- Post-apocalyptic story
- Ten years into the future
- Multiple gameplay options controlled with power armour suits
- Heavy weapons
- Instant Stealth Function (Controlled invisibility)
- Hide-In-The-Shadows (NPC's ignore you, while in shadows, but be sure to not shoot at them)
- Command capabilities (Command a team of NPC's with a streamlined interface by clicking on spots, you can give your team commands, where to attack and when, or tell them to hide and ambush)
- 3 values for the power suits: Armour, Health and Energy
- 3 different modes for the power suits:
- Heavy Suit: Much armor and health, lower energy
- Scout Suit: mid-range armor, health and energy
- Sprinter Suit: low health and Armor, much energy
- 2 weapon categories: particle and bullets
- Particle weapons use energy from the player's suit
- Bullets are good against armoured enemies
- Particle weapons are good against flesh (burning etc.) and creatures without armour
- 2003 America is stuck overspending on the Iraq war
- 2008 The global economy crashes
- 2012 The public falls into chaos
- 2016 Radical regime takes power
- 2019 New national security measures constrain citizens and push them to desperate measures
- 2019 Rebel Union Squad (RUS) is founded
- 2020 The game begins
- The player is caught and taken prisoner while sabotaging an oil rig
- The player is freed from prison by chance
The player is living in a world of cruelty and crime, the world is ruled by two super powers in competition over complete control of the public. The "Loyalist-people's-Government" rules with pain and fear in the Americas and the Emergency-European-military-government rules europ and parts of asia with a subtle system of silently abducting their opposers and highly specialized soldiers. In the Americas the government is watching everyone, keeping the public under control through subtle paranoia. There is an under-ground rebel group fighting for people's freedom and rights, this is the group the player belongs to. They call him John Doe, ironically.
Doe is leading a mission of sabotage on the west coast on a network of oil rigs. The rebels are there to stop the network of oil-flow to the the military on the coast with a few strategic strikes. This is the most ambitious rebel mission so far and there is every chance for it to go wrong, but as long as you and your friends have the element of surprise you should have the upper hand.
It's time to act, you're sitting in a rubber boat along with 15 other trained fighters heading towards one of twenty oil rigs. This is your chance to make a difference for the greater good, but you realize something is wrong when you see that all the lights are on at the oil rig and the loud machinery has stopped. Fifty meters away in the foggy water, moving slowly, silently. Gunfire. You've been spotted, the boat speeds up and bullets splash into the water around the boat. Twenty meters now, the scatter of bullets is becoming more accurate. By the time you reach the oil rig one man has died and the rig is on full alert, reports from other team leaders show similar situations. How? It doesn't matter, all that matters is the mission. Your team moves up the stairs of one of the support pillars but there are guards at every turn, guards armed better than you had expected. Is someone leaking information? It's too late to retreat now, already halfway up. You reach the top and can see the cloudy night sky, your target is near, all you have to do is plant the bomb. That's all that matters. you and two rebels reach the target, it takes you only seconds to set it up and hide it, now you have 5 minutes to get out. But how? With this much resistance getting out at all will be near impossible. You had planned to take the life boats but they're not here, the night sky is dotted with helicopters now. One rebel is shot by a guard another by a helicopter. You're trapped at the edge of of the rig, 2 minutes left. You're surrounded with no escape. You jump, legs first into the inky black ocean below.
You wake up in a cold concrete cell. your legs are shattered and all your skin is bruised but you're alive. You're in the fabled 'Prison Island' an enormous island converted to a prison complex to hold the prisoners of the LPG. Years pass, the future is bleak.
One night distant artillery can be heard from war ships, it's the one thing that excites the prisoners here. A naval battle is going on not far from here. The battle rages on without stray from the ordinary when suddenly, three consecutive explosions are heard nearby. Stray artillery hitting land, then six more, now closer. Suddenly one hits the roof, it caves in, it's followed by more the scatter around the area. One hits your cell block, dust shrapnel everywhere, more hit around the room. When the dust finally clears you find you cell door unhinged, the guards crushed and the walls crumbling. You're free.
Around you have a huge arsenal of weapons and thousands of rebels held captive waiting to be released.
So, recently (within the last 2 years) there has been no activity on our side.
Rather a lot of trouble getting things straight, keeping a team together, time management issues ...
the full programme.
We decided to stop trying to beat a dead horse and, for better or worse, I felt the need to stand up and to tell you guys about it, since there has been no official word about it.
Well, here it is.
We are deeply sorry to let you guys down and we're very very thankful for all your support, comments and feedback during the process. I can not say how much we're actually thankful for all the support we got from all of you.
Prison Island has been cancelled. But let me explain to you our reasoning.
The project has been an amazing adventure to us.
It went through several iterations of changes (of which the first was a simple combine-prison breakout scenario). However, there never really was a solid base to work on.
No one had a solid vision of how things should be. Suggestions were taken into account,
ideas and principles were thrown away and got replaced by others.
One day we would go left, the other we would go right.
So essentially we (or I if you will) failed to establish a basic concept, a basic game design everyone could understand and work with. That caused the whole project to bloat and feature creep was a thing that occured on an almost daily basis.
By the end of the day, there was this immensely huge mess of design documents virtually saying nothing.
We had a lot to work on, we were this large team of people, and yet we didn't know what to do or where to start. Large parts of the game logic were missing as there was no one with enough time on his or her hands to write all the game logic the concept required. The project went stale.
To compensate for the fact that we had practically nothing game logic wise (but admittedly a lot of other funky features such as sunbeams and headbobbing ...) we tried to at least dump the basic level structures and do the logic work later on. The results of that can be seen here on moddb.
So all in all, the whole concept was too much and there was not enough planning and bad organisation. The project derailed in scale badly and there was no going back anymore.
We could not keep going like this.
Personally, I was trying to get things straight, scrape off features, put the concept into a state where it can be worked with ... but to no avail. It would make more sense to start from scratch.
The Real-Life got us all and no one has the time or motivation anymore to bring this monster of game concept back to life.
So for now, this is the sad end of our adventure.
Lastly, I would like to make it very clear that I do not blame the (former) team for this, just in case you might got this impression. Each and everyone who worked on this is an exceptionally talented person and it was mostly me, who wasted their talent.
For that I am sorry.
It was fun while it lasted.
Thank you all again, for all of your support and patience.
It was a pleasure doing this together with you.
We will see each other again, somewhere else. I am sure of that.