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By Bearded Pixel
£2,273 pledged of £25,000 goal
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About

The game play footage shown in the video is a work in progress and not representative of the final product. We aim to release this game on PC, Mac and Linux computers. We would really like to release on consoles in the future, but the closed nature of these platforms make it impossible to guarantee.   

You play as Shawn Waters, a man who has been driven to heavy drug abuse by events that followed the disappearance of his niece Hannah and several other village children. Shawn was subjected to family blame with police and media questioning directly after. The Baader Meinhof Phenomenon enters the distorted world of a recovering addict as he picks up the trail of his missing brother and wades through the endless questions surrounding the disappearance of the missing children.

The Baader Meinhof Phenomenon is a fixed camera angle psychological thriller that aims to bring the old school back in this emotionally driven story about a man and his battle with mental health problems. 

Blaming himself for what happened, it's the manifestation of his guilt and self-loathing that will slowly start to encroach on his reality. It's up to you to find out what really happened and uncover the village's dark secrets before you completely lose your mind. 

On the night of the disappearance of your niece you (Shawn Waters) were babysitting her. It was like any other weekend, you stayed up watching films with her till she fell asleep in your arms then you carried her up to bed and tucked her in, but this would be the last time you saw her.

As the player you will have to overcome your own paranoia and manage your stress levels as Shawn can become overwhelmed by experiences that lead to him into situations outside his comfort zone.

On the night that Hannah (Your niece) goes missing, four other children also disappear from their own homes. The four families these kids come from will all play a large part in your investigation. Your brother was never able to accept the conclusion the police came to, so he took it upon himself to find out what happened. You take on his work and slowly come to realise that the secrets in this village are far darker than you had originally thought. 

Each of the families are represented by their house and the colour scheme assigned to it. When speaking to them it's best to take into consideration any information you find out about them before you confront anyone or talk out of place. Gossip spreads like wildfire in these little villages and getting a bad reputation can work against you... but not always. 

Each family has a unique secret that ties them into your investigation. Its up to you to use this information to your advantage, by using it as a bargaining chip or blackmailing someone into doing exactly what you want. You must realise though that something so drastic will always have problematic repercussions. 

Because the game is set in such a tightly knit community you will get to know everyone that inhabits Longley. From the landlord of the local pub to the postman, these characters will all play key roles in uncovering the truth, just make sure you don't accuse the wrong person.

The village is an incredibly important part of this project because as a team we feel that a proper British village had never accurately been represented in a game before. The local shop, pub, town hall and post office are integral to the daily workings of a small community like this and they play a key part in the narrative.

During the day these villages are the most welcoming and picturesque places you can visit in England. But when night falls they almost take on a completely different persona, the once beautiful buildings now loom like faces grinning through the fog and the inviting atmosphere has long since disappeared.

Lighting will play a key part in recreating the right kind of atmosphere in these kind of places. The outdoor night time scenes will be primarily lit by the moon but the street lights add an occasional area of solace to the player. Being in the dark for too long can heighten Shawn's stress and lead him to act irrationally, so managing where you are and how long you spend in these places will seriously impact your frame of mind.

Most of the non-interactive houses inside Longley will be created within the architectural guidelines that make them feel very "Midlands" but the five houses that are going to be key to the story will be designed in a lot more contemporary way because they are supposed to have been built a lot later than the others. 

Bearded Pixel is a full time team of four people consisting of Stuart Green, (Project Lead) Marcus Mills, (Environmental Artist) Steven Watkins (Unity Programmer) and Paul Feltwell (Animator). We also have two audio technicians that we outsource the music and foley to. There is also one more animator that is working on an animated mini series that runs parallel to the main story, and you can watch these episodes by interacting with the TV's in the world.

Risks and challenges

Though we are a small team we are dedicated to delivering our project to its potential using the latest creative techniques. Having factored a number of potential speed bumps into our production time we have an estimated release date of December 2015. As we are committed to delivering a completed game we will endeavour to meet our predicted date. Being 6 months into production we are confident that we will overcome any potential problems that may arise.

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Funding period

- (30 days)