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From day one, there have
always been calls to bring my brand of trash-talking fisticuffs to the
streets. However, since I'm in no position to create the epic cities of
Grand Theft Auto, I've always envisaged keeping the criminality behind
bars. The recent success of shows like Oz and Prison Break has
proved that there's plenty of drama when testosterone-fuelled characters
interact at close quarters! It's a theme that my wrestling games have been
capitalizing on for the past 6 years, so let's see how it pans out on a larger
scale than ever before...

Sign Of The Times
The game has been making do with a mere shell of a prison complex for the past
few months. Only now has it received the extra details that make it truly
inhabitable! Most noticeably, the previously bare
walls are now decorated with various signs and posters. Not only do they make the venues look more
convincing, but they
also offer handy tips on what your options are - such as activities that can
improve your skills or jobs that can earn you money. There's even the odd "No Smoking" sign, so you won't have any excuses
when the wardens bust you for doing that too!

Mission Impossible
The day-to-day gameplay has
started to reach its full potential too. As in other games, your
free-roaming exploits are now interspersed by "missions" that you're duty-bound
to accomplish. However, one major difference here is that they're assigned and
completed in real-time - and can come from any source! The are 4 different
types of mission in fact - including favours to your fellow inmates, orders
from the upper echelons of your gang, accomplishing goals set by the wardens,
and even honouring telephone requests from the outside world. Each of the
dozens of missions then play out differently according to where they came
from. Improving a statistic at the request of the wardens, for instance, will
earn you time off your sentence - whereas completing a similar mission for a
benefactor will have financial rewards. The same goes for failure too. If you
neglect to accomplish a task by the given time, you'll not only lose out on
the reward but also make an enemy of the client - which in the case of gangs
can lead to you being blacklisted!

Weight Watchers
As you can see, some alternative body shapes are starting to add a little
variety to the characters. The standard build is now joined by slim, muscular, chubby,
and obese variations. They tend to be linked to the attributes of each
character too, so you've got a legitimate reason to
be scared of big guys (or confident that you can outrun them!). Your body shape
gradually starts to reflect your lifestyle too. Every time you eat or lift
weights, you risk putting on weight - whereas athletic pursuits help you lose
it. As in other games, doing so produces an even greater chasm between
strength and agility - which may have to be rectified if you're not happy with
the results. And since everything is done in real-time here, these changes are
portrayed by your character stopping to examine his body and acknowledging
what's happened!

Parallel Universe
Speaking of characterization, one major factor that we
haven't discussed is that the cast is randomly generated in this game. Every
single time you play, you're given 100 brand new generated characters to get to
know - from their appearance and attributes down to their own carefully
constructed unique name! The downside is that there are
none of my usual hand-crafted creations, but it's worth it to be playing in your
own unique world. That goes for the item layout too - which randomly generates
different items in different places at the start of each new game, so you never
know what you're gonna get! Both the cast of characters and the status of the
items slowly evolves over time too, so the game keeps you on course for a
satisfyingly long experience...

Measure Of A Man
Of course, you also get to insert
your own customized star character into that generated universe! As you can see, this game features a more scenic display
than usual - whereby you construct your
inmate as he stands next to the bed in his cell. Other than that, it's the same
old cocktail of statistics and fashion choices for you to sift through. As in
Grass Roots, the clothing is a little more simplified here though -
requiring that you only choose a "style" of dress rather than specific options
for each body part. The preset hair from World War Alpha also means that
you no longer have to worry about mixing your own colours. That's just as well
because editing as we know it isn't a large part of this game. Once you've
created your original character, that sets the tone for your whole experience
and can only be subtly adjusted from then on. Although a universal editor may
be accessible somehow, it's likely to be reserved for cheating purposes...

Past Lives
The game allows you to keep 3
such universes on file - and unlike the wrestling games, that actually extends
to an entirely different collection of characters for each one! As in
Wrecked, a snapshot of the moment you left the game is also stored on file
to help you identify it and remind you where you were. You can leave the game
at any time by simply pressing Escape at a calm point in the proceedings, safe
in the knowledge that the whole scenario will be perfectly restored when you
choose to return to it...

Where Are They Now?
Should you ever make it that
far, the end of your journey has also been implemented! Upon serving every
last day of the lengthy sentence you've been given, your character is asked if
he wants to leave. Doing so allows you to officially bring things to a
conclusion - complete with a dedicated sequence whereby the character strolls
out of the prison gates. That's satisfying enough in itself, but the icing on
the cake is that your journey is interspersed by notes about what happened to
your peers! Their portraits are briefly shown at the bottom of the screen,
along with a randomized synopsis of what became of their lives as if it was
the end of a documentary. It doesn't sound like much, but it's actually quite
affecting to see what become of the faces you spent months coming up
against...

Mark Of Respect
There's also time for
reflection while you're still inside prison! Upon hearing someone's death
announced over the speaker system, the remaining prisoners clasp their hands
and bow their heads in sorrow. It's especially effective if you're responsible
for the death in question, and should succeed in eliciting a shred of guilt!
However, this potentially moving moment tends to be ruined by the fact that
their unfortunately placed hands can make them look like they're urinating...


