In Unspeakable , the player will be able to save their game at any time. The player will be able to have as many save-games as they can fit on the current memory card. The player will then be able to load these games at will from either the main menu or the in-game pause screen, and doing so will restore the player s position and status in the game-world to exactly its state when he saved that game.
The game will create automatic saves for the player at certain points in the game. These checkpoint saves will be placed at the end of major gameplay challenges, to give players who never explicitly save their game a fair chance at playing through the game without feeling like they needlessly repeat sections that they can easily get by.
Checkpoint saving will be completely transparent to the player and will allow the player to play through without ever having to explicitly save his game. There will be an option on the main menu to automatically save the player s game to the memory card at checkpoints without any confirmation from the player being required.
The main menu will feature a Continue option, which will always appear when there is a save-game available to load. When selected, this will automatically allow the player to load up the last save-game that was made for Unspeakable . This way, if the player shuts off their console and returns to it later to play some more, all they need to do is select Continue and they ll be right back in the game without having to choose a save slot.
When the player dies, he will be able to load his most recent save-game (be it a regular save or a checkpoint save) by pressing any button when dead. With the combination of the auto-loading functionality and the checkpoint saving, novice players will be able to play through the whole game without having to ever explicitly load or save a game.
Unspeakable will feature four difficulty levels: Demented (Easy), Disturbed (Medium), Schizophrenic (Difficult), and Stark Raving Mad (Impossible). These difficulty levels will have a dramatic effect on the difficulty of the gameplay. On the Easy setting, even non-gamers will be able to play all the way through the game with only minor challenge. At the Impossible setting, even the most hard- core players (such as members of the development team) will have a hard time making it through the game. The difficulty level will affect vitality , accuracy, and damage-inflicting abilities of the enemies, but at the easiest level there will be fewer creatures for the player to engage with, with fewer enemies in each battle. Ammo and health pack placement will also be varied.
Furthermore, the difficulty of the puzzles will also be made easier or harder depending on the difficulty level, with more hints provided at the Easy difficulty, and more challenging solutions necessary at the Impossible setting.
Unspeakable will not feature a tutorial level. Instead the player will be introduced to the game s mechanics through the gameplay itself. As the player plays and comes to new areas that require him to perform new actions, help text will appear on the screen explaining how different mechanics work. For instance, when the player picks up a weapon for the first time, the text might say Press SQUARE to Attack. Once the player picks up a second weapon, the help text might explain how the inventory system works. Once the player s Insanity Meter fills up for the first time, and the player is in Aimed Weapon Mode, the help text would say Press TRIANGLE while holding down R1 to enter Insanity Mode. After the text has been on the screen long enough for the player to read it, or the player successfully accomplishes the action he is being instructed about, the text will fade away. Help text can be turned off by a setting in the options screen, so that the player will not need to see again it if they replay the game.
There will be a number of in-game heads up displays (HUDs), which will appear as needed to communicate information to the player about the state of the game-world. Typically, these HUDs will only show up when that information will be useful to the player. For instance, the health meter will only show up when the player has recently lost health or when in AimedWeapon Mode. In this way, the screen will not be cluttered up by HUD graphics when they are not needed, helping the player achieve a greater sense of immersion in the game-world. HUD elements will slide onto the screen when they are needed, similar to games such as Jak & Daxter .
Some items will appear in certain situations, regardless of what mode the player is in.
Flashlight Charge : This small indicator will show up on the screen when the player s Flashlight is on. A bar will indicate charge remaining on the Flashlight, and will turn to a different color once the Flashlight starts losing strength. A small number will be displayed next to the Flashlight, indicating how many batteries the player has.
Recently Equipped Weapon : When the player changes his currently equipped primary or thrown weapon, a large view of the object will show up on the screen for three seconds after the weapon switch, along with the name of that weapon. This will help make clear to the player what their new weapon selection is.
Recently Picked Up Items : When the player picks up an object, a view of that item will be displayed on the screen along with the item s name. This will help communicate to the player what item they just obtained.
When the player enters Aimed Weapon Mode, a number of components of the combat HUD will be brought onto the screen. Since the player will always be able to enter Aimed Weapon Mode without penalty, this information will be available to the player whenever he wants it.
Health : The player s health will be displayed graphically as part of a bar that will disappear as the player loses health, leaving an empty bar behind it. In addition to being on the screen in Aimed Weapon Mode, this bar will be brought onto the screen whenever the player is actively losing health, and will stay on the screen for five seconds thereafter. When the player loses or gains health, this bar will flash, and will slowly slide to indicate the decrease in health.
Insanity Meter : The Insanity Meter will communicate how many Insanity Points the player has at any one time, communicating how many more the player will need to go into Insanity Mode. As the player gains Insanity Points, the meter will flash and will slowly fill up. As the player remains in Insanity Mode, the meter will lightly pulse as the points in it decrease.
Current Weapon Ammo : The ammunition for the current weapon is displayed graphically by bullets for projectile weapons or a gasoline bar for the flamethrower. The quantity that the player has of the current thrown weapon is also displayed. When the player is on a mounted weapon, the ammunition for that weapon is displayed in a similar fashion.
Reticle : When in Examine Mode or when on a mounted weapon, a reticle will show up in the middle of the screen, indicating where the player will shoot when he presses the Attack button.
When the player presses and holds the Inventory button, the player s current weapons will be displayed on the screen, sorted by type. The player is then able to navigate through these weapons, which will scroll around the screen. The functionality of this is described in the Inventory section of this document.
The player will find maps for various areas in the game, which can be pulled up and examined at any time. An arrow will be drawn on the map indicating the player s location and current facing . Also in the map view HUD, the player will see the current quest items that he is carrying, lined up along the bottom of the screen. For more information on the functionality of the map, consult the Maps section of this document.
Unspeakable uses three primary types of camera that follow the main character through the game-world and allow the player to view the contents of the game-world. One is used when the player is moving around the world without his weapons aimed, the second is for when the Target button is held down and the player is in Aimed Weapon Mode, and the third is for when the player is in First-Person/Examine Mode.
The player views their character in the game-world from a third-person , over-the-shoulder view, much like that found in games such as Syphon Filter or Drakan . The camera will stay behind the player so that the player has a view that matches what Torque sees. Furthermore, the player will be able to intuitively turn Torque and have the camera rotate with him, allowing the player to look at and target enemies in whatever area of the game-world he wants. The player can turn and pitch his character with the right analog stick, which lets them see the area surrounding his character, while simultaneously changing the character s facing. When the player releases the right stick to its center position, the camera will remove the pitching, returning to a vertically centered view, an effect called lookspring. When the player character is not moving, the camera finds a position slightly off to the side of the player character, so that it isn t locked on to his back and provides alternate views of the character. When the character is moving, the camera will stay more immediately behind Torque, to allow the player to intuitively navigate the game-world.
When the player is in Aimed Weapon Mode, Torque is pointing his gun forward, either at a general area in front of him (if there is no target available) or at an auto-picked target. With no target, the camera will maintain its orientation in the world, moving but not rotating along with Torque. When there is a target, the camera will also not change its orientation, unless the current target is going to go off the screen, either because Torque s movements would force the target off the screen or because the target s own movement would do the same. When the target is going off the screen, the camera will rotate itself to keep Torque in the center of its view while also keeping the target on the screen. The player s ability to pitch will also be limited by the necessity of keeping the current target on the screen. The desired functionality of the camera here matches that found in the Syphon Filter series.
The player is able to go into a first-person view of the game-world, which represents seeing through Torque s eyes. Torque is invisible to the player while in this mode. The left analog stick allows the player to pitch the view up and down and turn left and right, looking around the game-world. The right stick allows the player to strafe left and right at a slower-than-normal speed, allowing the player to shift the view horizontally slightly. This mode will also be used when the player uses mounted weapons.
