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$2,906 pledged of $60,000 goal
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By Brainworm Games
$2,906 pledged of $60,000 goal
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About this project

Watch the trailer in Full HD in youtube!

 

Blue Heaven is a combination of action-RPG and Hack & Slash and is targeted only at adults. It tells a bloody story from the point of view of a mercenary whose work is to enforce the law in a futuristic and decadent cyberpunk universe, where good and evil are almost indistinguishable and dirty sex, deadly drugs and decomposing corpses are easy to find among the dark alleys of every metropolis. Soon, he will have to abandon his world to explore unknown territories in order to save the last bit of humanity left in him, ending up involved in an unpredictable conflict.

 

  • Targeted at adults: It tells a bloody story without the frames of what is politically correct. It will include drugs, gambling, slavery and more.
  • Decadent cyberpunk universe: You will be a mercenary that represents the opposite of a hero. He works for the State in a big ruined city, enforcing the Law of a corrupt oligarchy. There are not good or evil people in this world.
  • Rotoscopied isometric animations: Animations have been drawn on real video footage captured by us using 8 cameras simultaneously. This produces more realistic movements.
  • Hack&Slash + Covers: Apart from a fast melee combat, we have included cover mechanics for those moments when characters use ranged weapons like rifles or grenades.
  • Controlled with gamepad / keyboard: The mouse is not involved at any part of the game.
  • Deep narrative: The story is a key part of the game. Dialogues will allow the player to learn about the world and the people that populates it.

 

 

 

 

As far as we know, Blue Heaven is the first pixel art game in history where the characters are animated in isometric perspective with rotoscoping.

 

 

 

 

We chose the pixel art style because we associate it with other realistic/futuristic kinds of games like Another World, Flashback and Beneath a Steel Sky. With this style, we opted for flat-shadowed characters and settings with a reduced colored base, avoiding dithering or bright edges.

 

For rotoscoping, we acquired sport cameras and built 8 tripods on which to mount them; using basic trigonometry, we calculated where to position the tripods. In this way we made a total of 10 recording sessions for the main movements, in which we included a professional model in order to record specific movements for the female characters.  

 In addition, some scenes will have cinematics, using flat colors and thin strokes, some also animated with rotoscoping. Our aim is to recreate dark, worn-down and oppressive urban settings. We won’t use tiles, but backgrounds drawn separately. In general, both characters and settings will have proportioned and realistic shapes.

 

 

 

 

The game is designed to be controlled with a keyboard or gamepad. The mouse won’t be necessary at all. The main mechanics could be summarized as follows: fights and dialogues.  

Fights :

The fights are one of the key points of Blue Heaven. We want them to be fast and with a good work flow; we want the player to have at his disposal a set of weapons and movements that will allow him to choose how to react.  

 

 

● Coverage: Characters can hide behind certain elements in a scene to avoid being shot at, and to shoot without fully exposing themselves. This is the first game with a 2D isometric perspective that uses these mechanics that we know of.  

 

● On guard: When the character uses a melee weapon, there will be moments where he is on guard and receiving less damage. After a dodge or an attack, there will be a fraction of a second where he is exposed, that is, off guard, and he will receive more damage when attacked.  

 

 

● Target lock: It is possible to lock onto an enemy with any weapon, which will affect not only the direction the character is looking in, but will also impact on the actions he can perform. For example, you can dodge only if you have locked the target.

 

 

Dialogues:  

Dialogues are the main source of information for the player regarding the characters’ relationships, personalities, mood… With dialogues, you will get to know more about the past, present and future of the world the game is set in, and they will facilitate the immersion in the game. There will be 2 types of dialogues, those that are automatic and don’t interrupt the action as they appear floating over the characters –during fights, for example–, and those that require more attention and decision-making. Even though the player will be able to choose the questions and answers, these will only affect the scene in which the conversation takes place and the subsequent answers from the rest of the characters.  

Stores and Character Development:  

We believe that it doesn’t make any sense to include an experience and level system in Blue Heaven as V1CT0R already starts the game as an experienced fighter and it wouldn’t make sense to become that much stronger in that short period of time. The special abilities that he’ll learn are linked to the story and they will only be obtained after reaching a milestone. There are 4 factors that will make your character grow stronger in terms of fighting: the player’s ability, weapons, pieces of armor and consumables. The protagonist will have several ways of earning money and he will be able to spend it in the city’s stores to buy better weapons, ammo, armor and “soft” drugs.

To what extent can we choose who we are? Are we the same person during our whole lives? Are we what we do, what we think, or a combination of both?

