Sunday, 1 December 2013

The Script

Retaliation


Player - Tom

Driver - Matt


GENERAL STORE OWNER - Tom

GENERAL STORE Owner's wife -

GENERAL STORE Owner's daughter -

DRUG STORE OWNER - Matt

DRUG STORE Owner's son -


WORKER 1 -

WORKER 2 -

WORKER 3 -

WORKER 4 -

WORKER 5 -

WORKER 6 -

major - Cameron


officer 1 -

officer 2 -

officer 3 -

officer 4 -

officer 5 -

CONVICT - Tom


PSYCHIATRIST -


teenager 1 -

teenager 2 -

teenager 3 -

teenager 4 -

teenager 5 -

teenager 6 -


EXT - menu/empty road - late evening

Scene opens on menu smeared across road side, a constant rain falls against the concrete. On play the sound of a car approaches the scene as a van zooms past the camera.

Camera changes from black to the eyes of a person slowly open to reveal the interior of the van, where the player is located at the back, bound and gagged.

Player:

(increasing loud muffled moaning)


Driver:

(continuous out of tune whistling)


Camera swaps to the view of the driver momentarily, then moving back to the player where they will slowly close their eyes and go back to black for a scene change.

EXT - FOREST - NIGHT

Scene opens to the player's eyes slowly opening, unbound in the back of the van, awaking and slowly climbing out of the van to find themselves in opening of a forest, by a bridge that has recently collapse in the river beside, the ran continues to fall. Behind the player will be a photograph of a woman and a teenage girl, with the scribblings "my angels" written on it. The player would continue through the opening of the forest, questioning to himself.

PLAYER:

W-w-where am I?

How did I get here?

Wh-Wh-Who am I?

Why cant I remember?

(confused and dazed)


Upon exiting the forest the player will be brought to the side of an empty road. Opposite lies an abandoned old gas station. The gas station is empty, a radio still playing quietly in the background. A flickering light comes from the office, a lighter is sat lit on the desk. The player will pick up the lighter and acknowledge so, whilst heading towards the exit.

PLAYER:

Hmmm? Could come in handy.

As the player comes to an exit, a dark figure will be visible in the distance. As the player comes closer the camera will fluctuate with perspective and color as the player starts to hallucinate momentarily and on colliding with the doorway the figure will flee into the distance. The player then follows the figure into the distance down a long winding road, and through a small wooded pathway. This brings the player to a large iron gate, with the words "Verdant Creek" arching over.

ext. - Town - Night

The gate closed behind the player. Following the long winding road brings the player to what seems to be civilization. The town is layout clean and clearly, it comprises of the large town hall at the foot of the town, winds round into the main street filled with stores such as the drug store, the police depot and clinic neighbor the main street at each opposing ends. The town is then split by a series of residential areas where the victim's house is located. Towering at the head of the town is the high school, surrounded by forestry which hides the desolate church. Small clutch of stores resides at the opposing side where the general store sits. The rain continues to pour throughout the desolate and quiet town of Verdant Creek. Thunder strikes and various sounds can be heard throughout the ghost town.

Int. - Town hall - night

The player will find themselves in a quiet empty waiting room, a painting opposite the player will fall revealing a number smeared on the wall in blood. From this the player can find 3 other numbers. These numbers all collate to create the code for the locked door at the end of the long winding corridor that makes up the town hall. Whilst exploring throughout the town hall the player will find themselves being thrown in the middle of whispers of past conversations that echo through the halls.

Worker 1:

Hey did ya hear? Some of the kids up the local school are taking these things called Oxys, never got shit like that when we were kids! (secretive, whispered)

worker 2:

Did ya see the flames! I couldn't believe it! Poor guy that owns the place aye? (secretive, whispered)

worker 3:

Has that kids been found yet? Ya know? The Watson kid? (secretive, whispered)

worker 4:

Can you believe it! Another one! I hear this one OD'ed!(secretive, whispered)

worker 5:

I just don't know how something like that can happen man, first the daughter! Now his wife! What drives a guy to do something like that? (secretive, whispered)

worker 6:

