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Idea Info
Name:
The Mind of Ambragain
Index:
Primary
Category:
Adventure
Submitted:
2/1/2004 1:35:59 AM
Written By:
ForTheBones

The Mind of Ambragain
2/1/2004 1:35:59 AM
By: ForTheBones

Show all Game Ideas by this Member
Category: Adventure Games

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Description

The Mind of Ambragain will likely be more humorous then serious.  You play as Dylan Ambragain, a schizophrenic.  Your main objective as you explore through the world, and the world's created by Dylan is to find clues and solve mysteries that lead to the famous "Secret of Life"  that will cure Dylan of his disorder.  You will meet many characters throughout the game, and at some points you will have to determine if the people you meet are real or hallucinations, and if they'll help you.  Your tasks will sometimes be twarted by the voices in your head, and you realize your only true source of help is from your imaginary friend, Webley; a small, large-eared elephant who wears a top hat and enjoys cigars.  The mental institution, the government, the communists and the aliens are all out to get you in the Mind of Ambragain, well...at least you think they are. 

Gameplay

The game will probably be best played in a first-person perspective, since the idea is to see what it is like through the eyes of a schizo.  You transverse through a world, instead of level-based.  Similar to Silent Hill, where at certain points you cannot travel back until you've completed certain objectives.  All the controls are basic, arrow keys (or joystick) move Dylan, other buttons are attributed to the Action button to preform actions when the situation calls for it.  The Converse button to talk to other characters Dylan meets, whether they be real or figments of his mind.  An Inventory button to see what items he has collected in his journey, and to use them.  And a weapon button, to attack with an equiped weapon.   Being a schizo can be dangerous and frightening, you'll have to defend yourself!  

Throughout your journey, you'll meet many people and characters, your job as a player is to determine for Dylan whether the people he meets are real or hallucinations.  Sometimes it will be bluntly obivious, other times not.  Your decisions can have an impending affect on your progress through the game.   When conversing with characters, you are given certain options to select, and certain things to say, if you shake off another character as illusionary, and the character is real, he or she may become very angry with Dylan and you might find yourself quickly in the hands of the Mental Asylum guards!  And that means game over.  Interactions plays similar to Baldur's Gate, where dialog appears and choices are given to your character to reply with.

You'll also hear voices, (Players with surround sound can experience voices from the left and right side ears.)  The voices are your enemies, and sometimes your allies, your job is to learn when to trust what they tell you and when to not.  There will be subtle changes in the tone of the voices to tell when you're dealing with an enemy voice, or friendly voice.   Sometimes they will aid you, for example, when Dylan is trying to escape from the commies, he might hear a voice telling him to run down the left alleyway.  Now, your decision to listen to the voice or not is up to you as a player, either way, it could hinder your or help you. 

Voices and characters will help you or hurt your progress through the objective of finding the Secret of Life and curing Dylan.

Another major aid in your quest is your imaginary friend, Webley.   Webley, is not always there, but will appear in times of great need.  Like, when trying to solve a difficult puzzle, Webley could show up, smoking his cigar and give you hints on the puzzle.  Webley is an elephant that stands on two legs and wears a top-hat.   The voice actor of choice for Webley would have to be none other then Sean Connery.   Dylan knows to always trust Webley, he has ever since he was a small boy.

Combat also plays a role in the Mind of Ambragain.  When the commies are after you, or the space aliens, Dylan needs to find a weapon to defend himself.  Weapons range from paintball guns and double-action revolvers to hairspray, shurikens to trombones, pump-action shotgun, flyswatters and of course, magic crackers.  Or anything Dylan's psychotic brain waves can produce.

Dylan only eats packaged food, so in order to restore his health you must find convenience stores located throughout the world that sell packaged food for Dylan to eat.

Another feature of Mind of Ambragain is the constant dynamic envirornments.  You may be peacefully walking down the street, looking for the Secret of Life, and suddenly the atmosphere changes to a dark, frightening nightmarish world where the street is broken and the trees are dead.   Or you could be exploring the local supermarket, with active characters shopping inside.  You may notice the change in the characters, they all may begin staring at you, and taunting you and talking behind your back.  This will hamper Dylan's progress, as he will be afraid to continue on.   The only option available to solve these "Reality Changes" is to find and use amphethemines for Dylan, which will temporarily return to reality.

This brings me to the point of the Paranoia Bar.  It is a green bar in the upper left of the screen that fills up when the envirornment becomes frightening, or other characters stare at you, or when the goverment spies are after you, or other conspirating events.    When the Paranoia Bar fills all the way, its game over.  The only way to keep it at a safe level is use of amphethemines.

