Two Halves' wibbly wobbly history

Long ago, about 02005-07, I produced an RPG known as Two Halves. To this date, it is my only game other people have played. It was released in irregular betas to a community I was a part of.

The story is pretty terrible. The self-insert main character was teleport-kidnapped by a space-army fixated on reviving their demi-god warrior to fight a "demon" alien. The main character was a reincarnation of half of the dead demi-god. Also an internet forum was a real world location.

It's all kind of a mess because I would alter or make additions to the story over time as I was inspired to. It's really obvious when I look at it.

RM2003 Original Version

Two Halves was initially inspired Halo of all things. It starts off on a space-station, has human soldiers fighting alien ones, and it has a zombifying species that was something of the game's Demonic Spiders. Fable turns up with the self-insert sneaking into a jail to break someone out only to get captured himself. The real-world-forum's map was later redone from scratch to be reminiscent of Golden Sun's Lemuria, right down to the MIDI.

The game might not have ever even been played by anyone else if I hadn't got the idea to include the aforementioned forum as a real place, and that I wanted to include a fuckload of cameos by the members.

Good thing many of them turned into zombie fungi. Or maybe that isn't so good.

RMXP Lost Restart

I decided to drop the game so I could start it over from scratch. I realised the story was a mess and I wanted to make sure it was consistent as well as strip some of the unnecessary elements. There was also the fact that RMXP was the new and interesting engine, and I was going all furry.

This version later actually forked off to become Disarrayed Unity, by abandoning one half of the story and expanding on the other.

I no longer have any record of this version, either due to drive-wipe or the one CD backup that should have it is freaking corrupted. :c

RM2003 "Remix" Version

Further still, I get a second re-imagining idea for it. This threw out the embarrassing self-insertion that started it all, but ran with the elements that were copied from Halo: warring armies, sci-fi, and "missions". In the original, they were really just chapters. I had some potential through mimicking an FPS, but it didn't really play out.

This time I wanted to make the game linear, where you were free to do whatever within a mission area, but once you moved on you couldn't come back. If you completed certain conditions, you would get bonus missions between the core ones. When I think about it, I was trying to pull a Final Fantasy XIII before FFXIII.

The MC was now an agent (without godly reincarnation) who had snuck aboard the space station with the intent on stopping that army. Except the aliens also did that at the same time, so in the chaos he ends up betraying his employer and assisting the army after all. This concept isn't without its own issues though, centred around several planets in a single solar system that happen to all be single-biome, inhabited, and have some sort of UN-esque pact.

I'm not one to create space-faring style sci-fi, so I look at this and it seems too ridiculous to work. In the first version I didn't explain a demon, demi-god, technology powering magic, or all sorts... but this time I was trying to so, so for other things to be unexplained instead was weird.

RMXP/VXA Urban Fantasy Version

The third version was stripped of even more ideas. It instead follows more the overall message that I thought of for the second version, the whole "there are two halves to every story" sort of shtick.

It was an urban fantasy instead of a space-level sci-fi, and it focused on some teenagers trying to find their friend who had gone missing while trying not to be killed by these monster/alien soldiers. Like the original Two Halves there are points that I feel are obviously inspired by certain things: it being urban fantasy, characters going to school, attacked by monsters, that's all Persona 3-like. There's a scene in a subway that was inspired by Cloverfield. Some later elements are even more Persona-like.

It goes out of its way to actually explain why the human soldiers are fighting the aliens, who/what the "demon" antagonist is, and it all feels a bit better than previous versions. I consider the explanations spoilers, but it was basically like this: the monsters were after the protagonists because they broke a "law" of the city that they lived in, and the human army were an illuminati that wanted to stop the monsters from going after those that broke those laws.

The Future??

I still like the latest version. Like with many other game concepts, I am trying to finish this setup for Witness to Unity so that I can reuse it for any other game ideas. I know, I think of way too many ideas and think too big so as a result I don't get anywhere with anything.

Though I still like the latest version, I also like the previous one, to a point. The framework of mission-based linearity is interesting, so long as each mission would have interesting gameplay and it doesn't involve walking in a straight line.

There are still the elements to the story that go unexplained though. However looking at my previous Tumblr post with its singularity-esque theme, and thinking about one other idea whose ideas also exist in another project, I wonder if I could salvage something of it and give it another go.

... but again, really, too many ideas. I think up stuff too often. @ -@

Saturday, 9th August 02014

blog, concept design, games.