Note: 'Friends or Foes' is the only scene available.
The other scenes have short summaries to give you a rough idea of the general concept. I would advise you to play "Friends or Foes" first, then read the other scenes.
In the final game, the player will define the order of the scenes, and their narrative impact for the main characters.
{<table>
<tr>
<th>MEMORIES</th>
<th>PRESENT</th>
</tr>
<tr><td>[[Friends or Foes->Intro]]
<BR>[[Rocks]]</td>
<td>[[Meeting Johnny]]</td></tr>
}
{
(set: $Actions to 4)
(set: $SaveSang to 50)
(set: $KillSang to 50)
(set: $Aim to false)
(set: $Alone to false)
(set: $Insult to false)
(set: $Kick to false)
(set: $Lower to false)
(set: $Wound to false)
}
###Actions left: (print: $Actions)
A thick heat dampens every fiber of your worn body, as you struggle to stand still in the slippery mud.
The Laotian jungle is never silent. There's always something after you. There's no peace in this emerald temple, where your most vicious fears wander endlessly.
You have never signed up for this, you think. You have never signed up for this and yet -- yet you have one last bullet in your rifle, and one last pill in your chest pocket, right under your 'US Army' stained label.
There's a Viet Cong lying on the ground a few steps away from you. Gasping like a dying deer, he's clutching his wounded belly, and at a small rusted gun on the ground.
//His name was Sang.//
(display: "Choices Menu")
{
<hr>
<div align="center"><h4>ACTIONS</h4></div>
<table>
<tr><td>Choices:
(if: $Aim is false and $Actions > 1)[(link:"AIM")[(goto:"Aim")]]
(elseif: $Aim is false and $Actions <= 1)[(link:"AIM (last action)")[(goto:"End SAVE")]]
(if: $Aim is true and $Actions > 1 and $Alone is false)[(link:"INTERROGATE")[(goto:"Alone")]](elseif: $Aim is true and $Actions <= 1 and $Alone is false)[(link:"INTERROGATE (last action)")[(goto:"End SAVE")]]
(if: $Insult is false and $Actions > 1)[(link:"HUMILIATE")[(goto:"Insult")]](elseif: $Actions <= 1 and $Insult is false)[(link:"HUMILIATE (last action)")[(goto:"End SAVE")]]
(if: $Insult is true and $Actions > 1 and $Kick is false)[(link:"HURT")[(goto:"Kick")]]
(elseif: $Insult is true and $Actions <= 1 and $Kick is false)[(link:"HURT (last action)")[(goto:"End SAVE")]]
(if: $Lower is false and $Actions > 1)[(link:"HOLSTER")[(goto:"Lower")]]
(elseif: $Lower is false and $Actions <= 1)[(link:"HOLSTER (last action)")[(goto:"End SAVE")]]
(if: $Lower is true and $Actions > 1 and $Wound is false)[(link:"EXAMINE")[(goto:"Wound")]]
(elseif: $Lower is true and $Actions <= 1 and $Wound is false)[(link:"EXAMINE (last action)")[(goto:"End SAVE")]]
</td>
<td>Final Decisions:
<span class="decision">
(if: $SaveSang >=50 and < 65)[(link:"TRY TO SAVE SANG NOW: Sang`'`s chances of survival are not very high.")[(goto:"End SAVE")]]
(elseif: $SaveSang < 50 and > 39)[(link:"TRY TO SAVE SANG NOW: Sang`'`s chances of survival are <i>very low</i>.")[(goto:"End SAVE")]]
(elseif: $SaveSang < 39)[(link:"TRY TO SAVE SANG NOW: <i>Sang had almost no chance to survive</i>.")[(goto:"End SAVE")]]
(elseif: $SaveSang > 64)[(link:"TRY TO SAVE SANG NOW: <i>there may be some hope for Sang</i>.")[(goto:"End SAVE")]]</span>
<span class="decision">
(if: $KillSang >=50 and <= 70)[(link:"TRY TO KILL SANG NOW: you have good chances to hit him.")[(goto:"End KILL")]]
(elseif: $KillSang > 70)[(link:"TRY TO KILL SANG NOW: you are <i>most probably not going to miss your shot.</i>")[(goto:"End KILL")]]
(elseif: $KillSang < 50)[(link:"TRY TO KILL SANG NOW: you <i>are not very confident about this</i>.")[(goto:"End KILL")]]</span>
</td></tr>
</table>
}
{(set: $Actions to $Actions - 1)
(set: $Kick to true)
(if: $Actions is 2)[
(set: $SaveSang to it - 15)
(set: $KillSang to it + 15)
]
(elseif: $Actions is 1)[
(set: $SaveSang to it - 20)
(set: $KillSang to it + 20)
]
}
####Actions left: (print: $Actions)
(if: $Actions > 1)[Sang curls up and shouts loudly:
"Fuck you!"]\
(else:)[Sang stifles a cry of pain. Trembling, he wipes his wet cheeks and mutters for himself:
"Please... Make it stop..."]