Unspeakable features a free-roaming three-dimensional environment. The game controls will allow the player to navigate their character intuitively and explore Unspeakable s game-world easily. All navigation in Unspeakable will be tight, like that found in games such as Syphon Filter or Drakan . This means that when the player presses the control stick to the left, Torque will turn left immediately. There will be next to no delay or lag between the player pressing a given action button and their character performing that action.
The player navigates their character through the game-world using intuitive controls for moving forward or backward and turning left and right. The left analog stick on the controller will control moving forward and backward, and turning left and right. The left directional-pad will duplicate these controls. The amount the player pushes forward or backward will determine how fast the player character moves in that direction, from a medium speed walk to a fast run. Similarly, the player character will turn at different speeds depending on how much the stick is pushed in a given direction. As described in the Camera section above, the right analog stick will be used for pitching up (if the controller is pushed down) or pitching down (if the controller is pushed up). The degree of pitch will be determined by the amount the analog stick is pushed in a given direction. In one of the alternate control schemes, the player will be able to use the left stick to move Torque forward and backward and strafe left and right, while the right stick will be used for turning and pitching.
The player will be able to use the commands for moving, strafing, and turning in combination to make their character perform logical actions:
Move + Turn: The character turns while moving, moving along a parabola.
Move + Strafe: The character moves diagonally, moving along a line.
Turn + Strafe (Same Direction): The player moves in a circle facing outward.
Turn + Strafe (Different Directions): The player moves in a circle facing inward. Known as circle-strafing.
If the player presses and holds the Target button, Torque will raise his arms up to ready his weapons for firing. Torque will automatically rotate his body and pitch his arms up and down to point at the best target relative to his current position. (Auto-targeting is described in detail below.) While in Aimed Weapon Mode Torque moves at a fast walk and at a constant speed. When the player is in Aimed Weapon Mode the camera will stay at the same rotation it was at when he pressed the Target button, and Torque will now move relative to that camera s position. Thus, if the player presses forward, Torque moves away from the camera, pressing back causes him to move toward it, and pressing left or right moves him left or right. The player is unable to turn Torque while in Aimed Weapon Mode.
When in Aimed Weapon Mode, Torque will play one of five directional animations, which correspond to the following directions: forward, right, left, back right, and back left. Simultaneously, Torque will rotate his upper body to keep his aim dead on the enemy he has targeted , or, if there is no target acquired , Torque will keep his upper body oriented in the direction he was facing when the player entered Aimed Weapon Mode. This will give Torque a dynamic look while he is moving in AimedWeapon Mode, as he shifts from foot to foot to keep moving in the desired direction. This is similar to the animation system used in Devil May Cry .
While Torque is in AimedWeapon Mode, if he has a target acquired, the camera will rotate to keep that target on screen, as described above in the Camera section. Because of the camera-relative controls used in Aimed Weapon Mode, this will have the side effect of making Torque rotate around the character he has targeted, if the player keeps pressing the same direction on the control pad. If the player simultaneously rotates the stick to compensate for the rotation of the camera, the player will easily be able to make Torque continue to run in a straight line despite the camera s rotation. This is similar to the effect found in Syphon Filter .
Since the game is set on an island, obviously there will be water found in the world of Unspeakable . However, Torque is unable to swim. The player character will be able to wade into water up to their chests and will be prevented from walking into water above his head. Torque will die if he stays in too-deep water too long. The difference between safe and dangerous water will be clearly indicated in the levels, so that the player will intuitively understand which water systems they can safely enter and which they cannot.
The player s reactions to different water depths will be as follows :
Calf-Deep: The player will move through this water without slowing down or changing animation at all.
Knee-Deep: The player s motion will be slowed to his walk speed, preventing him from moving quickly through deep water.
Above Chest : The player will be slowed down exactly as in knee-deep water, except he will now be unable to enter Aimed Weapon Mode and will be unable to fire his weapons. If the player is in Aimed Weapon Mode when he enters this type of water, he will be forced out of that mode.
Above Head : The player will be stopped from walking into water that is above his head; he will simply not be able to move in that direction. If the player falls into water that is deeper than the distance to his head, he will immediately drown.
At almost any time in the game, the player will be able to make Torque jump by pressing the Jump button. Jumps can be performed while the player is in the middle of other common actions, such as moving, targeting, or shooting. This will allow Torque to jump over gaps in the terrain as well as to get out of the way of enemies. The height to which Torque jumps and, as a side effect, the distance he travels , will be determined by how strongly the player presses the analog Jump button. The type of jump movement Torque will do will be affected by which direction he is moving, if any, as well as whether he is in Aimed Weapon Mode.
Not Moving : Torque will jump straight up in the air.
Moving Forward : Torque will do a running jump forward, covering a significant amount of terrain. Torque will land on his feet and will be able to keep running seamlessly.
Moving Backward : Torque will vault himself backward, landing on his feet, though it will disrupt his movement backward somewhat.
Strafing Left/Right: Torque will do an evasive dive/roll to the appropriate side.
Torque will be able to fire his weapon while in the middle of jumping. If he does so, Torque will appear to hang in the air slightly, frozen in a jumping pose but not falling to the ground as quickly as if he had not fired . This will allow the player to get a number of shots off while jumping. This is the same jumping/firing functionality as is found in Devil May Cry .
Not Moving : Torque will jump straight up in the air. Player is able to fire his weapon while in the air.
Moving Forward : Torque will jump forward. If the player presses Attack while Torque is jumping forward, he will fire his weapon.
Moving Backward : Torque will jump backward, more elegantly than the normal jump backward. As with jumping forward, Torque will be able to fire while jumping backward.
Strafing Left/Right: Torque will do a quick evasive dive/roll to the appropriate side. Torque will not be able to fire while doing the dive roll. The roll will be extremely quick, however, so Torque will only be blocked from firing for a short time.
Torque will be able to jump up onto high ledges and platforms by using his clambering behavior. This action will consist of a single animation in which Torque jumps up to the height required and throws his legs up and on to it, immediately standing up and becoming ready to start moving again. There will be minimum and maximum heights to which Torque can clamber, with the minimum height being the maximum height Torque can jump onto normally, and the maximum height being approximately a foot taller than his own height. When the player presses the Jump button when next to a surface Torque can clamber onto, the game will automatically have Torque do the clamber motion instead of the regular jump animation.
When the player is climbing on a ladder he is considered to be in ladder mode. The player enters ladder mode by walking up to a ladder and pressing the Use button. Once on a ladder, the player character can climb up or down for an arbitrary amount of time, limited only by the height of these objects. The player will get off a ladder automatically once he reaches the top or bottom of the structure. The player cannot turn, strafe, shoot, or perform any other actions that involve the character s hands while in ladder mode. However, the player will be able to pitch the camera up and down and look left and right while on the ladder by using the right stick. In ladder mode, some of the player s movement control buttons will perform different actions:
Move Forward Button: The Move Forward button will cause the player to move up the object.
Move Backward: This button will move the player character down the object.
Jump or Use Button: These buttons will cause the player to immediately jump off/dismount the ladder at their current location.
Ladders will be found in the game-world rotated at arbitrary angles, though there will always be enough space left at their top to allow the player to appropriately play the dismount animation.
Player can become immobilized by certain monsters attacks. Typically, the monster will grab the player tightly and continually damage him until the player breaks free. For example, the Mainliner immobilizes the player by jumping onto his back and wrapping his limbs around him, while the Nooseman grabs the player with his strong arms while hanging from the ceiling. (For more information on the way the creatures immobilize the player, see the NPCs section later in the document.) While immobilized, the player is still able to turn and pitch the camera, but cannot move forward, backward, strafe, or jump. The player must hit the Attack or Jump button repeatedly while immobilized in order to break free, throwing the monster off of himself.
At any time when he is on the ground and not immobilized, the player can enter a first-person state called Examine Mode by pressing and holding the First Person button. The camera will change to be a first-person view as described in the Camera section above. The player is able to look around the environment using the left stick to pitch up and down and turn right and left, while the right stick will allow the player to strafe slowly to the left and right.