I'm surprised this towns still standing the amount of shit it's been through recently! (secretive, whispered)

Once the player enters the locked room, it becomes apparent that it belongs to the major of the town. A message is beeping on the phone on the desk which once opened plays a message.

major:

It feels like it's all happened so quickly! I couldn't stop it! There was nothing I could do! Kids these days are just, well that's it isn't it, they're kids... But it all just fell apart, like dominoes one after another. The drugs, the kids, people left the town! Businesses moved! And now I'm left with a shell of a town! I guess what I'm saying is I'm resigning from my position as major. Whether that still means anything now or not...  (given up, lost will)

The exit is now available to leave the building.

int. - drug store - night

The drug store is a cluttered mess of a building, stock and shelving everywhere. The till still fills the room with a dull green glow. The player will be led into the stock room, where the door to the counter is locked along with the backroom too. A pot of pills are sat on the the table in the store room. When the player takes them the camera will fluctuate again and the building will collapse. The player will be floating in mid air. The moon will be shining down on the player where a silhouette will be present in front of it. The player must fly towards it, dodging the debris from the drug store, faint echoes will be heard through out of a conversation, the closer to the figure the louder they get.

General store owner:

What do you think your playing at, how could you let this happen? (firm and adamant)

Drug Store owner:

Excuse me sir? Can I Help you? (confused)

GENERAL STORE OWNER:

You, your son, something needs to be done! Do you know what he's up to? (firm and assertive)

DRUG STORE OWNER:

Wh-what? My son? what about him? What has he done now? (confused)

GENERAL STORE OWNER:

I found these on my daughter, she tells me it's your goody-two-shoes of a son, now where'd ya think he got em' from?

DRUG STORE OWNER:

I-I-I'm sorry I-I didn't realize, it's just that... (reluctant)

GENERAL STORE OWNER:

GOD DAMN IT GROW A BACKBONE! YOU NEED TO CONTROL YOUR SON! YOUR SUPPOSE TO BE RUNNING A BUSINESS NOT A FUCKING CANDY STORE! (angry, explosive)

DRUG STORE OWNER:

Ok! Ok! I'm sorry I didn't know I'll see what i can do. (reluctant)

GENERAL STORE OWNER:

You better! Cos' if you don't... Then someone's gonna! (assertive)

The player will be brought back into the store room from this point, the player will be able to hear the end of the previous conversation.

DRUG STORE OWNER:

God damn, how did this happen, not my boy... Can't be, I gotta move the spare key from under the lockers, gotta make sure this doesn't happen again...

The player will find the key and be able to enter the backroom where the player will find a pot of pills and a prescription for the drug accordingly.

int. - police depot - Night

The police depot is an gray empty building, a waiting room meets the player at follows through to offices and an evidence room, the evidence room contains a set of evidence pieces and a torch spotlighting them, the player must rotate the objects to create a code on the wall behind using shadows, this code will then be used on the safe in the offices to attain a key to enter the locked cells. Throughout the depot is a selection of radios that the player can interact with to hear a variety of call ins from various officers.

officer 1:

We have reports of drug use at the local high school, can we get a unit down there to check it out. (informative, calm)

officer 2:

Reports of a missing persons, 16, male, the Watson's boy, keep an eye out. (informative, calm)

officer 3:

Can I get a unit to the high school immediately! Reports of 16 year old girl has overdosed! (assertive and informative)

officer 4:

There is a fire at the general store all units en route! (slight panic)

officer 5:

All units, suspect is detained is on his way to the depot. (relieved)

The player, once in the cells will hear mumbles and murmurs coming from one of the cells, upon approaching one of the cells the player will start to hallucinate again and come acorss a figure on the floor, crying and moaning to himself.

Convict:

(murmurs and mumbles frantically to himself)


I DIDN'T DO IT I TELL YA! I LOVED HER! I LOVED THEM BOTH! I WAS TRYING TO SAVE HER! TRYING HELP! ITS ALL HIS FAULT!!! (angrily screamed)


The screen will flash showing an open empty cell and papers for the release of a prisoner and his transfer to an asylum.

int. - clinic - night

The player will find themselves in the waiting room of a clinic, upon exploring the clinic waiting room, at the desk there will be a buzzer, which will trigger a television to spotlight the character. Static will echo the halls, and eventually a conversation between two men will start playing through.