(display: "Choices Menu")
(set: $SaveSangSuccess to (random: 1, 100))
(if: $SaveSangSuccess < $SaveSang and $Actions > 1)[You use your worn shirt to patch Sang's wound, and carry him on your shoulders.](else:)[You watch Sang agonizing on the muddy ground. There's nothing you can do anymore. Sang's eyes roll; his head tilts on the side, lifeless. You walk away without looking back.]
{
(if: $Alone is false)[Suddenly, steps.
Human voices.
If you move, the Viet Congs will hear you.]
(else:)[Knowing that more soldiers would come, you hide between gigantic roots and leaves.
They scream, slash plants with machetes. You try not to breathe. Your bended limbs ache. After ages in the mud, after the voices fade away in the distance, you shake your numbed legs, and run as fast as you can.]
}
[[Restart?->Intro]]
[[Back to the Timeline?->Start]]
{(set: $Actions to $Actions - 1)
(set: $Insult to true)
(if: $Actions is 3)[
(set: $SaveSang to it - 10)
(set: $KillSang to it + 5)
]
(elseif: $Actions is 2)[
(set: $SaveSang to it - 15)
(set: $KillSang to it + 10)
]
(elseif: $Actions is 1)[
(set: $SaveSang to it - 5)
]
}
####Actions left: (print: $Actions)
(if: $Actions is 2)[Sang doesn't say anything, but a bitter smirk appears on his trembling lips.](else:)[Weary, Sang looks away with a bitter smile on his livid face and says:
"You think you're the hero, aren't you?"]
(display: "Choices Menu")
{(set: $Actions to $Actions - 1)
(set: $Aim to true)
(if: $Actions is 3)[
(set: $SaveSang to it - 10)
(set: $KillSang to it + 20)
]
(elseif: $Actions is 2)[
(set: $SaveSang to it - 15)
(set: $KillSang to it + 25)
]
(elseif: $Actions is 1)[
(set: $SaveSang to it - 20)
(set: $KillSang to it + 30)
]
}
####Actions left: (print: $Actions)
(if: $Actions >= 2)[Scared, Sang tries to move and gasps:
"No...!"](else:)[Sang stares silently at Travis without moving. A glimpse of fear brings some life back in his faint eyes.]
(display: "Choices Menu")
{(set: $Actions to $Actions - 1)
(set: $Wound to true)
(if: $Actions is 2)[
(set: $SaveSang to it + 20)
(set: $KillSang to it + 5)
]
(elseif: $Actions is 1)[
(set: $SaveSang to it + 10)
(set: $KillSang to it + 10)
]
}
####Actions left: (print: $Actions)
(if: $Actions is 2)[Sang quivers as you roll up his shirt and examine the wound. It's deep, but fresh. You think of your last pill in your pocket. Does your enemy deserve to become your friend?](else:)[Sang doesn't even move when you open his shirt to examine the wound. It's deep, but fresh. Alas, Sang has already lost too much blood and is barely conscious.]