In this mode the player will be able to see their current weapon at the bottom of the screen pointing away toward a reticle, which is drawn in the center of the screen. The player will be able to attack with any of his weapons in this view, though he will not be able to do so with the benefit of target-locking, instead needing to aim to hit targets. The player will be able to use this mode to take aimed shots at targets which may not be auto-targetable, such as puzzle elements, explosive barrels, or light sources. The player s accuracy with his weapon increases when in First-Person Mode. For some characters, the player will be able to extra damage to his targets by shooting them in particular areas, such as the heads of human characters .
The player will not be able to jump or use any objects, or enter Insanity Mode while in First-Person Mode. However, he will be able to throw grenades, switch weapons via his inventory, activate the map, and turn on and off the Flashlight.
As described above, while the player holds down the Target button Torque will be put into Aimed Weapon Mode. This affects Torque s movement and the behavior of the camera in the manner described above. While in Aimed Weapon Mode, Torque is not able to use any items, and if the player presses the Use button while in Aimed Weapon Mode he will enter Insanity Mode. Torque will also not Object Look while in Aimed Weapon Mode, instead looking at his current target, though the player will still pick up objects as normal. The player will only leave AimedWeapon Mode a full second after the player releases the Target button, meaning that if the player releases the button and then quickly presses it again, Torque will seamlessly stay in Aimed Weapon Mode.
When the player presses the Target button to enter Aimed Weapon Mode, the player will find the best target for Torque to try to shoot at. This will be determined by a combination of factors including how close the target is and how close it is to the center of the screen. Torque will only auto-target hostile targets, and will only target enemies within a maximum range. If the current target or Torque moves, causing the distance of the target to be out of the maximum range, the target lock will be broken. If the player releases the Target button and then quickly presses it again, the game will try to find the next best target on the screen after the one that was targeted before. This process of cycling through targets will continue through all of the targets on the screen, only returning to the first (best) target once all of the other threats on the screen have been targeted. This functions similarly to the targeting system used in Syphon Filter . It may be necessary for there to be a visible target reticle used to indicate to the player which enemy is currently targeted; this can be better determined once the game is functional than predicted at this time.
The player can at any time press the Attack button, which will cause the player to attack using whatever weapon he currently has equipped. When the player is in Insanity Mode, the player is unarmed and will perform a variety of melee attacks. When the player is completely unarmed, as he is at the very beginning of the game, and when he is not in Insanity Mode, pressing the Attack button will have no effect. The player also has a Throw button, which will cause the player to throw the current type of lobbed weapon. Often the player will not have a thrown weapon available, and at that time the Throw button will have no effect.
The type of attack the player does when the button is pressed will differ depending on the type of weapon the player currently has equipped. For instance, the player will slash with a melee weapon, while he will shoot a projectile weapon. The effect of pressing and holding the Attack button will also differ depending on the weapon: the player will fire a pistol only once per Attack button press, while pressing and holding the Attack button will empty the clip of the machine gun. Furthermore, melee weapons will use the analog fidelity of the Attack button to determine which type of attack to do. The description of how the mechanics work for each specific type of weapon in the game can be found with the listing of each weapon in the Resources section of this document.
With the melee weapons, the player will be able to attack repeatedly without the weapon ever running out of ammo or breaking. Melee weapons each have a variety of attacks for the player to perform with them, which is varied based on how many times the player presses the button and how heavily they press the analog button. Melee weapons will vary their effectiveness and the effectiveness of their different attacks by a number of factors.
Damage: Different weapons and attacks will have the potential to do more or less damage to the object they hit.
Ready Time: Different weapons take different amounts of time to draw the weapon from the player s inventory.
Speed: Certain attacks will be quicker for the player to perform than others. Typically this will be inversely proportional to how much they do.
Motion: The visual appearance of the attacks the player does will be unique for each type of melee weapon.
Range: The player will have a slightly bigger swing with some weapons than with others, and as a result will be able to hit enemies at a greater distance with different weapons and different attacks.
Stunning: Heavier attacks with heavier weapons will be more likely to knock back or stun an enemy than other attacks.
Consult the Resources section of this document to see how these different weapon attributes apply to the different weapons in the game.
When using a projectile weapon the player will automatically fire at what he currently has auto-targeted. If the player does not have the Target button held down when he presses fire, Torque will immediately be placed into AimedWeapon Mode and will stay in that mode for several seconds after the firing is completed. When forced into Aimed Weapon Mode in this manner, the game will also auto-target an enemy for the attack to be aimed at, in the same manner as if the player had been pressing and holding the Target button.
Projectile weapons will vary their effectiveness in a number of key ways:
Damage: Different weapons will do different amounts of damage to the targets they hit.
Secondary Damage Effect: In addition to doing damage to what they hit, some projectile weapons will have a secondary damage effect such as catching something on fire.
Ready Time: Like melee weapons, different weapons will take a different amount of time for Torque to get ready.
Single Shot or Continuous Fire: Some weapons will be able to fire a continuous or near-continuous stream of projectiles while the player holds down the Fire button, while others will just fire a single shot.
Rate of Fire: Single-shot and continuous-fire weapons will all vary their rate of fire ” the maximum speed at which they can fire projectiles.
Number of Shots Fired: Some weapons will be able to fire more than one shot at a single time.
Accuracy/Range: Weapons will vary their accuracy by firing each bullet within a random angle (cone) from their dead-on trajectory. This will mean that the player can unload a weapon into an enemy and see the projectiles hit randomly around that creature and, if at a great enough distance, the player may actually miss the target even though he may be target-locked on to it. By varying the accuracy of the projectiles, the weapons also vary the range at which they are effective at hitting targets.
Stunning: Different weapons will have different stopping power. This affects how much a given projectile will slow the approach of an adversary: some will have no effect, some will slow the creature down, and some will actually knock the creature over.
Type of Ammunition: Each weapon will use a unique type of ammunition that the player must collect.
Maximum Loaded Ammunition: Weapons will also vary how many shots they hold at once. This translates into how many shots the weapon can fire before the player must reload.
Reload Time: Weapons will fire a number of shots in a clip (their Maximum Loaded Ammunition size ) before the player must reload them. This will be quite quick for most weapons, but will still be a break in the player s firing.
Each type of projectile weapon uses a type of ammunition unique to it. The player must have some of the appropriate type of ammunition in his inventory for the player to fire a weapon. When the player finds a weapon it comes with a certain amount of ammunition loaded in it, and the player can supplement this by finding more ammunition in the game-world or by finding additional instances of that type of weapon (with the player able to remove the ammunition from that weapon on picking it up). Each time the player shoots a given weapon, the amount of ammunition the player has for that weapon decreases by one, and the rates of fire for the different weapons will cause the player to be able to more quickly use up the ammunition for different weapons. The amount of ammunition available for the current weapon is displayed in the in-game HUD. This HUD is visible only when the player is in Aimed Weapon Mode. Since the player is automatically placed into Aimed Weapon Mode after attacking, the player will always see the amount of ammunition he has when it is being depleted. The player will also be able to see how much ammunition they have for all of their weapons in the weapon inventory, as described in the Weapon section of this document.
In Unspeakable , ammunition will be provided such that the player will run out of ammunition for certain weapons in certain situations. If the player is particularly wasteful of the ammunition, it is possible he will run out of the ammunition for all his projectile weapons. The ammunition will be distributed through the game-world in such a way that this is unlikely to happen for all the projectile weapons, with typically the player having an overabundance of at least one type of projectile ammunition, reminiscent of the ammunition distribution in games like Half-Life and Max Payne .
Weapons have a certain maximum amount of ammunition they can hold at once, and when this runs out the player will automatically reload the weapon with the other appropriate ammunition he has in his possession. However, reloading will not start while the player is holding down the Attack button. While the player continues to hold down the Attack button while firing an empty, continuous-fire gun, the gun will play a clicking empty sound. This means for continuous-fire weapons (such as the machine gun), where the player may have been holding down the Fire button to empty the weapon s clip, they will have to first release that button and then press it for the weapon to reload and the player to be able to continue firing. When a particular weapon runs out of ammunition, the game will automatically switch Torque to using the next loaded weapon. Since the player finds the Shiv first in the game and the melee weapons have no ammunition, the player will always have a weapon to use.