Blue Heaven presents a world of lies, where misery is dressed up as a hope from the past. Even though little is known about the events that occurred centuries ago, beyond what the Servants keep in the silicon codices, the photos of the vibrant cities that stretch to the horizon and machines capable of reaching the sky like birds are enough to fill the minds of those attending the Sunday Liturgy with fantasies. Their creed is based on the cult of technology, on the illusion of becoming again what they once were. A faith that guides a society towards a common point that runs away from the memory of the last county wars, still fresh in the memory of the elders. This is the driving force that moves in the same direction the bleeding civilizations that survive thanks to the remains of their ancestors. But that’s just the most superficial layer. There's the appearance of community, the illusion of freedom, the charade of progres, the dream of peace… Essential illusions crafted by politics that everyone wants to believe in. Wants to, but cannot. And fully aware of it, the small States lighten the weight of reality by supplying the population with all kinds of soft drugs, and fomenting the creation of businesses related to prostitution, bloody shows and gambling. Giving in to vices is the only way of keeping one’s sanity in this dark and cold world, barely lit by the weak neon lights. A world of grey people, where there are no angels or demons, where people have to live with their own contradictions. Every individual must look after himself and fight for his interests; the luckiest ones try to climb the social ladder, while the rest just try to stay afloat.

You’ll be V1CT0R Wylde, a middle-aged man with a serious, aggressive, brave and skeptical personality, and with low life aspirations. Experienced in lots of street fights, he made a career out of it when he joined the Jackal Gang. His job as a mercenary for the State allows him to release big doses of adrenaline without having to question the morality of his acts. He uses the money he earns with the guards and the assignments, mainly, to restock and improve his weapons, and in brothels. What matters most to him, like most of his neighbors, is to survive another day. He’s the opposite of a hero, although unlike other fellows or rivals, he has his own code of conduct to which he clings as if it were his religion: don’t attack someone unarmed or that doesn’t pose a threat, don’t avoid a fight unless it is suicidal, and don’t interfere in the affairs of others. He tries not to think about the future and not to hold sentimental ties with anyone. That’s the way it has been for the last 20 years. But society changes and age takes its toll on all of us. Maybe V1CT0R is about to discover new facets of life he never imagined

Narrative

The world of Blue Heaven communicates with players through the eyes of V1CT0R, the protagonist, in a direct way using the dialogues in which he is involved. There are no flashbacks or any omniscient narrator. However, his story is not the most important thing, he is just the means. The main character is the universe in which the narrative develops: the personal relationships, the power struggles, the residents’ ways of thinking, the history of the States, and the mysteries hidden in their ruins… We expect to present the action and the characters from an adult perspective. We are used to those big companies that treat the player like a child when making games classified R +18, but they end up reducing an apparent complex and interesting premise to a blockbuster for teenagers. When we talk about adult content, we don’t only talk about the gore and the sex, but also about the authenticity of the events narrated; we talk about transmitting a combination of complex feelings only a mature person can empathize with; we talk about avoiding the overused clichés of good and evil characters, and other childish reductions of reality. We also won’t hold back when it comes to things that might hurt the player’s sensitivity or be politically incorrect. We trust in the maturity of the player and his capacity to separate reality from fiction. We warn that the game will have explicit sex scenes, drug use, slavery, sexism, violence and child exploitation, and it will come with a “censured mode” in case the player wants to stream the gameplay.

We believe in the original idea that gave birth to Kickstarter: make projects happen that without the support of backers would be impossible. You have probably seen many campaigns where the game was almost finished… That’s not our case. WE REALLY need your support for Blue Heaven to exist. And that’s not all, we intend to use 100% of the money in its development to create an in-game world as big and as detailed as the funds we make.

What have we already done in this first stage?  

 

This game is being developed by Brainworm Games, a Spanish studio recently formed. Its core is composed of 3 veteran professionals in their respective fields, together with another 2 members responsible for marketing and production. Our aim is to tell stories in a way nobody has told them before, daring to explore the wild lands the big companies are afraid to enter.

  

 

 

                     

 

 

 

   

Risks and challenges

If we obtain your support, it is going to be the beginning of a long way. We will work as hard as usual for at least 2 years more until we feel our creation has the best quality possible. Making games, no matter the genre or the size, is always risky and a very dangerous journey. But we are prepared for it. We have planned our future work in advance as much as possible in order to reduce such risk, so we can share some numbers:
-The story is divided into 26 chapters.
-The protagonist visits at least 9 cities in 2 different countries.
-There will be at least 52 music themes.
-There will be around 105 scenarios.
-The protagonist requires around 180 animations. Every animation needs 8 points of view.
-Enemies require around 80 animations. Every animation needs 8 points of view.
-There will be at least 30 relevant characters.
-We will include 10 enemy classes. A class is a set of movements / AI, with different visual aspect and animations.

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    • Appear in the game
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Funding period

- (33 days)