A. INTRODUCTION
- Plot/Point of Game
The story opens on Milo playing a new game he got for his birthday. It is the latest parental nightmare, the M-Rated game Bloodbath 8: Retirement Home of Suffering. His parents discover him playing and go into a panic, convinced their innocent child is now doomed to become a homicidal maniac. Despite the hero pointing out that his parents were the ones who bought him the game, he is sent to a newly opened video game addiction clinic. Little does he know that the clinic is a front for a shadowy organization bent on creating an army of brainwashed gamers to take over the world! Now, our hero must escape the organizations' underground base and stop the organization, freeing as many fellow gamers as he can along the way.
B. CAST
- Milo

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The hero of our story. The player controls Milo. He represents the only real sane perspective in the game. The idea is for him to not so much represent the player as to be a partner to the player. He is the only character in the game who will look to the screen and address the player directly.
- "The Doctor"

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Evil mastermind of the clinic. He is the creator of the majority of the "treatments" within the facility. He sees the hero trying to escape as an opportunity to test some of his more creative experiments.
- Medical Doctor
Your basic melee-type enemy. These doctors carry large syringes filled with a deadly mixture of drugs and sedatives. Relatively weak physically, they are easily taken out.
- Security Guard
The hired muscle of the clinic. These bruisers possess both melee and long-range attacks. Strong physically, they are not very intelligent and are therefore easy to manipulate.
- Scientists
Not interested in fighting for themselves, these enemies oversee the various experiments going on in the clinic. They are good with computers and can lock doors, call for reenforcements and activate traps.
- Bosses
Some of the earliest experiments within the clinic worked a little too well. These bosses are beefed up versions of some of the experiments going on within the clinic now. Each has a weakness that must be discovered and exploited if the hero hopes to progress.
- Misc.
The hero must be wary not only of the people who work in the clinic but the clinic itself. Video cameras, tripwires, various alarms and traps can quickly make a bad situation worse if not properly handled.
C. CONTROLS
Moving about
- walk
basic movement speed.
- run
faster, but makes more noise
- sneak
slower, but quieter
- crouch/crawl
used to hide behind objects and move through tight spaces
- jump
jump over obstacles or reach higher areas
- climb up/down
climb up or down ledges or move up and down ladders
Special Actions/Abilities
- push buttons/pull levers
used to operate machinery, computers, and doorways
- attack
use equipped weapon
- use items
use items in the players inventory
- Rescued Gamers
rescued gamers posses abilities the hero does not. To take advantage of these abilities the hero must give the rescued gamers verbal instructions.
Communication
- hello
used to greet a rescued gamer and allows the player to give instructions. walk up to a rescued gamer, he or she should turn towards you if not performing an action and a word bubble will appear over his or her head. the icon shows who is going to respond to your greeting
- come on
tells rescued gamer(s) to follow you
- wait
tells rescued gamer(s) to wait where they are
- special action
tells the rescued gamer to use their special ability
- everyone
calls out to everyone in your group on screen
- encourage
makes rescued gamers feel better
- discourage
makes rescued gamers focus
D. RESCUED GAMER TYPES
- Zombie Gamer

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The zombie gamer is the most common rescue type. These poor souls started out as average gamers. They had hobbies outside of videogaming and argued that games do not stifle the imagination and could be used as a tool to create art. Now robbed of all free-will, the zombie gamer will shuffle around mindlessly until given instructions. They are the easiest gamer type to control.
- Angry Gamer

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These gamers are always on the verge of slipping into a blind rage. These gamers used to argue that violent games had affect on players. Once brought to the clinic, they were forced to play the most competetive and poorly constructed games until their frustration was beyond their control. The player must keep them calm or else the angry gamer will fly into a rage, hurling creative obscenities, and breaking things. Their rage can be useful though, just point them at the nearest guard (or door) and let them loose.
- Cyborg Gamer

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The cyborg gamer used to be a sociable person. Most of them preferred online gaming because of the group dynamic and social atmosphere. The clinic saw the potential of these computer-savy gamers to be made into the ultimate hacker. After being refused outside contact by any means other than forums and chat rooms, the cyborg gamer has difficulty communicating face-to-face. Muttering to themselves, they are now shy gamers. Their hacking abilities come in useful though, as they can unlock certain doors, access information through computers, and shut down security devices.
- Guilty Gamer

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These overly-emotional gamers used to be professional players. Most argued that video games were just as viable as a form of entertainment. The guilty gamer has been shown repeated images showing how they could've ended world hunger, brought about world peace, and had a productive and happy life if only they hadnt wasted time on videogames. The guilty gamer is prone to breaking down and weeping for all the time lost. When in this state they refuse to move until calmed down. Their tantrums can be useful as a diversionary tactic.