Double pistols present a unique situation for the ammunition system, since both pistols use the same type of ammunition and the player can switch back and forth between single and double pistol. To make this as simple as possible, when the player switches from single to double pistol, the game will automatically reallocate the pistol ammunition the player has between the multiple weapons, so if the player has only six shots left, three will be placed in each pistol. If the player then switches from double pistol back to single pistol, the ammunition he has will all be placed into that one weapon.
Thrown (grenade-style) weapons are grouped together and the player can attack with these weapons by pressing the Throw button. These weapons provide the player with an alternate attack to go along with their primary melee/projectile weapon. The system is designed such that the player can be firing their main weapon, then quickly lob a thrown weapon, and then immediately return to using their melee/projectile weapon.
The player s current grenade shows up attached to the back right of Torque s belt so the player can easily know what thrown weapon they have ready to throw. The player can select their current thrown weapon using the inventory system described below.
When a thrown weapon is available and the player presses the Throw button, Torque will continue to hold his primary weapon in his left hand. Using his now free right hand, Torque will immediately grab the current throwable weapon off his belt and throw it. The thrown weapon is automatically thrown at the current target; if no target is available the weapon is thrown in the direction the player is facing. The thrown weapon will arc through the air using realistic-looking, gravity-based movement. If the player is not in AimedWeapon Mode when he presses the Throw button, just like when using a melee/projectile weapon, the player will temporarily be forced into Aimed Weapon Mode.
While the weapon is being thrown, Torque will be unable to do his melee/projectile attack, and pressing the Attack button will have no effect. While throwing, the player s motion will be undisrupted, and he will be able to keep moving in all directions while throwing. Once the weapon is thrown, Torque will re-ready his current melee/projectile weapon.
Thrown weapons will be differentiated by a number of variables :
Damage and Radius: When they explode, thrown weapons do damage over a radius on impact.
Secondary Damage Effect: Certain thrown weapons may cause a secondary damage effect on objects that they damage, such as catching them on fire.
Stunning: Like projectile weapons, thrown weapons have a certain ability to stun the targets they damage.
Time to Detonate: Some thrown weapons detonate on hitting an object, whereas others will bounce off objects and only explode after a certain amount of time has passed. Some weapons will never detonate on their own, and will require the player to press the Throw button again when he wants to detonate them.
Throw Speed: This is the time it takes for the weapon to be thrown, the time before the player can return to attacking with his primary weapon.
Accuracy: Some thrown weapons will be more accurate than others at actually hitting their target. Like projectile weapons, they will have a small amount of potential range which, when farther from the target, will cause them to fall short or go past their target.
The player will be able to mount certain stationary weapons found in the game. This will be accomplished by walking up to the weapon and pressing the Use button. At this time, the player will be forced into First-Person/Examine Mode, with the mounted weapon showing up on the bottom of the screen and pointing toward its target in the distance. An on-screen reticle will be drawn to show where the weapon will hit. The ammo available for this weapon will be shown in the ammo display portion of the in-game HUD. Once in First-Person Mode, the player will be able to aim the weapon and press the Attack button to fire at targets without the assistance of auto-targeting. The player will be able to dismount from the weapon by pressing the Use button again.
The variables that determine the behavior of the mounted weapon will be the same as the variables for the projectile weapons except that mounted weapons are not reloadable and do not need the player to have ammo for them. The mounted weapons will have ammunition with them when the player finds them, and that will be all the ammunition they will ever be able to fire for that particular weapon. Once the ammunition is out for a mounted weapon, the weapon will be unfirable though the player may still Use the weapon. Attempting to fire an empty mounted weapon will produce a clicking empty sound.
Certain mounted weapons will not have any ammunition but will produce a different-effect from the player moving them around. An example of this is the high-power spotlights found in the prison , which shine their light around as the player moves them. Pressing the Attack button will have no effect on these non-firing mounted weapons.
As the player attacks and kills creatures, he gains points on his Insanity Meter, which is a component of the in-game HUD. Once this Insanity Meter is completely full, the player will be able to enter Insanity Mode by pressing the Use button while in Aimed Weapon Mode. In Insanity Mode, the player transforms into a giant, somewhat horrific creature that looks to be an extremely formidable combatant, with one hand composed of a giant spike and the other featuring a massive clawed hand. As this creature the player will only be able to performbrawling attacks, but these attacks will be extremely damaging and effective against the enemies he encounters. The player can leave
Insanity Mode at any time by pressing the Use button again. As the player spends time in Insanity Mode, the points in the Insanity Meter will decrease, and if the points reach zero the player will transformout of the mode but fall over on the ground in a fetal position, babbling gibberish to himself, and the game ends. Thus, to continue the game, the player must leave Insanity Mode before his time runs out. When the player returns to his Torque form, if he has killed any creatures at all while in Insanity Mode, Torque will appear to be covered with blood. This effect is described in detail in the Blood Effects section later in this document.
The Insanity Mode represents Torque s blackouts when he sees himself turning into the creature, which is the subconscious representation of his dark side. Though the player and Torque both see the creature when in this form, in actuality Torque does not really transform into a creature at all but instead is being fueled by an adrenaline rush, which sends him into a psychotic rage during which he attacks creatures with his bare hands. The true nature of the Insanity Mode will be hinted at in various points in the game s story. In addition, a few effects will hint at the true nature of Torque s blackouts. Whenever the player passes a mirror in Insanity Mode he will see himself as Torque in that mirror. Periodically while Torque is in Insanity Mode he will flash for one or two frames to appear as Torque, subliminally indicating that Torque hasn t really transformed at all.
Due to the creature s large size, the player will sometimes find Torque to be in locations where it is too small for the creature to stand. In these locations, when the player tries to enter Insanity Mode, Torque will start to morph into the creature, but will then fail to change, reverting immediately back to Torque. Similarly, if the player tries to enter these small locations while already in Insanity Mode, the player will be blocked from doing so, and will have to leave Insanity Mode to enter them. Also, the player will be entirely unable to use objects while in this mode, first of all since it makes little sense for the player to do so, but second of all because pressing the Use button while in Insanity Mode will cause the player to exit Insanity Mode. While in Insanity Mode, the item look behavior will be disabled, though the creature will still be able to pick up objects (such as health, ammo, and new weapons), though obviously the player will not be able to use the weapons until he exits Insanity Mode.
The player will not be invulnerable to damage while in Insanity Mode, though he will lose health at a much slower rate than Torque would. It will be entirely possible that Torque can die while in Insanity Mode, at which time he will visually immediately revert to Torque and fall over dead.
The Insanity Meter shows up on the screen whenever the player is Aimed Weapon Mode, and since the player is forced into Aimed Weapon Mode whenever he attacks, the meter will always be on screen when he is gaining points in it. Whenever the player accomplishes a kill, which increases the meter, the meter will flash and will fill up to its new level instead of just switching to that level. This way the player will see when they gain more points for certain moves than for others.
The cooler the player looks while pulling off a move the more points he receives, similar to the way points are accumulated in fighting games like Soul Calibur or sports-trick games like SSX . How cool a move is is determined by a number of factors, which can be combined to further increase the number of Insanity Points the player receives. The Insanity Meter has a base 100 points in it, and points will be added as follows.
Single Kill : Varies from creature to creature. The most common creatures will only be a few points, while more rare and dangerous enemies will be worth significantly more points. Killing friendly human characters will give the player more Insanity Points, though this will make the game harder in other ways, as well as contributing to the player getting one of the game s more negative endings.
Jumping Kill : If the player kills a creature while jumping, he receives 1.5 times the normal Insanity Points.