Life Or Death
One of the most life-altering
developments in recent weeks is that it's now
possible for the characters to die once their health has been exhausted. Fortunately, a character only "risks" death when their health has gone
- so you don't have to lose months of progress every time it happens! Fans of Wrecked
will be well aware of the make-or-break system whereby the character writhes around on
the floor and has a brief time to regain consciousness. If you fail, the camera
ascends above your lifeless body as the game fades to black. If you succeed,
you regain a little health and live to fight another day. Your fellow CPU
characters go through the exact same thing too, so you have to be careful that
a beating doesn't end up as a murder...

Falling Down
In addition to the death of the physical body, I've also programmed the death
of the mind. Whenever your happiness hits zero, you character slumps to his
knees and has a nicely animated nervous breakdown
(complete with a disturbing sobbing sound). When he returns to his feet, you'll
find he's literally "lost his mind" - because you won't be controlling him
anymore! He temporarily becomes a CPU character - and a violent one at that,
lashing out at everyone in his way and responding negatively to every
conversation. By the time he regains his senses, you'll be left with a character
that's made an awful lot of enemies and gotten you into a lot of trouble. I
wasn't sure it would be possible to make mental health as important as
physical health, but this life-altering episode seems to do the trick...

Arrested Development
That unpredictable behaviour is all the more damaging now that you can be
punished for your actions! Up until now, the wardens have been casually
pushing you around when you do something wrong - but now it's possible for
them to clock serious crimes and pursue them to the end. There are over a
dozen different charges they could hold against you - from disobedience and
suspicious behaviour to blatant assaults and murder attempts. If you're
spotted doing such things, they won't give up until they've got you in a
headlock and put you under arrest! You can't even leave an area without facing
the consequences, because an alarm will ring out alerting all other wardens to
your wanted status...

Jury Duty
For once, the court case
gimmick in my games actually means something! Once you've been caught for any
given crime, the arresting officer drags you before a judge and proceeds to
make his case. After you've made some pitiful excuse, the judge then rules
either way - which could mean giving you the benefit of the doubt or hitting
you with a fine and extra time on your sentence. This game tends to scale
things down though, so we're only talking about weeks and months rather than
years (the aim of the game is to finish your sentence and that would never
happen in real time!). As you can see, the courtroom has also enjoyed the
visual makeover afforded to other locations. Real light fittings beam down
from the ceiling, and the various desks have been littered with books and
documents...

Public
Service Announcement
These crimes and fatalities
would normally be reported in a news summary - but since this game never
stops, I've had to compromise! Important events that relate to the whole
prison population are now announced through giant speakers in the corners of
each room. Like a one-way conversation, the camera turns its attention to the
speaker as the message unfolds at the bottom of the screen. This can include
to anything - from reminding you about lockdown and dinner time, to announcing
the recent death or release of an inmate. You can even be informed of new
arrivals that come to replace the latter, as the prison population constantly
evolves as it would in real life...

One Call Away
Yet more conversations with
inanimate objects are provided by the phones! The ones in the main hall are
now fully interactive, and you can take
them in hand at any time by picking them up as if they were an item. The character
then holds it to his ear before hanging up when you choose to leave. And it's
not just a visual gimmick. The system is actually used to trigger a whole other
range of storylines - involving those on the outside world such as friends,
family, lawyers, and the media. There's only one such incident at the moment,
whereby your lawyer offers to reduce your sentence for a hefty fee, but plenty
should flood in throughout the weeks ahead. And it's a game in itself trying
to catch these calls! The phones actually ring at random intervals like they
would in real life (indicated by both a tone and a shaking animation), and you
have to answer them before the opportunity passes by...

Tooled Up
The phones are one of the few
things that you can't use as a weapon (a deliberate decision which allows you
to answer phones with your left hand while holding something else!). However,
plenty of new ones that you CAN use continue to seep in each day. Recent
additions include a deadly
meat cleaver
(which is essentially a domestic axe), a sharp
screwdriver, and a pair of scissors
- both of which are used as dagger-like weapons and have no constructive
purpose as yet...

My Chemical Romance
It's not all about hacking
people to death though! This is one of the few games where items actually have
a non-violent purpose. Vices like cigarettes, beer, and drugs are on hand to
help a weak prisoner get through the day. Although you can use them as
handheld items like any other weapon, they serve an additional purpose when
you stand still with them. In the case of cigarettes, they're held to the
mouth and actually smoked (complete with particle effects!). Likewise, a
bottle of beer is chugged down and a syringe of drugs is held to the arm. And
once again, it's no empty gesture. Although it's fun for you to see, it's also
"fun" for your character to do - as their happiness gently increases for as
long as the drug lasts. It comes at the expense of health though (or vice
versa in the case of painkilling drugs), so a junkie never really wins as they
struggle to balance out their ill-gotten highs...

Dressed To Kill
They must have been "gateway" drugs, because they opened up a floodgate of
similarly interactive
items! As you can see, a handheld mirror can also be used to admire
your appearance - and even change it. By pressing the directional commands once
your character has entered this state, you can alter your costume and accessories in
real-time! And the hair even has its own version in
the form of a comb,
which allows you to change both the style and colour while your character
fiddles with his scalp. I always intended to make your appearance customizable
in real-time, but I was dreading making it happen. I'm pleased to say that this
is a perfectly natural system though, which is as easy (and enjoyable) as
handling an weapon...

