Dristential: Contingencies of Enel

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"This isn't a punishment, it's for your own good." - Deacon Marek

{Dristential}: Contingencies of Enel is a post-apocalyptic role-playing video game developed by Dustin Harthorn and published by Proto-Overlooks.

The game takes place on a decaying colonial flying arc titled Enel, in which humanity has survived on for generations, nearly

Story

Lead-Up

Primary Narrative

Introduction: Miskatonic Melancholies

Referred to in the opening scene as 'Straggler', the player is thrown into the Miskatonic Halls due to a lack of an I.D.


There are two possible endings to this;

Escape

The player is thrown into the own wastes of the Stalls to fend for themselves.

Release

The player is offered to stay at the local revival home, where characters who have no home rest.

Enel's Knights

Their goal is to stabilize the back half of the ship and regain control over the Enel to heal it.

All of Enel's Knights believe in the Devines of Enel.

Enel's Order Ending: Killing the Melancholies, and Brights, the Knights regain order and reapply the original submission by amusement state they had previously while repairing the ship, ensuring law abiding citizens safety.

Melancholies of Aengel

Their goal is to retake Enel and give the power back to the people, offering complete equality.

People's Equality Ending: Killing the Knights and Brights, the Melancholies take control over Enel and break apart it's government, implementing a new communist ideal.

New Orland Brights

Their goal is taking over the Enel and landing it for freedom of the ship.

Return of Power Ending: After killing the Knights and the Melancholies, the Brights take control over Enel and land it, wanting to escape it's prison and find a new home for humanity.

2 Oceans Moar

They wish to discover the truth in all things.

Price of Knowledge Ending: You discover that no one held the truth and after speaking with the Dris, discover the truth of the world is unobtainable as it's always changing, causing 2OM members to commit mass suicide.

O' Cuinn's Green

The strength of ourselves, Gods be damned, survival of the fittest.

Choice Ending: Kill the Knights, Melancholies, and Brights, taking control over the ship yourself.

Chrysalis of Enel

Enel is the cocoon of Humanity, and needs to be opened, only done through explosions.

It's through the Chrysalis' that the player may buy explosives.

The Chrysalis of Enel believe in the Quiescent Engels.

Moon Priest Ending: Killing the Knights, Melancholies, and Brights, the player takes control over the Enel and proceeds to pilot it into one of the nearby moons, turning the ship into a bomb, blowing it up.

Evo Animilist

To create the next species to inherit 'The Empire'.

Ignapus Ending: Using advanced technology, they lead to the first steps towards the Expiriri.

3rd Ward Royals

As much political and economic power as possible.

Capitalist Ending: After taking control over the casino in New Garvin, the Player bribes their way through the Knights and proceeds to poison the rest of the Stalls, killing everyone outside of the Knight owned locations.

??

Goal: To become one with the ship, welding people to it.

The ? believe in the Periodic Pantheon.

Sentient Collective Ending: After joining the ???, the player may take suggest a different approach to their ways which would allow for humans to be further attached to the ship, becoming part of it's AI, and taking control over it, forming a sentient ship.

Kliplins

Stowaways

Sickos

Pathogens

Cretin

Chaos Ending: Killing all other factions, you and other Cretins journey the ship, raping and pillaging until all of the ship is a wasteland.

Anecdotal Opportunities

Gameplay

Stats

Health --

Stamina --

Hunger --

Thirst --

Stress --

Sterility -- Effected by blood, dirt, and toxins.


Strength -- Damage, carry weight

Endurance -- Speed, jumping

Aura -- Conversations, senses

Survival

The survival system in {D}:CoE contains several elements that may make the game seem difficult, including Hunger, Thirst, and Stamina stats, along with your Health. Healing takes time and is not instant, and regaining stamina requires resting, not just pausing an attack.

There is no quick save function, and instead the only way to save the game is by sleeping.

There is also a Sanity/Stress stat which may induce hallucinations depending on where it's at.

There maybe a minor system involving the masks, but we'll see how that work later.

Combat

Reputation

There is a minor reputation system in the game which tracks faction relationships. Most factions hold a base opinion of 5, with the highest ranking 9 and the lowest being 1, your journey through the game and performing various actions will cause this bar to raise or lower.

1 2 3 4 5 6 7 8 9
Hits are placed on you. Members try to fight you. Items are stolen from you. Hostile Interactions Base, no effects. Friendly Interactions Favors are asked of you. Gifts are given to you. Members will follow your orders and protect you.

Weapon Modding

This might be a feature.

Unique Weapons

There are 5 magical weapons in the game, which allow a small variety of special effects.

--Ice Gloves-- A pair of gloves that when touching something cause an freezing AoE. Gained by killing _.
--?--
--?--
--?--
??Distortion Scotty?? A type of shotgun that causes distortions to appear where it shoots This is a secret item, only found in _.

DLC

The Indignant

Discovering a hole in the side of a wall, the player enters an entirely new world within the Artifice Zone, creating an entirely new journey through two locations. A forest region and a snowy region.

Dristential Dreams

During one of the player's sleeps, they find themselves falling into a new nightmarish world of dreams where they meet with the Dris who ask for their aid.

This dream DLC triggers once the player has found 12 Scriblins.