Melee Kill : For killing a creature with a melee attack, the player gains 2 times the Insanity Points.
Double Kill : If two creatures are killed in quick succession, the player gains 2 times the Insanity Points.
Triple Kill : For the third creature killed in quick succession, the player gains 3 times the Insanity Points.
More than Triple : For each monster after the third, the player will also receive 3 times the Insanity Points for that creature.
Explosives Object Kill : By shooting explosives (such as a large crate of dynamite) near a creature in order to kill it, the player gains 1.5 times the points.
The above multipliers for the amount of points granted will be cumulative, meaning that if the player combines these methods , he will get still more points. For instance, killing two creatures each worth 5 points, and shooting both while in the air will net the player 5 * 1.5 = 7.5 points for the first, and 5 * 1.5 * 2.0 = 15 points for the second, 20 points in all. For three creatures that are standing in front of some explosives, and for shooting the explosives while in the air, the player will net 5 * 1.5 * 1.5 + 5 * 1.5 * 1.5 * 2 + 5 * 1.5 * 1.5 * 3 = 67.5 points. The player gains no Insanity Points for killing creatures while in Insanity Mode. Once the Insanity Meter is full with 100 points, it will not gain any additional points, making it to the player s advantage to go into Insanity Mode as soon as it is full so as not to waste points.
Though a larger creature than Torque, the Insanity Mode creature is a bit faster at navigating the world than Torque. He is able to move exactly like Torque for both normal movement and the slower, camera-relative AimedWeapon movement, when the player has the Target button depressed. The creature is also able to move forward and backward at different speeds depending on how much the player presses the analog stick forward or backward. In this larger form, the player cannot jump, and pressing the Jump button will produce a particular attack, as described below. The larger form of Torque will also prevent him from moving into certain areas, such as doorways, since the player is now simply too large to fit through them.
While in Insanity Mode, the player will be limited to performing melee attacks, but these attacks will be extremely effective and damaging to their targets. Using these attacks effectively, the player will be able to take out a relatively large number of creatures while in Insanity Mode.
Large Swipe Right : Player taps Attack button for this action.
Large Swipe Left : Follows up large swipe right. Player taps Attack twice to get the right and left swipes in succession. Does the same damage as the large swipe right.
Large Swipe with Both Arms : Follows up large swipe left. Player taps Attack three times for this series of attacks. Does damage to anything in a half-circle in front of the player. Does more damage than the other large swipes.
Impale Attack : Player heavy presses the Attack button for this attack. The creature does a large uppercut motion with his left arm, which does more damage than the other attacks. Certain characters will actually be impaled on the monster s spike, but only when it is the fatal/final blow to them. Thus the creature will be dead, but will be seen to be fully impaled on the spike, and the creature will then throw it off the spike. The creatures will play custom animations specifically for this situation. This will only happen for specific NPCs who have it enabled and for whom it makes sense, such as the Cartwheeler.
Shockwave Attack : Player activates this attack by pressing the Jump button. Player jumps in the air a short distance at the start of this attack, and when landing brings its hand and spike together to smash the ground. Anything that is in the path of the two-arm smash takes a significant amount of damage, while the landing on the ground creates a large shockwave that causes all enemies within a certain radius to fall over, stunned.
Charge : When in Insanity Mode, the player can do some damage to NPCs by charging at them, similar to a football player. This is accomplished by pressing the Throw button while in Insanity Mode. In addition to doing damage, the creature will be seen to knock NPCs over and out of the way with this move, causing them to do their heavy hit reaction.
As discussed above, Insanity Mode represents what happens to Torque when he thinks he is blacked out, and only has hazy memories of what happened while he lost control. To communicate this to the player, a filter will be used over the world that will both tint the game-world a different, somewhat reddish color, as well as warp the screen and make it appear blurry. The motions of the Insanity Mode creature himself will also be blurred, which will add particular dramatic emphasis to his attacks. Since the player will be unable to use his Flashlight in Insanity Mode, the creature will appear to radiate light all around it. This implies less that the creature is giving off light, but more that the creature has superior night vision than a human.
The player starts the game with 100 points of health. This number will be decreased by taking damage from various sources in the game.
Melee Attacks : The player will be attacked by creatures throughout the course of the game, almost all of whom will have melee attacks in which some part of their body, a sharp blade for instance, comes in contact with the player, causing him damage.
Projectiles : The player will sustain damage from being hit by various projectiles.
Explosions : Various objects in the game will explode and cause radius-based damage to the player.
Collapsing and Falling Objects : In Unspeakable , ceilings and other objects will fall from above and wound the player. Typically, these objects will do a sufficiently large amount of damage that they will kill the player immediately.
Falling : The player is able to fall off of objects a certain distance without taking damage. After a certain point, the player will take damage relative to how far he has fallen . Falling from a great enough height will kill the player immediately.
Drowning : If the player falls into water that is too deep, he will drown and will die immediately.
Once the player s health reaches 0, the player will be dead. The player will lose control of the game and a death animation will be played . At this point a text message will come up, prompting the player to press a button to load from the last saved game, whether that game is an automatic checkpoint save or a player-initiated save. (See the Saving section of this document for more information on saving.)
The player will automatically regain health up to 20 points (20%). This health will slowly increase, taking a full 30 seconds for the player to go from 1 health back up to 20. While the player s health is lower than 20 points, Torque will appear to limp and will not be able to run at full speed.
The player can regain health above the 20-point mark by collecting bottles of anti-psychotic pills. As he picks these up, they are automatically applied to his health, though the player s health will never increase beyond the 100-point mark. The player will not pick up the bottles of pills when his health is already at full.
If the player takes too much damage at any one time, he will become stunned and will be unable to move. Torque will not actually fall over, but may drop to one knee. This will be particularly likely to happen when the player takes falling damage.
The player s current health is represented by a meter, which appears as part of the game s in-game HUD. The health meter shows up only when the player is in Aimed Weapon Mode (along with the rest of the in-game HUD). Or, if the player takes damage, the health meter will appear on the screen immediately. As the player loses health, in addition to the meter going down, it will also pulsate to alert the player to his losing health.
Unspeakable will feature a simple inventory similar to that found in games like Syphon Filter and Max Payne . The space that the items take up is not a concern and the player is only limited in the amount of ammo he can carry, though even this is a fairly large amount. This allows the game to maintain a fast and furious action component without bogging the game down, while allowing for a variety of weapons to deepen the gameplay. This system allows the player to never have to worry about managing inventory and to easily switch from one weapon to the next without ever disrupting the action. Once picked up, items can be used up and removed from the inventory, but the player cannot drop them.
The player character will be able to carry one type of each weapon, though he will be able to carry two pistols at once to allow for double-pistol combat. The player will be able to carry a finite amount of each type of ammunition for a given weapon. If the player attempts to pick up a weapon that he already possesses, the player will instead take the ammunition, if any, from that weapon.
The player will be able to switch from the current weapon he has equipped to the next type of weapon in his inventory by tapping the Inventory button. For the purposes of the inventory, the game s weapons are divided into the following groups:
Melee : Including the Shiv, Fire Axe, and Stun Stick.
Pistol : Including single- and double-pistol options.
Shotgun : Including only the shotgun.
Machine Gun : Including only the machine gun.
Flamethrower : Including only the flamethrower.
Thrown Weapons : Including the TNT Stick, the Concussion Grenade, the Molotov Cocktail, and the Shrapnel Grenade.
When simply tapping the button, the player switches to the last used weapon of each type above, not including the thrown weapons. In this way, the player will cycle through all of their available weapon types in five presses of the button. The system will skip weapons that do not have any ammunition, preventing the player from equipping them.