Identity Parade
Your appearance is becoming
more and more important as gang culture slowly takes a grip on the game. The
tattoos are just the foundation of a gang identity - as they're now
accompanied by styles of dress, hair, and accessories! The white supremacist
"Suns Of God" gang wear sunglasses to symbolize their name - complete with a
shaven head to symbolize their aggressiveness. Likewise, the "Avatars Of
Allah" are identified by Arabic headwear, "The Dark Side" wear
golden jewellery,
and the erudite "Powers That Be" symbolize their intelligence with ties. On
the other side of the cultural spectrum, the muscular "Gladiators" show off
their physiques by stripping down to a vest - and tuck a sporting headband
into their hair. Even the wardens get in on the act with a special police
officer's cap that only they're allowed to wear! All of these restrictions are
automatically imposed upon you the minute you join a gang, and you may get
pulled up if you choose to deviate from them. I also took the opportunity to
remake the spectacles from scratch (which any character is free to wear). They hadn't
changed since they debuted on The MDickie Show over 3 years ago, so a
new design with
thinner frames and sharper angles has been a welcome step forward...


Captive Audience
At the last preview, the
grappling system had just been implemented and didn't have any moves at its
disposal. Now, however, there are all kinds of options at your disposal - from
throws to attacking combinations! As in the wrestling games, you can abuse
your captive victim with a series of unavoidable attacks - but one major
difference this time is that you're 100% in control of the amount. Instead of
giving you a preset animation, each press of the attack button causes your
character to throw a solitary punch or knee - and it's up to you how many
times you do it! When the victim has then taken enough, he'll slip out of your
grip and collapse to the floor as if you had attacked him outside of a
grapple. And, as ever, these attacks are also compatible with weapons -
allowing you to score bonus damage while carrying one...

No Holds Barred
In addition to those punch and
knee combinations, you also have access to 4 wrestling-style moves that throw
your opponent to the ground. Pressing a command on its own launches one
option, while holding a direction at the same time launches another (much like
a cut-down version of what we saw in Wrestling Encore). The moves for
this game include a "Bodyslam", a clumsy "Choke Slam" type move where the
victim's head is forced to the ground, an energetic "Headlock Takedown", and
the "Bulldog" shown above. Since this isn't a dedicated wrestling game, it
deliberately lacks the depth and sophistication of what we're used to -
forcing the prisoners to share the same basic moveset...

Drag And Drop
Those are just the moves that you have
a choice about using. When you're victim struggles free, he's likely to have
some ideas of his own! If you go to the well once too often, your grapple
could backfire as the victim pushes you to the ground from his headlocked
position. Even if you attempt to drag him up from the ground, there's a great
"Kick Throw" counter that could send you flying through the air! It's so
unexpected, in fact, that it's hard to capture during the game - so you'll
have to settle for a
video of the 3D Studio MAX file...

Test Of Strength
As you'd expect, your fighting
prowess is closely linked to your character's "Strength" rating. This
determines how much pain their actions inflict, as well as how resistant they
are to the blows of others. You can hone it haphazardly by simply fighting a
lot, but if you're more sophisticated than that you may want to hit the
weights! The exercise yard has finally started living up to its name with a
selection of sporting gimmicks. As you can see, the one dedicated to strength
is a bench-press. You access it as if it was a chair, and the character then
lies back and begins pumping the barbell with a nice animation. As the minutes
fly by, your rating gradually improves at an unpredictable rate - but you
can't milk it forever because your health goes down at the same time!

Above The Rim
It took me a while to settle on
the equivalent activity for boosting "Agility". Although shooting hoops was always going to be the most logical
option, I suspected it would be a step too far. I needn't have feared though,
because I managed to pull it off and produce a nice little sub-game! Whenever
you try to throw an item while near the hoop, the character performs a
basketball jump rather than the usual toss - complete with flight physics that
are more vertical than horizontal. The same rules of power then apply as you try
to sink the item into the basket - scoring "Agility" and "Happiness" points
along the way. And by "item" I do mean any item! You can shoot anything as
surely as you can throw anything (although there is a dedicated ball with which
to play). And this ball can be picked up and taken anywhere like any other item
- complete with the dedicated animations from Grass Roots that tuck it
under the arm. But if you don't fancy playing ball games, you can also improve
your agility rating by jogging around the yard! Simply running without being
interrupted will eventually score you a few points here and there...

Tale Of The Tape
With all these statistics rising and falling, it's a good job that I've
finally made a start on the in-game displays for this game! The above
information sits at the top left corner of the screen, and splits your status into 2 distinct categories of "physical"
health and "mental" health. While losing your physical health will risk death as
expected, there will also be grave consequences for becoming deeply unhappy!
Sitting next to these vital meters are 2 further attributes that are
applicable to each - "Strength" and "Agility" for the physical, and
"Intelligence" and "Reputation" for the mental. All of these statistics
fluctuate throughout the day based on what you've been up to, and you need to
make a conscious effort to keep them in check with training, study, and
relaxation. Meanwhile, your "Reputation" is based rather more on how you deal
with other people. Every act or word of disrespect damages your status, and
the only way to reclaim it is to respond with a vengeance! And to help you
keep track of these rollercoaster changes of fortune, each value is
temporarily highlighted green when increased or red when decreased...

