Wednesday, October 14, 2015

Ready Player One - Virtual Reality


 ENTERS CLEARING.

The user exits the forest sequence, and steps into a clearing. This clearing is comprised of a hill, which is decorated with twelve large black stones arranged in in the pattern of a skull.

A map appears in the upper right corner of the screen. The player uses this map as a guide to reach a specified location. In order to do so, they climb atop the hill, and then slowly descend down a cliff face onto an outward ledge. The user is then instructed to utilize their shield as a shovel. The dirt is set aside to reveal a dark tunnel leading underground. The floor of the tunnel is comprised of a mosaic of colorful stones and red tiles. They step inside.

  ENTERS TOMB OF HORRORS.

A new map appears in the upper right corner to guide the player through the Tomb of Horrors. The tomb is very dark. To see, the user must equip their flashlight.

The flashlight creates a circular area of light; only illuminating what it is pointed at. In the areas of vision, the user can see that the walls are dotted with paintings depicting various creatures, such as elves and orcs.

Using the map’s markers as a guide, the user must avoid hidden trap doors in the floor. If they happen to activate one, they plunge down into darkness and return back to their most recent checkpoint.

The tomb holds various rewards for the optional searching of different areas, such as magic items and coins. Searching for these items also runs the risk of encountering enemy creatures that lurk in the darkest areas and guard the most prominent prizes. In the event of being confronted by one, the user is given a brief warning to allow them to equip their weapons, and then must deliver a number of hits in a slow-motion sequence.

The user must pass through six separate rooms before entering the final dungeon. Each room is unique in size, shape, and contents. All rooms have the appearance of being worn down, with the quiet dripping of water from leaks, and crumbling walls and artifacts. The occasional growl or scuttle alerts the user of potential enemies. The sound of a quiet, eerie wind echoes through the corridors between rooms. Upon reaching the final chamber, the entrance is a pitch black void. Nothing is visible until stepping through.

ENTERS FINAL CHAMBER.

The user enters a large square chamber. It is lit by torches, and requires no flashlight to view. The ceiling is high, and the room is filled with massive stone columns. A raised dais stands at the far end of the room. An obsidian throne inlaid with silver and ivory skulls sit atop of it. In the throne sits Acerarak, the demi-lich. A dusty gold crown glints on his head. His skin is withered. His teeth consisted of pointed cut diamonds arranged in a lipless grin. His eyes were large rubies.

When the player approaches the steps of the dais, a cracking sound echoes through the chamber.

Acerarak lifts his head. His ruby eyes glow, and he begins to speak.

BEGIN ACERARAK SEQUENCE.

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