Instead of just tapping the Inventory button, the player will be able to press and hold the Inventory button to bring up a visual display of the available weapons. The weapon groups listed above will be displayed horizontally across the screen, with columns of each type of weapon. While holding down the Inventory button, the player will be able to navigate these weapons by pressing left, right, up, and down on the direction pad or with the left stick, stopping on the weapon he wants to use next. The player can scroll left and right to select another weapon type, or up and down to select a weapon within a group . The player will also be able to choose single or double pistols using this interface, both showing up under the pistol type. This system functions much like the one found in Metal Gear Solid 2 . Weapons that have no ammo will still be displayed in the menu but will be grayed out, and if the player navigates onto such a weapon, the selection will go past it onto the next weapon. Each weapon will also have a number displayed next to it, indicating how much ammunition the weapon has.
With the Inventory button held down, the display will also show the current thrown weapons the player has in a single column. The player will be able to select the current thrown weapon from this list. Selecting a thrown weapon in this view will leave the player s current melee/projectile weapon the same as it was before the Inventory screen was entered.
Once the player has selected a new current weapon, either by tapping the Inventory button or holding it and navigating his weapons, the player will immediately switch to that new weapon. In order to speed up this transition, whatever weapon the player previously had equipped will simply disappear out of his hands and he will play the unsheathe animation for the new weapon. When the weapon switches, the newly selected weapon will be drawn in a close-up view on the right side of the screen to communicate to the player what his new current weapon is. This display will stay up for a number of seconds. The ammo HUD art will also change to the appropriate one for the new weapon, if the ammo HUD is currently on the screen.
When the player selects a new thrown weapon type, Torque does not play any animation, though the type of thrown weapon shown attached to his belt will immediately change to indicate the new selection.
If the player tries to equip a new weapon while targeted, the target is broken. If the Target button is still pressed after weapon switch, the player reacquires a target. While in Insanity Mode, pressing the Inventory button will have no effect.
As the player navigates Torque through the world, the player will be able to pick up certain objects. Objects that can be picked up are referred to as items. Items may be of a few basic types:
Weapons : The player finds a variety of weapons that can be used to fight the monsters he encounters. The use of weapons is discussed in depth in the Attacking section of this document, as well as the Inventory section.
Ammunition : Ammunition is necessary for many of the weapons the player finds, with different types of ammunition useful for different weapons. Ammunition will be found in various quantities for each particular type of ammunition. Like weapons, ammunition is discussed in the Attacking and Inventory sections of this document.
Flashlight & Batteries : Flashlights and the batteries they require are discussed in depth in the Flashlight section of this document.
Health : The player finds bottles of pills, which instantly increase his current health up to the player s maximum health. Health items are discussed more in the Health section of this document.
Maps : The player will find multiple maps for different locations in the game. Maps are discussed in the Maps section of this document.
Quest Items : Including keys, mechanical components, and other objects the player will need to collect in order to progress in the game.
The list of the specific items found in Unspeakable is discussed in the Resources section of this document.
Items may be pre-placed in the game-world, sitting on the floor, on tables, or wherever else is appropriate. Items may also be found inside of lockers or other storage devices, with the player able to get to these items by opening them or destroying them. NPCs may also drop items on death. Items will be rendered realistically in the world, though the objects will be noticeable enough that the player will realize he can pick them up. The player s ability to notice game-world objects will be assisted by Torque turning his head to look at items as he walks past them, a technique referred to as item-look. In the case of multiple items, Torque will look at the item that is closest to his current position. Torque will not look at items that he cannot currently pick up (such as a weapon he already has and doesn t need the ammunition from, or a health item when his health is full). Torque will also not item-look at items while in AimedWeapon Mode, Insanity Mode, or First-Person/Examine Mode.
The player can pick up items simply by walking near them. The player will not necessarily need to collide with an item to pick it up. Standing next a table, for instance, the player will automatically pick up useful objects that are on top of the table if they are within a reasonable reach of the player. No animation will be played for picking up objects; it will simply immediately occur. A realistic sound will play to indicate an object has been picked up. Also, on picking up an item, the in-gameHUDwill display the name of that item and a close-up view of the object, so that the player will know he has picked something up.
Picking up some objects will result in an immediate effect, such as the map becoming available to look at or the player s health increasing. Other objects, such as the flashlight, batteries, ammunition, and weapons, will automatically be stored in the player s inventory, and will not automatically trigger anything to happen when they are picked up.
The player will be prevented from picking up certain items if he has no need for them at the time he comes close to them. For instance, the player will be unable to pick up health objects if his health is already at maximum. Similarly, the player will not pick up ammunition if Torque already has the maximum amount of that type of ammo. The player will also not pick up weapons that he already possesses, though he will convert weapons into ammunition where possible. In the cases where Torque does not need such an item when he comes across it, the player will often be able to return to that location later when he does need it.
In some cases, the player will need to collect multiple parts of a certain object. Once the player collects all the necessary parts , the component items will disappear from the player s inventory and will be replaced by another object.
Unknown: Should some items be randomized: ammo quantities/amounts, weapon placement, puzzle part placement, health pack placement (can be overridden, of course).
Early in the game the player finds a flashlight, which he will use extensively to illuminate his way through the game-world. The player is able to toggle the Flashlight on and off pressing the Flashlight button. It will be to the player s advantage to turn the
Flashlight off when he doesn t need it because the Flashlight continually uses up the charge of its battery. As the Flashlight loses its charge, its range gets shorter and it becomes dimmer in both brightness and color. Eventually, the light is quite dim, though it never goes out completely. If the player finds additional batteries or already has them in his inventory, they are inserted into the Flashlight as soon as it starts going dim.
The Flashlight automatically shines in the direction the camera is facing, creating a spotlight on the surfaces ahead of the player. This means that as the player pitches the camera up and down, the light automatically moves with it. This is also true in Examine Mode and when using a mounted weapon. In each, the light shines directly at where the camera is pointing. Visually, the Flashlight appears clipped on to Torque s shirt, so the light emanates from a chest height. It is necessary for the Flashlight to be clipped on to the player s shirt to free up his hands for using weapons. The light is not in any way blocked by Torque or any of his weapons.
Because of their aversion to the light, the player will be able to frighten away some monsters by shining a light at them. This will not make the player invulnerable to their attack, but it will make his life significantly easier. Of course, once the light gets dimmer as its battery life is nearing its end, the Flashlight will be a far less effective tool for scaring away creatures.
The Flashlight can be triggered to be broken in certain situations, according to the needs of the gameflow. In these situations the player will completely lose the ability to use the Flashlight and it will disappear from his inventory. The player will only regain the ability to use his Flashlight when he finds another one.
When the Flashlight is in use, a small Flashlight charge bar will show up as part of the in-game HUD. The bar will indicate how much charge is left and will change color once the Flashlight starts becoming dimmer. The HUD element will also show a number that will communicate how many spare batteries the player has for the Flashlight.
Unspeakable will include a map system that will help the player navigate the environments in the game. As the player navigates the game-world, he will come across map items that Torque will pick up. Maps may be for the area the player is currently in, for an upcoming area they will need to explore, or potentially for a location they have already been to, with such maps revealing hidden areas he might have missed. There will be no maps available for some areas of the game. The player will also find an overview map, which provides a view of the entire island of Carnate.
The player will be able to pull up the map at any time by pressing the Map button. Once in Map Mode, the game is paused , and the game-world is no longer visible. Map Mode will fill the screen with a photo-realistic 2D image of a map for the current area. In Map Mode the player will have the following options:
Zoom In, Zoom Out : There will be two levels of zoom for any map. The farthest view presents the entire map on one screen. The closest view presents a detailed section of the map.
Scroll Left, Right, Up, Down : When zoomed in, the player will be able to scroll around to different sections of the map.
Select Previous, Next Map : Though the map will bring up the relevant map for the player s current location, the player will have the option to look at any of the maps that Torque has found, including the overview of the island.
The map view will include an arrow, which is drawn over the map and represents the player s current location and points in the direction that Torque was facing when the player entered Map Mode. Pressing the Map button again will exit Map Mode, while pressing the Pause button will take the player to the in-game pause menu, just like during regular gameplay.