The Information Age
You can also access this
information about your fellow inmates - albeit with considerably more detective
work! The various
computers dotted around the prison can now be used to browse the stats of each
character - like a real-time version of the "Database" from previous games. After
sitting at a computer, you simply press left or right to browse through the
digitized profiles
that appear at the bottom left of the screen. And one nice touch is that each
location's computer offers a different kind of information. The study, for
instance, gives you a breakdown of each character's mental status - whereas the
hospital ward sticks to the physical statistics. A third computer even details
the length of their sentence and the gang they're affiliated with. Quite what
you do with this wealth of information is down to your imagination and cunning!
It's also down to your "Intelligence". Yet another small detail is that your
character can't use things like computers unless his mental status permits it.
Instead of tapping at the keys and bringing up a file, he'll simply stare at the
screen with folded arms. And to drill the point home, he even mutters his own
little promo to himself wishing that he was more intelligent!

Picture Perfect
The icing on the cake for this database feature is that the game constantly
takes photos of your peers to help you identify them visually. Every time you
speak to someone new, the game takes the opportunity to snap their portrait -
which is then stored for future reference. In theory, capturing and manipulating
images on a regular basis like that could cripple a game's performance - but in
my hands you don't notice a thing! An impressive duet between design and
programming ensures that everything ticks over nicely behind the scenes. In
fact, the game even allows you to keep 3 separate universes on file - which,
unlike the wrestling games, use completely different characters and retain their
unique portraits...

Show Me The Money
In addition to those physical
statistics, you've also got your
financial status
to worry about. Although its true potential hasn't been implemented yet, money
will be key to both greasing the wheels of prison life and funding your case in
the outside world. To help you acquire it, there are all kinds of jobs that you
can sacrifice your time for. You can
prepare food in
the canteen, sort files in the study,
concoct medicines
in the hospital ward, or construct
items in the workshop. Each requires a certain level of skill to be
accessed, and you're paid increasingly large sums accordingly. Other than that,
they're all largely symbolic and simply involve the character fiddling with
something at a desk while the hours fly by...

Sweeper System
One job that isn't symbolic is
sweeping! Following on from the basketball, all manner of other items have
started to boast their own unique purpose (other than beating people to death).
The nicely textured brooms above are among them, and cause the character to
sweep the floor whenever he's stood still. Like the desk jobs, you're then paid
a small amount for your efforts as time ticks by. Other new items include a
brand new hammer
- which is of the everyday tool variety, rather than the huge sledgehammers of
previous games! It hasn't been given a particular purpose yet, but one might
expect it to factor into your workshop projects. A nice touch is that it's
acceptable to carry items in their natural habit - such as hammers in the
workshop, knives in the kitchen, and dumbbells in the yard. Working within this
logic will give you a little more leeway with the wardens, whereas ignoring it
will get you into trouble!

Murder Ink
Not everybody is a hard-working
prisoner though. Gangs have started to emerge which have other ideas about how
to make a living! Not only does a gang affiliation change the
way the characters interact with one another, but it also seeps into their
appearance. Each gang has its own unique symbols and mottos tattooed across the
arms and body - in much the same way that scars and racial shading are applied.
Depending on what the character is wearing, you can then identify where their
allegiances lie and adjust your actions accordingly. To help you spot gangs from
a distance, I'm also hoping to introduce unique accessories and ways of
dressing. Out of the 6 gangs, 3 are racially and culturally motivated: "The Suns
Of God" are the Aryan white supremacists, "The Avatars Of Allah" are their
fanatical Muslim equivalents, and "The Dark Side" are the bastions of black
power. Controversial stuff, but they're all equally prejudiced so it should
balance itself out! Besides, the 3 remaining gangs discriminate about other
characteristics: "The Powers That Be" are intellectual conmen, "The Gladiators"
are burly athletes, and "The Peaks" are the resident do-gooders that remind you
prison is there for rehabilitation. And, of course, there's the choice of not being in a gang at all
- which, rather ironically, could be considered a gang in itself! Either way, I'm pleased to have
reached this milestone. It means I can plough ahead with some relationship-based
storylines and give the action a little more meaning...

Confessions Of A
Dangerous Mind
Speaking of storylines, the promo system has
finally started to be put to use. Although I programmed
the shell a while ago, there were no prison-based conversations to be had. Now,
however, the guards stop you in your tracks to confront you about carrying
weapons, attacking inmates, and even refusing to enter your cell! Meanwhile,
your fellow inmates bicker with you over similar issues that are affecting their
day. I've even
programmed the handing over of items from one person to another (complete with
an actual animation of it happening), so you can be
bullied for something you're holding or asked to sell it. The possibilities are
so endless that I can't see myself finishing the damn project! A good problem to
have, I suppose...

