skyscraper Facility

Awakening in a complex similar to the one in the Red Sands, Tschaka is captive, guarded by Bakres, who he can attempt to possess, but cannot due to the cyborg's extensive electronic components. Tschaka is of even greater use now than he was before, he is told. Bakres mentions the scientist is also captive within the facility, and he could provide some answers. He exits to go retrieve him. Familiar sirens blare - Mages are attacking the building in an attempt to free the scientist, take Tschaka and destroy the holding facility all in one swoop. By some effect of their attacks on the facility, Tschaka is freed. Soon, he discovers the facility is mass producing thousands of Tschaka clones to use as grunt soldiers, and plans to destroy it. Reaching the scientist, Tschaka only finds him half dead from his own attempts to escape. He had burnt himself out from magic overuse. He further explains Tschaka's powers and transition to his soul form.

Trying to use his magic to bring Tschaka's soul into the body, Thovis actually... failed. Or, so he thought. The spell that supposedly brought Tschaka's soul into Emir's body, in fact, only imbued memory and personality - not sense of self or identity as well, which it did. It took longer to work than it should have, which was the first sign not all was operating normally. He didn't know if Tschaka was Tschaka or Emir. After Tschaka was ordered killed, Thovis rushed in to try and preserve his life. Medical science couldn't work fast enough - he had to use magic. The magic he tried to use to sustain Tschaka's life only sustained the spirit. Now Tschaka has a power even greater than he imagined, and Thovis grimly informed him the State may make use of him yet. He tells him there's someone pulling the cyborg's strings, that there's someone who keeps calling the cyborg around to different locations. He used him as bait at the islands and called him away from this facility. He's the one Tschaka needs to bring down. Thovis dies.

At such an inopportune moment, mages rush in only to accuse Tschaka of killing the scientist. After moving on, Tschaka ultimately encounters rows of familiar clones, and then 4 guards. They are his teammates back when he was under the military's control, now equipped with extra armaments, fully trained and with their own troops. These former teammates, it turns out, were in a similar situation to Tschaka's - they were clones of historical generals, all indoctrinated in the current struggle between magic and technology, and all trained to command the troops in the upcoming war. Tschaka defeats them, obtaining information on a large battle between the Mages and the State, occurring in the Baltean Plains. The State has chased the escapees from the forest down, and intends to stamp out the last of the resistance.

Level Progression

Section 1: Cloning Chamber

Coming to after being gassed at the conclusion of the Islands in a small locked observation cage, Tschaka finds himself without any company except the cyborg Bakres. Bakres begins a short speech, gloating how the cloning is coming along, explaining why they were interested in recapturing Tschaka and mentioning the scientist's capture elsewhere in the facility. Once he has finished, Bakres leaves to 'inform his superiors'. During this time, the player can run up against the cage bars or attack fruitlessly, or the player can desert the captive body and float through the cell only to find that Bakres cannot be possessed-and with no other units nearby, the player is trapped in the cage. Once the cyborg leaves and the player is back in the host body, the screen fades to black for a moment, then fades back in as an explosion rocks the facility. Alarms begin blaring, and a defense group composed of Guards, Assault Troopers, and an Infiltrator rush into the room to make sure everything's stable. Tschaka can desert his body, fight the guards, and then open the cell and take his body from the Islands back if he wants, or leave it in the cage. The cage was an observation cage in some kind of central transportation shaft-a bunch of very familiar looking clones in the background are being whisked upwards. Proceeding to the right from the room, Tschaka comes to a bridge connecting to the outer wall of the shaft. Sorcerers, some Blasters, and a War Machine are here, checking up on the earlier patrol group. Dispatching them, Tschaka proceeds to the right and enters the Hot Labs.