PSYCHIATRIST:

So what brings you here? (calm, assertive)

GENERAL STORE OWNER:

I just can't think straight doc, I did something, something bad, I didn't mean it ya see. It was an accident. (slightly stressed)

PSYCHIATRIST:

May I ask what it is you have done? (calm, assertive)

GENERAL STORE OWNER:

I can't doc I just can't! but you gotta believe me! I'd never in my right mind do such a thing! (slightly panicky)

PSYCHIATRIST:

There's no such thing as an accident. And accident implies there's no one to blame. (calm, assertive)

GENERAL STORE OWNER:

I know I know but ya gotta believe me I didn't mean it, yeah I thought about it but doing it? Never in a million years! I was so angry but not that angry! (slightly resentful)

PSYCHIATRIST:

Perhaps that's it MR........ You seem to be stressing yourself out over this matter, if it really wasn't you thought you need to learn to live with it. (calm, assertive)

GENERAL STORE OWNER:

Doc, what I've done is unforgivable! (slightly distressed)

PSYCHIATRIST:

Your going to hurt yourself and maybe others if you keep up this mentality MR........ I'm going to write you a small subscription to help you with your anxiety. (calm, assertive)

The conversation will echo through static through the halls but as the player comes to the room in at the end of the corridor it becomes apparent that the conversation is coming from there. As the player breaks into the room the conversation stops and the player will find themselves in a the psychiatrist's office. Where on the desk will be notes from previous sessions with the man in the tape.

int. - church - night

The church is a long cold and quiet hall. Empty with the rain falling down on the rooftops, echoeing through the hall. As the player walks down the eilse, thunder will strike and flash a coffin at the altar. Following down the else it will happen again, this time showing two coffins. At each strike a woman's shriek echoes through the church.


General Store Owner's Wife:

(shrieks a deathly cry)


GENERAL STORE OWNER'S WIFE:

(shrieks a deathly scream)


On the final strike a piece of paper will float to the floor with a riddle upon it. The riddle will lead the player to a hidden key somewhere in the building which will open up the back room to reveal an assortment of funeral directories for a mother and her daugther.

int - General store - night

The general store is much like the gas station, however it isn't ransacked. A maze of shelving floods the clean and fresh looking store. The player must make it's way through the store and find themselves at the store room. Where mumbling will be heard beyond the door.

drug store owner's son:

Hey! Get off me! (distressed)

GENERAL STORE OWNER:

Listen here you lil' shit! Stay away from my daughter! (assertive)

DRUG STORE OWNER'S SON:

You can't tell me what to do, piss off old man. (ignorant)

GENERAL STORE OWNER:

I fucking well can! You best leave her alone your a bad influence, I've seen your father, you'll be in big trouble son! (assertive)

DRUG STORE OWNER'S SON:

You can't talk to me like that! I'm outta here... (cocky)

GENERAL STORE OWNER:

Your not going anywhere son! (grabs in anger)

DRUG STORE OWNER:

Hey! Get off me! (pushes back)

GENERAL STORE OWNER:

I don't think so kid! (pushes back)


(crash and clutter and the sound of a head smash)


GENERAL STORE OWNER:

Shit! Shit! SHIT! Kid? Kid you ok? Fuck! What am I gonna do! Fuck fuck FUCK! Imma have to?

The store will engulf in flames as a maze of fire is created, the player must escape. The player must avoid touching the fire and will eventually find themselves int the back room of the counter where the player will find a year book from the local school opened on the picture of a tennage boy.