The Choice Is Yours
In preparation for the multiple choice confrontations, I've also had to make a
start on the game's menu boxes. As you can see, the
black & white brick design is in keeping with the main logo and is topped off
nicely by the childish scrawl of a font that you would associate with badly
educated convicts! For the first time, this novelty font even finds itself being
used for the subtitles too - so the transition is pretty thorough...


Theatre Of War
One thing I'm pleased to have
wrapped up in recent weeks is the range of locations. The prison complex is
essentially complete - weighing in at a satisfying 11 different places to
visit (which is twice as many as Wrecked). All that remains now is to
tidy up the ones that are already there and unleash their full interactive
potential. The latest additions that complete the set are a
workshop that you can access via
the study, and a hospital ward which is one of many places you can access via
the main hall. Although all-encompassing screenshots don't do them justice,
both locations have met the high standards of detail that I've been aiming for
with this game. Nice high resolution textures adorn the walls and floor, while
plenty of furniture makes them look lived in. The main hall itself continues
to get refurbished with each passing day too - featuring noticeably different
door designs for each novelty location it links to (which is a godsend for
finding your way around), along with all manner of new facilities of its own
to entertain the inmates...

Do Not Disturb
Despite its inherent simplicity,
a small bathroom connected to the nursing ward is actually one of the most
intriguing new locations. Creating a series of detailed toilets was a
surprisingly good exercise in modelling and texturing, and resulted in some of
the most realistic scenery yet! Where the scene
really shines is the
shower area - which actually features transparent running water,
complete with splashing effects on the ground. Water is notoriously difficult to
depict in games, but the effect here is as good as I could have hoped it to be.
The function of these amenities hasn't yet been determined, but don't expect
the characters to drop their trousers for either activity! I've got no
interest in making things that realistic (although it is possible to sit at
the toilets like any other chair). Although the location is largely symbolic,
one function it will have is that it'll be the one area where guards aren't
permitted to watch your activities. Quite what the implications of that will
be, it's too early to say - but we can expect a lot of hassle-free trading and
beatings...

Light Fantastic
All of the locations continue
to benefit from my breakthroughs in lighting too. Not only do the rooms now feature visible
light fittings, but those lights now have a very real effect on the scene as
well!
Up until now, my games have used one all-encompassing light source - but now
there can be any number of them, emitting from any source. In this case, each
bulb shines down to light the room - and the effects are noticeable on anything
standing beneath them. Unfortunately, the same old circular shadows stop it
being entirely realistic - but it's definitely a step in the right direction.
And nowhere is this new lighting more noticeable than when night follows day
in real time! The atmospheric system from Wrecked has returned to give
you a very real sense of time. The game clock ticks by to the tune of a minute
per second, and the atmosphere gently changes accordingly - fading from bright
daylight to the dark of night and back again...

Hard Day's Night
The sensation of time is no empty
gesture in this game though! As in real life, the inhabitants of the prison have
to stick to a strict schedule. At 10pm a buzzer sounds and you're expected to
return to your home cell for lock down, before being released again at 7am the
following morning. In the meantime, there's very little to do but sleep - and
that's exactly what you can do on the fully interactive beds! As surely as you
can mount a chair by repeatedly walking against it, you can lie down on the beds
in similar fashion. Your home cell may be the most obvious option, but you can
in fact make use of ANY bed - including those in the hospital ward! Either way,
you don't have to worry about watching your character snooze for hours on end.
The clock automatically flies through the minutes at a rapid pace when you're
engaged in time-consuming activities, so it's only a matter of seconds before
you're back in action. And when you awake, you'll have recovered some valuable
energy to boot...

Fashion Victim
Although it hasn't been implemented yet, another thing you'll be able to
accomplish in your cell is a change of clothes. In preparation for it, we've
seen a welcome little breakthrough in the way my characters are dressed. The
struggle between "tight" and "baggy" costumes has
finally been settled by accommodating both in ANY model! The 2 options are built
into each model as standard and then removed as required - just like the
hairstyles and weapons. This means you'll be able to browse between tight and baggy tops
in real-time without having to reload (or even change) the model. And I do mean
"real time"! This game rarely leaves the 3D setting of the prison, so menu
systems will be few and far between. It's highly likely that you'll browse
through the costumes and hairstyles in the very cell that you dwell in...

Sticks & Stones
Another liberating development is that I've finally started weeding out the World War Alpha
weapons to introduce some dedicated new ones. Among the many items that my
games have never seen before are a
dumbbell for the
exercise yard, a shiny nightstick for the guards, and a stray brick. The
pool cue from
Popcorn has even returned to provide a logical replacement for the wooden
cane! Up until now, the cues on the pool table were mere scenery - but now you
can snatch them up and use them like any other weapon. In fact, the guards are
less sceptical of you carrying such an everyday item - so you can use it to
launch vicious attacks without arousing suspicion! There are plenty of other
brand new weapons on the way too - ranging the obviously lethal to the everyday
items that only become lethal when "misused"...