Also in the map view, the player will see a display of the current quest items he is carrying, starting in the lower left-hand corner of the screen and stretching horizontally. The items are represented iconically, with a short text description underneath them, such as Factory Keys. There will not be an excess of quest items at one time, so this listing will never become too large or need to wrap around.
The player will be able to accomplish a number of actions by pressing the Use button. When the Use button is pressed, the game will check for nearby usable objects, and will compare if the player is within 45 degrees (approximately; actual angles being specified as the object requires) of facing them. The game will then pick the closest of the nearby usable objects, and the player will use that one. For most usable objects, Torque will quickly transition into a position relative to that object, and will then play an animation specific to the using of that object. Some objects, however, will not require Torque to be repositioned and will not play any animation. There are a number of different potential actions that can be accomplished by pressing the Use button, as described below.
When the player comes up to a door that is closed, pressing the Use button will open that door. Once a door is open, the player can close it by pressing the Use button again while near it. Some doors can only be opened by explosives, by being attacked by the Fire Axe, or through other damage-causing effects. For some of these doors, explosives will blow off a padlock or other locking device which, once gone, will allow the door to open and close normally. Other doors are entirely unopenable but can be destroyed by explosives. These doors will allow Torque to use them, but Torque will play a failed to open animation and speak a line such as It won t budge.
Some doors may be locked and will fail to open when the player tries to open it, indicating that the player will need to open it elsewhere (using a switch, for example), wait for it to be opened by some other event, or try to find a key for that door. If the player has a key for the locked door he is trying to open, the game will automatically use that key to open the door. Once the player uses a key in a door to unlock it, that door will remain unlocked for the remainder of the game. Often when unlocking a door, that will be the only use of that key, and the key will be automatically removed from the player s inventory as the door is opened. For cases where a key opens a series of doors, the key will only be removed from the player s inventory once the final door is opened. Some doors that the player has opened will automatically re-close at some point after the player has passed through them.
This works exactly the same as opening doors except that the player does not actually walk through/into them once opened. Some chests will be locked and will require keys to open, while others can only be opened via explosives that blow off their locking mechanisms. Often the player will find useful items inside the opened chests.
Switches are used to activate events in the game-world, such as setting off explosives, activating a machine, or opening a gate. Switches come in three basic types:
One-Time Switch : The one-time switch can be flipped once and will never be able to be used again.
Reset Switch : A reset switch will return to its original state after being activated. It differs from the one-time switch in that it can be used multiple times, reactivating a particular event.
Toggle Switch : The toggle switch alternates between two positions , on and off, and, like the reset switch, can be used repeatedly.
The player will be able to mount and dismount ladders by pressing the Use button when near them. Consult the Player Movement section of this document for more information on movement on ladders.
The player will be able to mount mounted weaponry by pressing the Use button. Consult the Attacking section of this document for more information on mounted weaponry.
In some situations the player will need to collect specific items in order to progress in the game. Once the player has collected these items, he will need to go to a particular location where he can use them. When in this location, when the player presses the Use button, the game will automatically determine what items can be used at this location and use them, removing them from his inventory at the same time.
When the player presses the Use button while in AimedWeapon Mode, if the player has sufficient points on his Insanity Meter, the player will enter Insanity Mode. See the section on Insanity Mode for more information.
Players will find various TV screens in the game that will be hooked up to security cameras at remote locations. When viewed in the game-world, the screens will have actual real-time renderings of the areas the security cameras are looking at, with monitor filters applied over them. If the player presses the Use button when near such a security monitor, the player s view will be shifted to a first-person view of looking directly into the security camera. While in this Security Camera Mode, none of the player s ordinary commands will have any effect, except the player can press Use again to exit the Security Camera Mode. Some tables will have multiple or banks of security monitors for the player to use. Security monitors and cameras are fragile devices, and if either is shot or blown up, the hookup will stop working.
The security cameras themselves can be either fixed in their orientation, or may rotate/pan side-to-side in their view of the world. Of course this will translate into the player s view of the world when looking at the camera. The player will never have control over the rotation or panning of the camera.
The player will encounter objects in the game-world that he can move around. When the player comes up to one of these objects, the player can press Use to engage it and enter Push/Pull Mode. The player can press the Use button again to exit this mode.
While in Push/Pull Mode, the player will move as if in AimedWeapon Mode: he will be able to move forward, backward, and strafe, but he will not be able to turn. For every move the player makes, the pushable object will move along with him. If the pushable object is blocked, the player will be unable to move at all. The pushable object will move along a rectilinear grid, with the player having to push the object fully from one grid location to another and being unable to move the object along a diagonal. This movement system is like the one found in Ico .
Pushable objects can be used for a variety of gameplay scenarios, such as pushing an object out of the way of a passageway, providing a step-up onto a passageway, pushing an object to block something else, or other puzzle-oriented uses.
The game-world in Unspeakable will be littered with objects that can be destroyed during gameplay. Some objects will be destroyed by predetermined events, while some will be destroyed dynamically depending on the gameplay situation. For instance, if the player throws a TNT stick at a particular office the desk, chairs, and security monitors may all be destroyed. The player will be required to blow up certain objects, such as wooden doors that won t open, in order to progress through the game or just to access secret areas.
Objects that can be destroyed will be assigned a health value that indicates how much damage they can sustain before being destroyed. Certain objects will be invulnerable to certain types of damage. For instance, some objects may only be blown up by TNT sticks, while others can only be damaged by fire, with each taking no damage at all from bullets.
When destroyed, some objects will reveal one or more items inside them, such as a weapon, ammunition, or health. This will be done in as plausible a way as possible: for instance, blowing up a footlocker will cause its contents to be left behind.
Unknown: Should the player be able to blow up ammunition. That is, if you shoot a box of TNT sticks before picking it up, will it go off, destroying the ammunition in the process.
When some objects blow up, they will cause explosions or other effects themselves. For instance, if the player shoots a gas can, it will explode and cause damage to all of the objects within a certain distance around the player, while also setting them on fire. Such explosions may of course cause chain reactions, setting off other objects that explode and so forth.
The player will be able to destroy some glass windows , but some glass will be impervious to damage. Breakable glass will sustain a number of projectile shots, each creating a hole in the glass, before the entire window finally shatters to the ground. Walking on broken glass will cause Torque to leave bloody footprints behind him as if he had walked through a puddle of blood. See the Fluid Effects section for more information on footsteps.
A number of effects will be central to creating the believable and frightening game-world of Unspeakable . The effects that are relevant to game mechanics are described below.
Lighting will be a huge part of creating a frightening environment in Unspeakable , where seeing a creature half in darkness will be far more frightening than seeing it in full light.
Lighting will also be used to influence the movement of creatures in the levels. A number of the creatures have an aversion to the light, and will do their best to avoid it. Thus, by turning all the lights on in a particular area, the player will potentially be able to prevent certain creatures from attacking him.
The player will be able to turn on and off many light sources via light switches, which will be used in a realistic and logical way (light switches placed next to doors), while simultaneously supporting fun gameplay (the lights will be broken in rooms where that leads to more compelling combat). Some lights will be set up on a timer, where a number of lights will stay on for a certain amount of time before their circuit breaker shorts and the player must go reset it. Lights will also be susceptible to being shot out or destroyed in explosions. Since generally more light is better for the player, the player will need to be careful where he shoots and what he blows up in order to avoid destroying the lights.
Of course the player s Flashlight is a major source of light in the game, and the player will need to use it effectively to survive. Consult the Flashlight section of this document for more information. The player will also find high- powered spotlights, which he can mount and use as a more effective flashlight. Consult the Mounted Weapons section of this document for more information.
Objects and characters in Unspeakable can be set on fire by a variety of sources. They may be already on fire when the player finds them, they may be ignited by the player s weapons (such as the Molotov Cocktail or flamethrower), they may be set off by explosions (such as a gas can exploding), by the creatures themselves (such as the Inferna), or as part of scripted events. Any object that is on fire may set other objects on fire, so that if a chair is on fire and an NPC moves too close to it, that NPC will be set on fire as well, or vice versa.
