Narrative structure CYBERSTRIKE
Prologue:
Halfway through the third millennium, the world was thrown into chaos. Following climate disasters of increasing magnitude, a waterborne virus, XEROPHYTUS (known as XER-0), wiped out a third of humanity and caused lasting damage to the DNA of those who survived.
In the year 3009, humanity has stagnated, ensnared in the grip of a powerful Megacorporation made up of five branches: AEGIS, AETHERION, CHRONOS, HELIOS & OLYMPUS, referred to colloquially as THE FIVE. With no permanent cure for XER-0, the elite thrive while the masses suffer, struggling to afford medication to combat the symptoms of the virus.
In the shadows of towering corporate citadels, a rebellion brews, an illegal vaccination is under development that could upset the balance of power, and restore humanity to a state of equilibrium.
Act 1: Rise of Themis
Players take on the role of Themis, a newly commissioned Paragon, one of the many maintaining order in the sprawling metropolis of Novathens. Tasked with locating and destroying the rebellion’s testing facility, Themis is given instructions to show no mercy and leave no traces of their activity. He is successful in his mission, but in the process reveals his own tragic past as a victim of the corporate regime, causing a fault in his neurological enhancements, effectively breaking AEGIS’ hold on him. He then embarks on a journey of redemption that will change the course of history.
Act 2: The Rebel Uprising
Betraying his masters, Themis joins forces with the rebel alliance, determined to overthrow the oppressive Megacorporations and create a new era of equity. Players engage in intense combat encounters as they lead the rebellion's assault on corporate strongholds, facing off against waves of Paragon enforcers and heavily armed mercenaries.
Act 3: Battle for Humanity
In a climactic showdown atop the towering spires of the Megacorporations' citadels, Themis confronts the leaders of AEGIS and their allies, demanding justice for their crimes against humanity. Players engage in epic boss battles against the formidable corporate executives, using their combat skills and strategic prowess to dismantle the pillars of corporate power.
Epilogue:
With the corporate regime toppled and the vaccine distributed to the masses, humanity emerges from the ashes of tyranny, united in their triumph over oppression. But for Themis, the battle is far from over. As a symbol of hope and redemption, he vows to defend his newfound allies and ensure that the freedoms they fought for are never again threatened.
As the city streets buzz with newfound energy and optimism, Themis stands as a beacon of hope in a world once shrouded in darkness. With the scars of the past serving as a reminder of the price of freedom, he pledges to remain vigilant against any who would seek to undermine the hard-won victories of the rebellion.
Game brief SGUIT
Logline: “A traveling witch and their familiar bring magic back to the world through kindness and co-operation.”
Genres: Co-operative, cosy, open-world. Fantasy, slice-of-life, adventure.
Themes: Community, pacifism, cooperation.
Tone: Sincere, optimistic.
Mood: Idyllic, hopeful, comforting.
Heroes’ Goal: To restore magic to the world by creating harmony amongst its inhabitants.
Thematic Statement: Co-operation is the key to success.
Summary: Sguit, a fantasy co-op adventure, follows a witch and their familiar, the current pair in a long line of travelling companions, as they traverse the quaint, idyllic world of Dhachaigh. The prologue of the game shows the witch and familiar receiving their travelling clothes from an ancient witch, with the simple request to “do better than those who came before.”
It’s slowly revealed through interactions with NPCs of human, animal and mythical varieties, that magic has begun to fade from Dhachaigh and that the witch and familiar are two of the few left able to wield it. It becomes apparent that this is due to the diminishing harmony between the human settlements and creatures of myth.
Reflected in the environment as they travel the land, the protagonists realise that in response to this burgeoning unrest, the traveling witches of the past had taken sides, trying to force humans or creatures out of their habitats, or taking advantage of the disparate climate for their own gain, as opposed to acting as mediator and finding solutions for everyone to co-exist in harmony.
The witch and their familiar must use what they know about working together to create a symbiosis between all the inhabitants across Dhachaigh, building their power and skills to tackle even greater feuds and create a world that benefits all who live there.
With a focus on reclamation of peace and harmony, Sguit is fundamentally optimistic, with a strong message about community, cooperation and the power of living for all, not only the self.