A Feature by Only One in All
Note: If you have not yet played Bloodlust, this article contains major plot spoilers.
Back
in the year 2006, life couldn't
possibly get any worse. I was about to get out of high school, I was
miserable, I felt no motivation in life, didn't see how college would
have any redeeming qualities, the life of a 17 year old, is it ever so
difficult! Emotions running high, it felt like I had hit rock bottom
and there was no way to get out of the hole I had fallen into. So
rather than trying to climb upwards, I started to dig the dirt in front
of me, creating a tunnel that just led me circling around, creating a
maze of caverns that I wandered for a few years.
When
I started doing this theoretical
digging, I started out making a game that began with no apparent plot.
I had recently discovered Clock Tower
for the SNES after Shadowiii pointed it out to me, and I wanted to
create a horror game for the OHR. After all, there weren't (and still
aren't) many titles in the horror genre for the engine.
So
without any real direction
considered, I began to create some tilesets and enemies. I started out
with a gory bathroom. What would be horrific to find in said bathroom?
A dead pregnant mother and her baby, torn out without any apparent
explanation how, save by some malevolent force?
Perfect!
Now
this dead mother wasn't old. It is
always tragic to have an expectant mother die – well, it's
tragic
to have anyone die (unless you know, they are someone with no regard
for human life and are a sociopathic plague to society), but if it's a
young mother, that's even more tragic. Great. So she'll be in her early
adulthood. Now how about we give her a younger brother, who, surprise!
Discovers her dead body?
And thus, Reed was born.
Like
a lot of main characters in video
games, Reed's personality is a basic template. He reacts to the
horrific world of Bloodlust
in a way any average person would. He fears the dark, he runs when he
sees monsters, and is motivated to find his loved ones –
which
serves to send him running further and further into the dark depths of
chaos when most of us would wet ourselves and hide in a broom closet.
He is typically sympathetic to those suffering and dead, and feels an
obligation to protect Janie upon discovering her at the elementary
school. He harbors a grudge against Sarah Dhullogo, a histrionic girl
who seems to be enjoying the hellish world a little too much.
On
the surface, Reed isn't anything
spectacular. He's an 18 year old just barely out of high school in
modern day times, thrust into a world where everything is out to maim
and murder. If one were to imagine Reed as a person, he would probably
be thought of as a typical young adult, with nothing particularly
special standing out about him.
This
is of course, part of the twist to
Reed. When I began to develop the storyline to Bloodlust,
I had a basic premise in
mind – create a modern day world overtaken by a dark evil
force,
and in the end, the clues lead to the protagonist also being the
antagonist. In this case, they are split, the good and evil side (and
in this case, Janie is Reed in a purely untainted form), but they are
of the same being. Originally, Reed was going to already start off a
cynical asshole, a sociopath who enjoyed the world's hell. However,
after consulting with Longebane, he suggested that it would be better
if the protagonist was sympathetic, as it would allow the player to
better relate with Reed. It was a good thing that he then got a 180 to
his personality. The story worked out much better with Reed being a
typical hero character. He was whiny and stereotypical at times, but
when the big twist came, it did make both normal Reed and evil Reed's
personalities stand out more and contrast just how much the events
prior to the actual night of the Bloodlust changed him.
It
took me three years to finally finish
Bloodlust.
It was the first
complete product I was proud of, and I had grown a lot since starting
the project. I actually ended up completing the game after I started
digging upwards out of the caverns I had been digging for more than two
years, only to find myself falling into another hole in another area
away from the caverns I had been in. However, I was much better
prepared this time and Bloodlust
was not completed out of my angst. It had started off the product of
rage, but ended with me beginning to find peace. I guess in a way, Reed
did the same. Even though Evil Reed would dominate, his good side (on
the true ending) had experienced enough in a way that gave even his
dark side a touch of sympathy so that he wouldn't become completely
heartless.
Reed's
torment isn't over. Releasing Bloodlust
to the OHR community was
great – but the serious lack of feedback was a downer. People
not
playing it or excusing it as something emo or other (only speculation
at this point) is discouraging – but the people who have
played
it and given feedback have made feel better, knowing that they at least
got enjoyment out of it (and it creeped people out as intended).
I've
recently begun to get a feel of the
Adventure Game Studio, another game creation engine. I plan on creating
a remake of sorts of Bloodlust,
where I will take Reed and turn the storyline up several notches
– how much he will be the same person in this game, it's hard
to
say. But Reed was always meant to be a template easy to manipulate,
like many video game protagonists. Reed might not even be Reed when he
next makes his appearance in another Bloodlust.
It could be a completely different character, but still somebody who
the player would be able to relate to in a world gone wrong.