Fire will burn for a specified amount of time (depending on the intensity of the fire), and then go out, though some fires will be set to burn continuously. As fires burn, they will inflict damage on the object that they are attached to, unless that object is resistant to fire damage. Damage will be specified on a per-second basis.
In some special cases, NPCs will spawn out of large fires. So if the player creates a large blaze with his own weapons or through shooting some explosives, in certain areas the player will now have to contend with additional creatures spawning out of those fires. The creatures that spawn out of fire will be impervious to damage from the fire while spawning.
For certain NPC enemies, once that creature is set on fire, its movement will become more chaotic while taking burning damage, though it will continue to attack and pursue the player. For friendly human NPCs, once set on fire they will go into a frantic version of their fleeing behavior. All NPC characters once set on fire will have custom screaming sounds to communicate that they are taking damage by the second.
Unspeakable will include dripping water, blood, and other fluids to create atmosphere in the game. Fluids will also be able to create pools, which will have a variety of important effects on the game mechanics. Pools may be flammable (such as gasoline), so if the player shoots or brings fire next to them they will ignite . When the player walks through pools he will leave fluid-appropriate footprints behind him for a small number of steps, with the footsteps themselves fading away over time. Pools will also be capable of spawning certain enemy NPCs. Pools can be created dynamically, either appearing after a rainstorm or from the blood of a killed creature.
Streams of fluid will also be used aesthetically. However, if a thick enough stream of water is poured onto a fire, the fluid will extinguish that fire.
Unspeakable will also include bodies of water, such as the ocean that surrounds the island and the rainwater that fills up the quarries. Creatures will tend to either stay out of this water completely or completely ignore it, depending on their behavior. The player s interaction with water is described in more detail in the Player Movement section.
Over the course of the game, the weather effects will vary from a clear night, to light rain, to a ferocious downpour. As it rains, the rain may collect in pools of water on the ground, as described above. The rain will be accompanied by lightning bolts and other storm appropriate effects.
Blood and gore effects will be a central part of achieving a gross out horror feeling in some portions of the game. When creatures are shot they will spurt geysers of blood, which may in turn lead to the creation of pools as described above.
Certain creatures will be set up to potentially lose certain limbs or their head. This will be done in a canned way such that the same creatures will always have the likelihood of losing the exact same limbs in the same way. Once a limb is shot off, the limb itself will turn into chunks that will fly off and then fade away. Some creatures will start bleeding to death after they have lost a limb, though they will continue functioning for a short amount of time. Other creatures will continue functioning as normal once they have lost a limb.
As Torque kills creatures, he gets bloodier and bloodier. Torque will get bloodier if he kills a creature with a melee attack or with a close-range projectile attack than if he kills creatures from a distance. If the player is already bloody when he gets some more blood on him, Torque will become even more bloody. Torque will become the most bloody from killing creatures while in Insanity Mode, with the red color literally covering his body. There will be four stages of bloody Torque. The blood on Torque will then fade away over time, eventually returning Torque to his original, relatively clean state. Torque will tend to frighten away certain friendly NPCs if he comes up to them while extremely bloody.
Of course projectiles will be a core element of the game, and their mechanics are covered in detail in the Attacking section found earlier in this document. There will also be a number of aesthetic effects associated with projectiles.
Projectiles will be able to leave tracers behind them. This will be especially useful for bullets, which will, except for the tracers, be invisible to the player. The tracers on the bullet streaks indicate motion and will be reminiscent of those found in the game Oni .
When projectiles hit surfaces, they will generate impact effects appropriate to the material they hit: wood will splinter, stone will chip, metal will spark, and so forth. Projectiles will also leave behind bullet holes and pockmarks. The pockmarks and impact effects will vary both by the type of material hit as well as the type of projectile fired (a shotgun pellet leaves behind a different mark than a pistol bullet).
Over the course of the game, Torque will have flashbacks to the events surrounding the crime that landed him in jail, a crime his conscious mind has blocked out. Each flashback will portray a bit more of Torque s back-story. The player s actions in the game will determine the form of the player s final flashback, which reveals the nature of his crime. If the player helps the NPCs he finds, it will turn out Torque was framed for his crime, while if the player kills every human he comes across, it will turn out that Torque savagely killed his wife and children.
The appearance of the flashbacks will disorient the player and will come suddenly and without warning. The flashbacks before the last one will be short, lasting only a few seconds. The flashbacks will be pre-rendered, using still paintings that pan and zoom across the screen, with the use of some point animation or blur effects as necessary. The flashbacks are brought on because of events or locations that remind Torque of the crime in some way.
Many of the events that happen in the Unspeakable game-world will help to shock and startle the player and are central to some of the game puzzles as well as communicating portions of the story. However, the player will not lose control of the game during these scenes, helping to keep the player immersed in the game-world instead of breaking him out of it through a completely canned cut-scene. The effect will be extremely reminiscent of how Half-Life effectively used in-game scripted events to tell its story.
Events can be triggered in a variety of ways, such as a player reaching a certain location or flipping a switch. Other events will only be triggered to occur when the player looks at a certain location, thus making it more likely the player will see the event take place.
Some events may be set up behind glass doors and behind walls in ways that the player cannot interfere with them. Other scenes will take place at a far enough distance that the player cannot get close enough to interact or interfere with the scene. The participants in these scenes will be set to an invulnerable state so the player, if he manages to shoot them at a distance, will not disrupt the scenes. Other scenes may be interrupted or aborted entirely based on the player action. For instance, if the player kills a friendly NPC before he has a chance to perform a scripted event, the scene will never happen. Similarly, if the player kills a participant of such an event while the event is transpiring, the event will be immediately aborted, with still-living participants returning to their normal AI behavior. For instance, if a scene involves a prisoner being killed by a monster and the player kills the prisoner while that is happening, the prisoner will die and the monster will start attacking the player.
Controller vibration will be used extensively yet not excessively in Unspeakable , with unique vibration types set up to create different effects. Typically, vibrations will be varied by pattern and intensity, with the intensity being controlled from within the code (for instance, playing the same vibration pattern but at different strengths based on the amount of damage sustained).
When the player takes damage of any kind, the controller will vibrate. The type of vibration will differ based on the amount and type of damage the player is sustaining . The basic vibration types are: fire, explosive, projectile, melee, electrical, and gas. While battling The Black One at the end of the game, when the player sustains damage as a result of attacking the creature when it is in the same state as the player (Insanity Mode, for instance), there will be a unique damage vibration.
While the player is in Insanity Mode, the controller will continuously vibrate lightly to indicate the player s unstable state.
When the player attacks with a certain weapon, the controller will play a vibration for that attack. When melee weapons connect with their target, another, heavier vibration will be played. The types of vibrations the different weapons will use can be found in the Resources section of this document.
Whenever the player lands from a fall, a landing vibration will be played, with the vibration varying depending on the height of the fall.
Certain places in the environment will trigger the controller to vibrate. For instance, being next to a large generator while it is on will cause a light rumbling. This will be set up as the levels are created.
References in the Game Mechanics section of this document have been made to various buttons but not their configuration, since that may differ from platform to platform. This section lists the actual button mappings for the game.
Directional Pad & Left Stick: Player moves forward/backward and rotates. Right Stick: Player pitches and rotates.
X: Jump (pressure sensitive for height of jump)/Escape Immobilization
SQUARE: Attack (pressure sensitive for type of attack)/Escape Immobilization
TRIANGLE: Use/Insanity Mode (while in Aimed Weapon Mode)
CIRCLE: Throw Grenade
L1: First Person (modifier)
R1: Target (modifier)
L2: Flashlight on/off
R2: Next Weapon/Inventory (modifier)
START: Pause Game Menu
Direction Pad & Left Stick: Player moves forward/backward and strafes left/right. Right Stick: Player pitches and rotates.
X: First-Person Mode
SQUARE: Flashlight on/off
START: Pause Game Menu