Monday, July 13, 2009

Design Reboot: SIN Episodes (Part I)

Monday, July 13, 2009
What follows is a short sketch of a hypothetical design reboot of the SiN (1998) and SiN Episodes (2006) game and universe.
Some of these ideas and sketches I've been kicking around for a couple years but finally decided to commit them here. I enjoyed both games very much--Sin Episode 1's gameplay in particular has aged better than I remember and I invite people to reload it on Steam--but much of the tone and presentation left me pondering.


Try a neo-noir detective role for John Blade; the world-weary spirit with a heart of violence. Jessica Cannon reframe as his classy gun moll, all haute couture until the guns come out of the trunk of the black 1963 Buick Riviera.

They're anomalies, small fry in a world much as the ill-fated Episode 1 only suggested: a teeming metropolis balkanized by corporations. Citizens dead within prisons of their own desire. Microstates where international law changes at the edge of a wifi hotspot.

Latex gimped thugs patrol with plastic furnitured, electronically fired assault rifles governed by the same network zones--they can't shoot outside their turf, but our heroes' vintage/custom weapons can.

Elexis Sinclair is the delusional second generation CEO spending her father's company into the ground while she lives a dollhouse princess fantasy, perverse and eccentric... and now she's overstepped her bounds.
Now there's a body in a dumpster one foot over the line into the wrong territory, and Blade snags the biggest client he's ever had without knowing the stakes of the game he's in.

(He's in an FPS with innovative mission layout and story control, weapon customization and mild strategic management elements. First Person Erotic Action-Noir (FPEAN), if you will.)

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