Make Or Break
Speaking of weapons, the workshop
will allow you to construct those that you don't have the fortune to find! The
game uses a similar system from Wrecked, whereby a handful of potential
creations are loaded in advance and then hidden away until they're needed. By
fiddling with the raw materials at one of the workbenches you can then conjure
the item out of thin air and use it as you see fit. The feature may also double
up as a "job" - allowing you to sell your creations for a small profit! Either
way, it's yet another little distraction that conveys the feeling of being in a
convincing, fully interactive world. It should also make your mental status more
prominent, as your success in such activities will be governed by a character's
technical knowledge and skills...

Hungry Work
The workshop isn't the only place where you can earn a crust though. I'm
hoping that every novelty location will offer a work opportunity - where you can
sacrifice your time for credits of some sort. The canteen already has such an
opening - allowing you to sit behind the counter and construct the meals instead
of consuming them! Speaking of which, there's now a dedicated process for eating
a tray of food. At the last preview it was a meaningless animation, but now the
morsels of food visibly deteriorate with each bite your character takes. When
there's nothing left to eat, he slumps back in his chair and enjoys the extra
energy he's just acquired...

Male Bonding
At a busy point in the game's
progress it takes a lot to stand out, but it's no exaggeration to say that the
latest development is the greatest of them all! As you can see, the project has
built upon the fighting of World War Alpha by adding a bit of grappling.
It's not as deep as what we've come to expect from the wrestling games, but the
execution is already much better. For a start, that headlock makes for a more
logical and satisfying starting position! The character lunges with his left arm
and immediately wraps them up in that hold (rather than resorting to the awkward
shoulder to shoulder dance of previous games). Although it looks more aggressive
and realistic, one obvious drawback is the limited amount of moves it can lead
to - but since this isn't a dedicated wrestling game that's not the problem is
would otherwise be. The moves here are likely to be the rough tugging and
tussling that you expect from real life, and it's perfectly adequate for that.
Whatever I come up with, you can expect it to be nicely animated. Just applying
and releasing the headlock alone is already smoother than what we saw in
Wrestling Encore, so things should pick up when the action turns really
violent! However, another thing this game can't emulate from the wrestling games
is the interaction with furniture. It all has to be stapled to the spot in a
game of this kind, so don't expect to go crashing through tables with your
takedowns. In fact, it was a 24 hour struggle trying to get the moves to animate
within the confines of these cluttered rooms! The mathematical programming I
relied on in the wrestling games was barely compatible with the adventurous
style of this game, and some serious rethinking had to be done. I managed to
pull it off though, so let's just be glad that grappling moves of any persuasion
are being performed in this unconventional setting...


Identity Parade
Well, before we go any further,
it's worth pointing out that the rather cryptic title of Cell
Division has been changed to the more self-explanatory Hard Time.
Call me a sucker for Hollywood clichés, but the original title was starting to
feel like that of a Biology class! The new identity must be a step in the right
direction because the project hasn't looked back since. I took the opportunity
to draw up a brand new logo, and the stylized look is a radical departure from
my usual corny presentation! With menacing simplicity, the words depict a
prison scene in black & white silhouette. And an equally cool theme tune has
already been composed to go with it. Although the game's title might tempt a
guy to steal The Big Bossman's old entrance theme, I've managed to
sidestep that landmine and produce a minimalist hip hop beat worthy of Oz.
Or if you'd prefer a wrestling reference, it's rather reminiscent of Razor
Ramon's old tune! An exciting new style for me whichever way you look at
it, and a revealing glimpse of what might be achieved in 2007 and beyond...

What Not To Wear
The game itself has also
started to develop its own visual style as the characterization finally
starts to take shape. Not only do we have the boys in blue watching over your
every move, but the different
cell blocks also have their own colour of clothing - with green, grey, and
navy blue variations joining the default orange. And like the kits in Grass
Roots, these outfits can also be worn any number of ways - ranging from
vests and bare chests to short or long sleeved versions of the overalls. The
racial variations that we've come to expect from recent games are also on hand
to make sure any appearance is available to any race. Combined with the many
hairstyles and facial differences, this ensures that every single prisoner is
recognizably different...

Friend Or Foe
And these characters promise to
act as differently as they look. After an uninspiring couple of weeks
of groundwork, the project has finally hit its stride with the
most sophisticated AI programming yet! Whereas the relationships in previous
games amounted to one friend and one enemy, this game charts the history between
each character and every other character - so it's possible to have dozens of
friends and enemies at any one time. This long-term hatred is also accompanied
by a temporary "annoyance", which fuels the fires of retaliation whenever you
aggravate another inmate. By default, no character has any interest in
attacking another - but hostile incidents will temporarily spark them off. At
this point, the AI also alerts any friends of the victim to run to their aid -
not least the wardens whose sole job it is to put out such fires! This chain
reaction can produce some pretty wild riots, which is especially amusing when
they're started by one character accidentally hitting another...