(display: "Choices Menu")
{(set: $Actions to $Actions - 1)
(set: $Lower to true)
(if: $Actions is 3)[
(set: $SaveSang to it + 15)
(set: $KillSang to it - 10)
]
(elseif: $Actions is 2)[
(set: $SaveSang to it + 10)
(set: $KillSang to it - 5)
]
(elseif: $Actions is 1)[
(set: $SaveSang to it + 5)
]
}
####Actions left: (print: $Actions)
(if: $Actions > 1)[Sang's weak fingers let go of the gun. Muffling a cry of pain, his eyes silently beg for your help.](else:)[Sang closes his eyes. He is too weak to move. His gun slips from his hand, and falls on his lap.]
(display: "Choices Menu")
''ACTIONS'':
- You start with a maximum number of ACTIONS you can carry out before the sequence automatically ends.
- You can carry out each ACTION only once.
''DECISIONS'':
- DECISIONS have a //success rate// influenced by the CHOICES you make (see below).
- If you don't make any DECISION before the end of a sequence, the game will decide for you. :)
''CHOICES'':
- CHOICES influence the //success rate// of your final DECISIONS in a positive or a negative way.
- The order of your CHOICES is also important e.g., making a CHOICE before or after the other CHOICES will produce different results.
//HINTS//
- In "FRIENDS OR FOES", Dan's reactions are influenced by his mental/physical state. His mental/physical state degrades over time, but this degradation can be aggravated/nuanced by the CHOICES you make.
- There is no "good" DECISION.
- You can perform 4 ACTIONS... or less.
[[Good luck!->Start]] :)
(set: $KillSangSuccess to (random: 1, 100))
(if: $KillSangSuccess < $KillSang and $Actions is not 0)[You shoot Sang's head. It silences the jungle for a brief moment.]
(else:)[You shoot, but somewhat miss. The noise silences the jungle for a brief moment. You're not sure why you're here, standing, staring at a dying man.]
{
(if: $Alone is false)[Suddenly, steps.
Human voices.
If you move, the Viet Congs will hear you.]
(else:)[Knowing that more soldiers would come, you hide between gigantic roots and leaves.
They scream, slash plants with machetes. You try not to breathe. Your bended limbs ache. After ages in the mud, after the voices fade away in the distance, you shake your numbed legs, and run as fast as you can.]
}
[[Restart?->Intro]]
[[Back to the Timeline?->Start]]
{(set: $Actions to $Actions - 1)
(if: $Actions is 3)[
(set: $SaveSang to it - 5)
(set: $KillSang to it - 5)
]
(elseif: $Actions is 2)[
(set: $SaveSang to it - 10)
(set: $KillSang to it - 10)
]
}
####Actions left: (print: $Actions)
(if: $Actions > 1)[Sang whispers:
"They shot me...! They're still close by. We have to hide... please!"](set: $Alone to true)(else:)[Sang closes his eyes and remains silent.]
(display: "Choices Menu")
{
(print: "<script>$('html').removeClass(\)</script>")
(if: (passage:)'s tags's length > 0)[
(print: "<script>$('html').addClass('" + (passage:)'s tags.join(' ') + "'\)</script>")
]
}
A memory from Sang's point of view!
> Rebel or not against Hiep, your superior, who's playing a sick game with Travis: Hiep is shooting rocks at Travis, using him as a living target. (Travis is blindfolded, his hands tied in the back.) You can "play the game" or not.
> You can go as far as killing Travis or killing your superior.
> If Sang kills Travis here, the option to kill Sang in //Friends or Foes// won't be available anymore: You define the order and the meaning of the events!
TO BE CONTINUED
[[Start]]
A scene in the present time. You're playing "The Man"
> You can choose to tell Johnny, an American Vet who fought in the war with Travis, that you are either Travis or Sang.
> Your goal is to convince Johnny that you're telling the truth.
TO BE CONTINUED
[[Start]]