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Forums - Gaming - How would an open world game without any modern conventions look?

You are a hermit crab. You are born close to a salt lake, and you fight every other thing on that lives on that lake. Because hermit crabs grow constantly, you eventually outgrow every possible shell avalible on the lake. And because if you take too long without a home you lose the game, you are forced to explore other places. So you go on a journey through the river that connects the lake to the sea, fighting other river creatures and hiding from the mighty bears. You use natural shells and some human garbage as a home to survive the long journey.

Once you arrive to the ocean with your can of Red Bull on your back, you feel the inmens feeling of satisfaction of watching the blue stretching towards the horizon. Out of nowhere, you get attacked by seagulls, creatures with dead eyes and screeches like the demons of hell themselves, set on eating you alive. They are smarter, and they grab the Red Bull can and flung you through the air. You have to fight a close and quick fight against them with your big meaty claws, picking their wings and heads. Finally, you make a killing blow, but then you free fall into the ocean, wounded and losing your Red Bull shell. Missing the home that protected you through the long river journey, hungry, wounded and needing a house, you have to find something to protect yourself, fast. After hours of fearing for your life, you find the carcass of a giant sea snail, perfect for you. But there's a catch: dozens of other hermit crabs are trying to get it too. They look bigger, tougher and meanier than you, but you carry on and enter the fray (insert "Rules of Nature" or something like that). It's a blood bath, and you end up losing. But just when you think the other crabs are coing to cut you in half, a mysterious underwater stream appears and flungs every creature. You manage to see the glimpse of a shadow before losing conciousness.

When you wake up, you are on a place you've never seen before: lush colours cover rocks and coral, and hundreds of differend creatures moving around in a beautiful harmony. You have arrived to a small reef, . You somehow managed to end up under a pile of algues, hiding your unprotected behind. However, your aren't safe yet. Suddenly, life stops at the reef, and in an instant, every living thing goes into a terrified rush to hide somewhere. The camera focuses on a little crab trying to dig itself underground. The music stops, and you can hear the desperate moans of the creature digging for its life. The longest six seconds of your life pass, and then a giant moreel eel bites the poor thing, the sea turning into crimson. Then, the predator's eyes look right at you, and in a quick movement it swins like a dart to get you. You have less than a fraction of a second to scratch its face. You manage to wound it, but it's nothing but a scratch. You have seconds to run away from the monster, which at this point can one hit kill you. You run, run and run through the reef, until your escape gets frustrated by a giant anemone, oozing with poison. With nowhere else to run, you have to fight for your life. You must hit the scratch you made earlier, while avoiding the lightning fast attacks of the beast. Finally, you manage to hurt it good, but it's not enough. The monster's eyes, injected in blood, look at you with a hate that would make the fires of hell freeze, and with one last scream, it charges against you. It bites you, tearing apart one of your claws, but you're determined to end the life of the eel, your reason clouded by pain and pure survival incstint. With your other claw, you squash both of its eyes, blinding the monster. The eel tries to hide, but there's nowhere to run. You take it by the head ("time to leave them all beHIIIIIIIIIND..." and throw the creature against the anemone. Its tentacles, now wrapping the eel, quickly ooze with poison, killing the mighty animal. Still, it's far from over. The eel still has enough strenght to get out, tearing some of the tentacles. You have to impale your enemy and keep it on the anemone so it can kill the eel. Finally, with a final spasm, the creature goes down and dies, abd starts being digested. You've won, but you're bleeding from the stump where your left claw stood moments before. Hungry, wounded, and losing conciousness once again, it's just a matter of time before you're eated by the sealife.

You open your eyes once again, greeted by a couple of fishes. They tell you that they took care of your wounds and hid you. Apparently, you just slayed a monster that was haunting that place for decades now. A series of predators, more agressive and saddistic than usual, have been atacking nearby settlements and terrifying the local fauna. They fear this is some sort of organized attack, far beyond the need to feed. After you hear that, you look at the place where your claw used to be, and you swear revenge against all these creatures. The fishes thentake you to a garbage dump, where you can see lots of useful things. You take a new shell, a big can of tomato soup, red and brown with rust. Moments before you decide to leave, you see something shinning under some rubbish. It's stuck on some plastic, but you use your strength and you take it out. Like King Arthur taking Excaliburg from the stone, you take out a giant pair of diagonal pliers. Hearing the whishpers of the warriors that wielded this mighty weapon before, you're filled with a great sense of determination. You manage to make an useful claw from that plier. With your can of tomato soup and your mighty weapon, you give your first step to explore the depths of the ocean, set on a quest of vengance and rightful retribution. Triumphant music starts to play.

Then the title scroll comes out.

Bethesda Studios

presents...

 

 

Shark Tale 2.



You know it deserves the GOTY.

Come join The 2018 Obscure Game Monthly Review Thread.

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The Fury said:
The Getaway.

From the wiki:
"A major feature in the game was its approach to immersion and being "movie like", achieved mostly by not including the typical HUD; such as with car chases being done by signaling the player with the vehicles turn signals, rather than a large arrow above the car or the player characters limping or bleeding profusely to represent low health instead of a health bar/meter."

This something you mean?

Gotta love car chases were they are nice enough to use their signal when turning.



John2290 said:

Such a game, Way ahead of its time. I finisjed it without reakising that you can lean on walls to regain health.

Had cover based shooting before cover based shooting was in. Way ahead.



Hmm, pie.