Honour Among Thieves
Not only is there a complex network
of relationships behind the scenes, but those relationships can also be
noticeable onscreen. Whereas a character's eyes were predetermined in previous
games, here they constantly change to suit the subject of their gaze - ranging
from that angry Heel
look for enemies to a docile look for trusted friends. It sounds too
small to matter, but it's actually very telling to see a character's face change
the minute he sets eyes on you! And if that's not obvious enough, the system is
also accompanied by animated greetings. Upon making eye contact with an inmate
that you have a history with, the characters will briefly stop to give each
other a friendly wave
(which turns to face the target like an aimed gun!). I also experimented with a
middle finger
alternative for enemies, but that doesn't work quite so well. After all,
you're more likely to ignore someone you hate - and the gesture looks like a
wave if you're not paying attention! As it is, whenever you stop to greet
another character you know you're in safe hands...

Walkie Talkie
The culmination of the
relationship programming is that the inmates can finally speak to each other
too. This game pushes my infamous "promo" system further than ever before by
allowing conversations to occur with anyone at any time. As surely as each
character has a specific relationship with every other inmate, they also have
their own topics of conversation - which are triggered whenever you approach
their vicinity (or when they approach yours). At this point, the characters stop
to exchange words before the action resumes - much like in World War Alpha.
What this means is that we'll see the first ever context-sensitive conversations
- such as being warned by wardens when you step out of line, or being confronted
by inmates about something you just did! Not only does this apply to linear
conversations, but it also extends to those "multiple choice" meetings - whereby
a positive or negative response from you alters the course of the discussion.
It's still early days yet and very few relevant storylines have been
implemented, but you can rest assured that the possibilities are truly endless...

Collect Call
The prison setting has also been slowly evolving alongside the characters. The
previously bare main hall has now been kitted out with plenty of distractions and
decorations - ranging from a TV viewing area to a pool table. Your level of
interaction with these has yet to be decided, but rest assured that I'll cook up
something. One thing that is designed to be handled is a row of pay phones! It's
hoped that they'll provide a link to the outside world and open up even more
storyline possibilities - much like the phone-based missions from the original
Grand Theft Auto. And a welcome addition to all locations is that they
finally have light fittings too! I've avoided them in my 3D work thus far, but
it turns out they can add a lot of character to a room (and certainly make the
bright lighting a little more logical)...

Self Service
A nice looking canteen (perhaps too
"nice" for a prison!) is one of many brand new additions to the
complex, and it boasts more
even detail and polish. For a start, some decent
plastic moulded seats
have finally confined that dubious Wrestling MPire fold-up chair to the
history books! They sit around a dozen large dining tables that line the walls.
Speaking of which, the textures for the walls, ceiling, and floor are brand new
creations that are perfectly suited to the location. Of course, the centrepiece
of the location is the food counter that runs down one side of the hall. Its
metallic worktop displays unconvincing trays of food in a series of glass
cases - while various tables, boxes, and kitchen appliances lurk in the
background. You may even find yourself working back there! It's hoped that each novelty location will
provide a work opportunity, where you can sacrifice your time for credits of
some sort. Quite what that should be and how it might pan out in a gaming
context has yet to be determined...

Higher Learning
A similarly detailed new
location is the study - where the inmates go to expand their minds! It's
essentially a revamped version of the writing office from Popcorn,
which benefits from improved modelling and texturing throughout. Not least
with regards to the huge bookshelf that adorns the wall, and is filled with
hundreds of individual tomes! Some of which are even opened up at a seated
desk area for your inspection...

Take A Seat
In case you were thinking this
is all symbolic, you'll be pleased to know that the learning process is
interactive! Every chair in the game can actually be sat in by repeatedly
walking against it. The character then slides in and begins doing whatever it
is that the location demands. In this case, they cast their eyes over the
nicely textured pages of the book in front of them. Although there's no
logical reason to spend your time doing this at the moment, it will eventually
help you earn "Intelligence" points in the finished game...

Computing For Dummies
The study even features a
computer in the corner of the room, which can also help in your intellectual
endeavours. Although it hasn't been implemented yet, it's hoped that this will
grant you access to a prison database - where you can look up the details of
any inmate without having to speak to them personally. This sensitive
information can then be used to determine who you can manipulate and who you
should avoid...

Telly Addicts
It's not all work though. Some
of the prison's facilities are simply there to help you pass the time (or
increase your "Happiness" rating). Taking a seat at the TV viewing area of the
hall will cause your character to sit back and gaze up at the screen - which
actually displays flickering images like the video screens of the wrestling
games! You're not invincible while relaxing though. In fact, there may be
competition for a seat at the more popular activities - and it could be one of
the many things that you come to blows over...

You Are What You Eat
One sitting activity you don't
have an awful lot of choice about is the regular meals that keep you alive!
Rather predictably, your 3 square meals will be your main source of energy -
but you'll have to take the time to find a seat in the canteen and get
munching. I had expected to use some symbolic food items as in Wrecked,
but it seems you'll actually get to finish off an unconvincing tray of food
placed at the tables. Fortunately, the process features one of the best
animations in the game - as the character plunges each hand into the food and
crams a handful into his mouth. And since there'll be a limited supply of
meals, you can expect yet more tension when it comes to getting your fair
share (or being confronted for taking somebody else's!)...