 

 

Storyline

The game begins after Dylan escapes from the local town mental institution.  The first cutscene plays, introducing you to Webley, your imaginary friend and guide throughout the game (Voiced by Sean Connery)   Webley and Dylan are standing in a field a few miles from the hospital.   Webley continues on to explain to Dylan, the only way to permamently escape the tortures of the hospital, the conspiracy of the government, the wrath of the communists and the body snatching aliens is to find the famous "Secret of Life".    Dylan interjects, complaining that he doesn't even know where to begin looking, Webley, reassured Dylan that he will meet help along the way, and with that Webley tells Dylan his first objective is to find some new clothes, he points him in the direction of the clothing store in town and disappears.   The game begins.

Along his adventure, Dylan meets certain enemies and allies.

Friends

Loren Aldwick -   A woman who is in love with Dylan, and tries to help him throughout his quest.   Dylan however believes she is a cyborg and wants nothing to do with her.   The romance progresses throughout the game.

Webley - Your imaginary friend who is voiced by Sean Connery.  He is an elephant and stands on two legs, wears a top hat and is always smoking a cigar.   He is your one and only true source of help.

Dr. Lucien Hillman - Your old therapist.  He however has lost his job and is now a homeless hobo.  He sometimes aids Dylan on his quest with his knowlegde of the world.

George - A 5 year old boy who often mysteriously follows Dylan around, calling him strange names like "weirdo" and "silly man".  As much as Dylan is annoyed by George, George often helps you with puzzles and enemies.  But for some reason, George is the only character who helps Dylan destroy his foes.  Often ruthlessly fighting side by side with Dylan, kicking commie and alien butt.

Josephine -  A talking motorcycle who sometimes gives Dylan rides to certain locations.

Sarena - A smooth charismatic voice in Dylan's head that is an ally.  She helps you throughout Mind of Ambragain.

 

Foes

Evil Doctor Cornwall - The head doctor at Dylan's old hospital.  He will sometimes try to capture Dylan and poke him with sharp needles in his arms.  If you are subdued by Dr Cornwall it is game over.

Hospital Guards - Guards commanded by Dr.  Cornwall who try to capture and halter Dylan's progress.

Johnny - A voice in Dylan's head who cannot be trusted.  It is a deep raspy voice.  But is only one of the many untrustable voices Dylan hears.

Government Spies -  Conspirating goverment officials who want nothing better then any infomation they can get on Dylan.  Dylan must find all the spies and destroy them with the only thing spies are weak against: Hairspray.  Otherwise his paranoia bar will be off the charts!

The Big Joe S.  -  The evil leader of the commies.  He is a three-headed monster who you'll encounter in numerous boss fights throughout the game until the end.

Communist Scumbags  - the Communist Scumbags are quick moving, three-headed monsters that have "nuclear firepower" in their arms and will do anything to stop Dylan from finding the "Secret to Life".

Alien Body-Snatchers - Alien beings who want to capture and impurifiy Dylan's precious body.  They must be destroyed.

These are only some of the many enemy characters you'll encounter in Mind of Ambragain.   As you progress closer and closer to the "Secret of Life"  you'll meet stronger resistance. 

 

Conclusion

When you eventually beat the game, and find the Secret of Life, which can be a number of different things depending on your choices made in the game.  Whether Dylan can be "cured" and live happily with Loren, or return to the hospital to forever endure the tortures of cable television, nurse checkups and padded rooms, is up to your and your ability to guide Dylan through the brave and imaginary world of Mind of Ambragain.






Add your comment to this Game Idea



Great Idea
2/8/2004 3:42:40 AM
Comment by:
Ki_Tanaka
All I can say is that I'd like to see this made (although it probably won't be, unfortunatly). Quite a lot of original concepts and gameplay ideas have been put into this idea. The humorous touch also keeps things enjoyable. Keep up the good work comrade.
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Thanks
2/10/2004 1:14:17 AM
Comment by:
ForTheBones
Thanks. I'm currently working on the concept of a more, serious title.
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Ammusing
2/12/2004 12:17:41 AM
Comment by:
bizpimp
A brave attempt at a game idea, I'll give you that. Intriuging as it sounds, I doubt good 'ol Sean Conrey will be auditioning for Dumbo's role any time soon - heh. Great story line. I'm impressed in the sense that someone was daring enough to think of a game involving schizos. One thing I would like to criticize is the fact that people who do hillusinate and/or hear voices, hear them in both ears (not either one). Other than that, you have an exceptional game idea here, though I do think the majority of your feedback will recommend more detail and plot. Here's a start - what are Dylan's physical abilities? can he push himself through great obstacles, at certain times, given his extraordinary imagination? Perhaps elaborating on which items in Dylan's arsenal are most effective against particular foes. I'm assuming there's limits, we can't have a schizo running around with a bazooka now can we? I have an idea as to where his limits end, but specifying this could surely help. Best of luck, you'll need it.
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I like it
2/15/2004 11:08:09 PM
Comment by:
TiGan
Peronaly I like. There's only one thing I would like to add. The idea of going to get food for your health is good. In real life schizophrenia's take medicine to control the voices in their head. Maybe work that in to the game play as well.
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