Int - school - night

The school is empty and abandoned. The player will find themselves roaming the seemingly empty halls, figures can been seen in the corridors and echoes can be heard through out, the player must find a series of ripped pieces of a note, which must be all pinned to the notice board. Once all found the player must piece them together to resolve the message, the message will reveal where the player can " get hold of some oxies". The player will then find a baggy of pills and a note with them in the girls toilets. Upon searching the school the player will hear echoes of multiple whispers from various kids.

teenager 1:

Hey ya know where I can get some Oxys? (secretive)

TEENAGER 2:

Yeah try the Watson kid, I here his dad runs the drug store? (uncaring)


TEENAGER 3:

Hey ya hear the Watson kids gone missing? (inquisitive)

TEENAGER 4:

Yeah probs off dealing somewhere, good riddance. (uncaring)


teenager 5:

I can't believe she died man! She died! (panicking)

TEENAGER 6:

Don't worry man it won't happen to us! (assertive)

int - victim's house - night

The final building is a deserted house in the center of the town, each room is gleaming and untouched, upon entering each room the player will hear a memory, as this happens entering he next room will clutter the previous, showing it's true setting, the player will hear a story.

Room 1

GENERAL STORE OWNER:

How could you be so stupid! Do you know what this stuff does to you?! Who gave you this?

GENERAL STORE OWNER'S daughter:

I dunno dad I wasn't thinking! I'ts not my fault im sorry, I dunno dad, some kid at school, I forget his name. His dad owns the drugstore I think.

Room 2

GENERAL STORE OWNER'S WIFE:

(sobbing)


GENERAL STORE OWNER:

I know honey, I know, it's hard but we'll pull through, it's what she'd want.

GENERAL STORE OWNER'S WIFE:

But how could this happen! I just don't understand, we was so good to her! She was such a good girl!

Room 3

GENERAL STORE OWNER'S WIFE:

YOU NEED TO GET YOURSELF OUT OF THIS RUT! YES I KNOW ITS HARD BUT YOUR GOING OUT OF CONTROL, WE HAVE NO MONEY, WE HAVE LIFE, WORST OF ALL WE HAVE NO DAUGHTER!

Room 4

GENERAL STORE OWNER'S WIFE:


(door open and close)


Honey is that you?

What are you doing! No! No why are you doing this! NOOO!


(shrieking screams)


   When this happens in the final room a hallucination will occur seeing the wife's body, this will happen only for a short moment when the player exits the room a cut scenes will occur, the player will see the figure at the end of the hallway, the will run at the figure and upon reaching it the figure will fade away to show a mirror the player will fallback down the stairs passing out and awaking in a cellar bound up with a dark figure circling you.

The player will be circled by a dark figure; it is not apparent who it is. Depending how much the player finds out for him depends on the speech this person will give.

Intro

drug STORE OWNER:

Been a while, how have you been,

(extreme close up)


Do you remember who I am? remember what you did to me.

Town hall

drug STORE OWNER:

So you heard what the major had to say after all this? People didn't to stay here anymore, not in a town where such horror had been invoked. Not a town so corrupt as this.

Drug Store

drug STORE OWNER:

Did you have a nice trip. 'Scuse the pun. I don't know what grown man would just throw a random pill down his neck, but then again you're not the man you used to be are you?

Clinic

drug STORE OWNER:

I checked you're medical file, you have repressed a lot of what happened here, hopefully it's all coming back to you now.

Police Station

drug STORE OWNER:

You did a bit of time didn't ya? Not for long though, they soon had their verdict, they knew perfectly well what had happened, and knew you wasn't all there in the first place.

General Store

drug STORE OWNER:

Remember that boy; the one they found amongst the rubble of the general store; he wasn't exactly a little angel. But it wasn't his fault, he was just a kid, he didn't know what he was doing, yet he paid the price, his death was a heavy toll. It was her own fault in the end, his death was for nothing.


Church

drug STORE OWNER:

You paid your respects I see though or was you looking for repentance after what you have done?.

School

drug STORE OWNER:

The poor young girl. She did'nt know what she was getting herself into did she, still, there was only one way you were going to learn wasn't there.

Final

drug STORE OWNER:

I lost my everything because of you, because of your spite. He didn't have to die! None of them did, you took everything from me.

(plays music)


So that is why I took everything you loved yourself, and now im ging to take one, final, thing from you.

Fin.



Labels:

0 Comments:

Post a Comment

Subscribe to Post Comments [Atom]

<< Home