Criminal Mind
A lot of work has gone into
helping the CPU characters explore this interactive environment as much as you
do. Not only do they take a seat and make use of the facilities, but they also
have the wherewithal to navigate the prison architecture. Heading up and down stairs and
weaving in and out of each cell goes far beyond anything in the wrestling games,
so some mind-numbing recalculations had to be made. Fortunately, I've already
managed to get them to find and enter their cell without too many problems - so
they shouldn't be holding up the proceedings when the wardens call to lock the
place down! Some nice AI also helps the wardens to keep order. Not only do
they respond to acts of violence, but they can also pre-empt it by spotting
weapons being carried and other suspicious activity. All of which makes for a
convincing world populated by living and breathing characters...


Cell Division
Due to the delayed release of
World War Alpha, the game has actually been in production for a whole
week - and has already acquired the identity, Cell Division ("division"
will become a recurring theme as the concept progresses!). It's too early to
know exactly what the finished game will offer, but it looks set to be the usual
melting pot of previous games. It'll have the muscle of Wrestling Encore,
the epic scale of World War Alpha, and - most crucially of all - the
survival gameplay of Wrecked. Your freshly incarcerated character will
try to preserve both his mental health and physical health while spending his
days in the company of hundreds of morally ambiguous convicts and the wardens
that watch over them...

Home Sweet Home
Although the grim concrete
visuals don't do it justice, the game takes place in some of
the most carefully crafted locations that my work has ever required. If World
War Alpha upped the ante on terrain, then this project does the same for
architecture - as each prison block consists of 2 layers of 10 cells, connected
by a huge central staircase and balcony. It's certainly a major step up from the
makeshift set used in Popcorn!

Steel Cage Match
Your corner of this ugly
universe lies behind the bars of a cramped cell. At the moment, they're sparsely
decorated with little more than an uncomfortable looking bed tucked into the
corner. Since there are 20 such locations on screen at once, I can't exactly go
overboard with detail - but we may see one or two aesthetic additions as the
game progresses. You won't actually spend much time in there anyway. It's little
more than a place to start and end each day, as a rusty sliding door lets you
out to explore other locations during your waking hours...

Open Door Policy
Like Wrecked, the world
consists of several separate locations that need to be loaded up each time you
access them. I know that's not ideal, but nor is it ideal to ask your computer
to display hundreds of characters on screen at once! Here, it's a network of
doorways that take you from one part of the prison to another. You simply head
towards them for a little while, and the game takes the hint that you want to
move on...

Meet The Fockers
There are 9 such locations in
the game - 4 separate prison blocks, 4 as yet uncompleted activity rooms, and a
large lobby that connects them all. At the moment it's as sparse as a prison
block, but the plan is to fill it with phones, TV viewing areas, and other
distractions. It's essentially a meeting place, where everybody passes through
to while away the hours...

The Great Outdoors
The most exciting location is
the exercise yard, where our incarcerated friends get to glimpse the outside
world behind a wire fence. When this location is complete, it will offer several
opportunities to improve your physique with sports-based activities. However,
it'll no doubt attract the more muscle-headed characters - so one of those
"activities" could be fighting!

Eye Contact
Despite their conceptual
differences, the game has hit the ground running by borrowing from the World
War Alpha engine. I was expecting to maintain the same hybrid movement
method, but it turns out it's not precise enough for an enclosed environment.
Instead, this game has regressed back to the dedicated "turn & advance" system
that Wrecked used. However, one difference is that you now walk by
default and only run upon hitting a dedicated command. Fortunately, the cool new
head-to-head feature is still in place though - so you can see the inmates
eyeballing each other as they make their way around!

Magic Numbers
The game even draws inspiration
from Grass Roots, by using the shirt numbering system for the prison
ID's! Each character has their own alphabetical and numerical code, which
indicates the block and cell respectively. Not only is it a nice little detail,
but it also informs you as to where they can normally be found - so you can
track down those that wrong you or intrigue you. When the differences between
blocks are implemented, where they're from may even tell you something about
their reputation...

Know Your Role
At the moment, all inmates wear
the same orange jumpsuits that the thugs from Wrestling Encore wore
(albeit sharper versions recreated in high resolution). However, the finished
game will be open to as many variations as the kits from Grass Roots -
with those choosing to wear shorter sleeves, strip down to a tank top, or even
go bare-chested if they have a physique to be proud of! Not to mention the
possibility of different colours for each block. I'm also hoping that tattoos
will be an interesting new addition to my games. In the same way that numbers
are planted onto their backs, I'm hoping to brand logos onto their flesh which
indicate an allegiance to one of many gangs...

Murder In The First
The violence has already got
off to a ferocious start thanks to the foundation of the World War Alpha
gameplay! Quite how much of it will remain is uncertain, but at the moment the
characters are attacking and blocking with the exact same system. The weapons
have even made the transition - but they certainly will be edited soon! A
Medieval long sword doesn't quite look right on the floor of a prison. The
knives and guns (when held by the guards) are a logical addition though, and
they should help to get the weapon-based gameplay off the ground. It all
promises to be a lot sneakier in this game though. Fights of any kind will risk
punishment if they're not justified, and being seen carrying a weapon will give
you even more to explain...

Copyright © MDickie 2000 - 2006
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