Potential Media Concepts

This is a repository of cool ideas that utilize CS as it's base, but with a focus on different media/mediums.

## Krayplane Game

The release of the game is set after a real world ARG is solved. The **primate 0617** puzzle is a long ARG that involves the use of AI and specific training, mirroring the ARG the prisoners were put through. The winner of the ARG is codified in CS as the prisoner who canonically wields DYNAMOSLINGER.

After the completion of the ARG, Krayplane game is released, which through various lab documents and stuff would eventually detail the process and testing data of primate 0617.

The player character is Watcher Kraymen. It takes place in Krayplane. At its core, its kind of like a walking simulator, allowing the PC to explore and interact with whatever in Krayplane. The story is not explicitly told, and requires the PC to tell it to themselves essentially. Think of Girls Last Tour, but playable.

## 2D Fighting Game

Think Smash, but with named CS characters.

Scientist (Krayplane) is a joke character, one of her moves involves creating large stacks of paperwork with health bars. Under one of the piles, is actually scientist, while the others are just fodder. If scientist kills Sera Florence, or if Sera dies while Scientist is present, Scientist's kit changes and she inherits Prototype:Grace, changing her style into a more support oriented playstyle. Scientist is essentially a direct upgrade from Sera, as the roles and kits are almost identical, with the exception of Scientist being quicker and more vicious.

Watcher Kraymen's kit is incredibly strong, OP almost. However, the movement tech is almost conventionally unusable. The skill ceiling is high, because the movement axis are so exaggerated. Pushing a movement input too long or too hard could easily fling you out of the playable area into death.

## First person game: The Shift

(*explaination is using MTG metaphors)*

In the first playthrough, PC1 takes the perspective of Syndicate Dawn. It is heavily narrative focused.

The tutorial allows you to play at her peak pre-Shift powers- which are mostly the various playstyles of previous Syndicates *(Asking to borrow a modern deck, but unable to change cards from it)*

After the tutorial, the Shift begins and Dawn's power is scaled back, a blank slate. As the game progresses, more and more skills are unlocked, and by the end, you can shape how your build is specifically done (*Slowly collecting cards, and by the end, you're able to build your own deck and playstyle*)

The main storyline beats and goals are canonically accurate\*, failing the core objective results in needing to restart the stage (Kind of like disassociation in Assassins Creed).

\*with the exception of the final mission(s) which always result in failure. It results in failure due to PC2 not existing.

Along with the main objective of missions, are side objectives. Whether or not these specific mini-goals are achieved has no direct implication on the success of the mission\*\*. For example, a mission may involve the assassination of an adversary in a compound, with the sub-goal of not raising any alarms for a covert operation.

In the second playthrough, you are PC2, an unnamed Watcher Faction character, and the world is open world. The skill system is much like the first one, allowing you to mix and match various skills and trees, but to a wider breadth.

Through your actions and choices allows the second playthrough to play out canonically, with the success of Watcher Faction

\*\*however, there are implications from the first playthrough. In the previous example, depending on whether or not the alarms were raised would change parts of PC2's mission to retrieve a hostage on the other side of the same compound.