Section 2: Hot Labs

A wide stretch of monitors line the back wall, and several displays showing clones being indoctrinated, trained and outfitted are looping in the background. An artsy hologram of the tower is proudly displayed in the center of the room, likely some bid by a middle management type to keep cloner morale high. Sorcerers, Blasters, and Illusionists are working here, with Knights standing guard. The cloners and the knights defend against Tschaka, but fail to hold him back. A disabled elevator is visible in the background in the left rear corner of the room, with a prominent sign reading "In Case of Fire, Use Stairs", and points off further to the right.

Section 3: Balcony

Exiting onto a balcony and exterior access, Tschaka starts heading toward a ladder in the background when a cataclysmic explosion goes off and the scientist is thrown in front of him. The scientist, badly wounded, recognizes Tschaka's influence on his host and explains through flashback how Tschaka came to be, and says the cyborg is acting like he reports to somebody. He tells him to escape-the resistance buddies from the forest are making a sufficient distraction, and he needs to make sure the main group that fled across the plains is still surviving. The scientist then dies, and Resistance wizards composed of Blasters, Illusionists and a few Knight armed escorts rush out seeing a bloodied and beaten scientist next to what appears to be a local guard (or a soldier from the Islands or before-in any case, a hostile). They attack Tschaka, and he may either flee or fight them. The only direction he can go from this area is upward, onto a higher balcony. Fleeing will make the Resistance soldiers follow, and once on the higher terrace, Angelics start swooping in from other parts of the city. They attack while Knights and Black Ops (getting the bonus damage due to it being night out on this balcony) distract the player on the surface. Fending these troops off, Tschaka heads back in through an office to get away.

Section 4: Office

Some upended desks in this security office hide a few Black Ops and Infiltrators here. The Black Ops switch the lights out, and the Infiltrators are unaffected by the darkness. This low-light fight is meant to be a challenging one with high-damage units and no basic soldiers available to capture. Tschaka approaches a computer and resets the alarm system, opening up the elevators again.

Section 5: Elevator

Heading to the back of the room, Tschaka approaches the elevator to the roof when a lone War Machine pops out. Assuming the player doesn't capture it, they must defeat it with their current form and no backup. A relatively quick fight one way or the other, Tschaka then heads for the helipad access floor, where a number of clones are gearing up for deployment.

Section 6: Warlord Fight

Here, on top of the skyscraper, Tschaka approaches a landed heli before a wing of advanced clone troopers swoop in. Tschaka recognizes them as his teammates in the tutorial operation-apparently, they were also other clones and leadership candidates. Fighting these advanced troopers is made possible by the tubes in the floor that continually bring up more and more clones, including clones of them and clones of Tschaka, like Emir was once. Finishing this fight, a still shows of Tschaka holding a map with some unintelligible writing and the plains region circled. Connecting two and two, Tschaka jumps aboard the helicopter and flies for the plains.

Object List

Enemies Encountered

Boss Encounter

The Clone Generals





The Baltean Plains

The Baltean Plains are a tall grassland clime, slightly too dry and warm for most species of tree. Situated east of the Pellean Range, west and north of the Gaerran Ocean, and (for eight months out of the year) easing into the Gilean Forest to its north, the Baltean Plains are something of an oddity. Hundreds of years ago, they had been a tropical rainforest, much like the Scagarai Islands and parts of the Gilean, but the lumber from many of the exceptionally tall, wide trees proved too promising a resource for the masts of the Bertran military. They paid the local Varanians a good deal of money to cut choice trees, and, when they provided the Varanians with the equipment necessary to do it, the Varanians proved too financially ambitious for the forest to withstand. They respected the bounds of their property, however, and their Gilean allies' forest was spared. Quick-growing crop grasses introduced by Varanian farmers in the newly cleared farmland quickly overgrew-which, at first, was cause for celebration, until the market for their now wild grasses collapsed (a result of an overabundance of supply and constant demand) and they were forced to turn to more profitable crops. The grasses proved too resilient to dispose of, however, and remain the dominant feature of what was once the Baltean Forest, choking out any chance the mast trees had of returning. It is only through controlled burns between the Baltean Plains and the Gilean Forest that the Gileans keep the grasses from overspreading-a spectacle that can be seen annually every summer, and which is often an excuse for both parties to celebrate. After about four months, the grasses begin to grow back in the borderlands, and the land returns to what is now normal along the Baltes-Gilea border.

