Walls are of the Enemy is a rhythm action/psychological game about a man declared legally insane breaking the walls of his padded cell within his mind. He sees the psyche ward and the people in it as oppressors that he can only overcome with murder, but the walls are closing in as he is restrained in the real world. This is a game about fighting those restraints in the mind of a madman.
In your head you must break free of your cell. The walls are closing in around you in a large city, the horizon line is made up of white pads, and if they get too close they will crush you, you will be wiped clean, you will be trapped forever as a shell of your former self. With your hands, beat the walls back to where they came from, driving acceptance and inevitability out of your mind and remaining as yourself for as long as possible. But everyone is in your way, they always have been, and even though they always seem to run they are still obstacles you will have to overcome. Fight off the world for as long as you can to the rhythm of the music that has always resounded in your head detailing the world and all of its actions, use the timing to beat back everyone, retain your (in)sanity.
Features:
This is a two player game primarily about emotional manipulation and enactment, where conflicts are fought with emotions and communication. A player will initiate a conversation by saying inflammatory or emotionally provocative things which will influence how the other player can respond. The end result of this introductory dialogue determines how combat will play out between you and the enemy via a change of the players emotions. For example anger will limit their effective responses to rage, forcing them to lash out at their opponent. Sadness might lead to the player continuing a dialogue where they try to induce pity and remorse into the opponent to prevent them from causing them further harm. Happiness might lead players to be content with themselves, allowing them to have more control over their decisions, maybe allowing them to leave the conflict entirely. A players ability to enact the emotions they are presented with should determine their effectiveness, as should a players response to these emotional displays. The conflict is won when a player can show complete indifference to their opponent whilst exploiting their vulnerabilities.
The game would rely on motion controls as a varying majority of human communication is made via body language such as our articulation, followed by our tone of voice and our words. How a person carries their presence should as a result be visible when they communicate their emotions for the sake of detail and accuracy, and above all else immersion.
Features:
- A game where outcomes are determined by performances
- Players success is determined by their ability to emotionally effect one another through their acting
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