Since their time as a forest, some of the local species have adapted to the change in habitat. Others have not, and the plains remain lightly populated. The lives of the Varanians haven't changed much, only the price of lumber-since it must now be imported from Gilea. They live mainly on the low lying coast, and worry more about flooding than wildfire, thanks to their controlled burn methods of keeping the areas surrounding their cities from being flammable. As for the plains itself-during especially stormy seasons, wind storms from the coast make it inland up to the east side of the Pellean, and sometimes get strong enough to carry a ship or two of the Varanian fishing fleet several miles inland. Most of the time, it stays warm and dry, which is why wildfire is a danger once you get away from the quick access to water the coast provides. The most dangerous conditions possible in the plains is warm, dry, and windy-then, all it takes is a bit of friction in the wrong place or a lightning strike to light a fire that can spread in excess of 16 MPH, and can spread for hours without slowing-a combination that means virtually guaranteed death if caught downwind.

The Baltean Plains are now the site of the Rebellion's slaughter. Having found out the location of their flight from the Forest, they have been run down by a large detachment under the direct command of Bakres himself. Sabran is also present on the battle, having guessed that Tschaka might make himself known and realizing he would need to stop him from interfering.

Level Progression

Section 1: Plains and Hills

The level begins with a plane landing upon a grassy field. The player emerges from the plane. There are slight hills jutting from the background, along with grassy fields seen further in the background. The player continues along the grassy fields, while hills appear in the distance. Enemies will appear from the edge of the screen and the grasses in the foreground/background.

Section 2: Valley

The player enters a small valley with hills in the foreground and background. Over this course the player may encounter some slight hills in the terrain he's moving on. More enemies appear.

Section 3: River

After moving through the valley, the player then encounters a river coming from the background, into the playable area. This is a shallow river with some stones that litter it. The player must progress through the level on this river for a short period of time. The player moves through the river area. Some enemies with cloaking devices will appear along the river, where they can be spotted by the ripples they make.

Section 4: Village and Airfield

The river then ends, and proceeds into the background, where the sea is. The player enters a coastal village with some huts. Enemies will emerge from these huts, battling the player. In the back of the village lies an airfield with several planes docked. The player takes one of these planes to fly toward the cyborg. As the player ascends into the air, an alarm sounds and the enemies commandeer planes to chase down the player.

Section 5: Air Battle

A mid-air battle ensues where enemies emerge from the current aircraft the player is in. The player battles these enemies as they come. Enemy planes fly overhead to drop off more enemies. After a short period of air combat, the player can see missile fire in the background. The planes are being shot down by the cyborg. Occasionally, the player can see planes get shot down. Eventually, the player's plane is shot down and the player ejects into the air. The player descends down the air, as do several enemy units. Some of these enemy units are frightened lackeys, while others are paratroopers with tools for a safe landing. The player must possess one of these paratroopers to gain access to the parachute to land safely. After some time, the player will eventually land. The plane is found on the ground, crashed, and in a number of pieces. Paratroopers will eventually fall to the ground, ready to fight, while the player notices debris from other planes crash to the ground. The player must avoid this debris. Occasionally, enemies without parachutes will also fall, splattering. The fight ensues, where cyborg enemy-types will combat the player. This signifies that the cyborg enemy is close by. These are just minor cyborgs, though. The ground is still littered with debris, while some more continually descend from the skies.

Section 6: Boss Arena

The player approaches a hill, where the ground begins to clear of the debris and explosion site. It becomes another grassy area. The player then encounters the cyborg boss.

Objects List

Enemies Encountered

Bosses Encountered

Ergan Bakres
Gavrillo Sabran