You wake up in a room surrounded by your detached cyborg limbs. You wriggle helplessly as the nurses start to regrow your human limbs. No…
— luxury porpentine (@aliendovecote) December 7, 2012
From Trashbabes, by me and Porpentine
return to bird world a sequel to my first album~ rediscover bird world and meet some new friends and foes includes pdf game manual with game info, store, lore, characters, locations, tracklist, and thanks
This is something long overdue; actual music for my Barnbellow’s Estate project.
For those of you that haven’t been around long or don’t follow my exploits closely, Barnbellow’s Estate is a Clock Tower inspired project that has existed, in some form, since about 2007, though it has gone through quite a few tweaks and changes within that time frame. Like a lot of my projects, it started out as an idea for a game I was certain I’d somehow make, but once reality caught up with me a bit I rejigged it into a “fake soundtrack” Gonkaka project. Because I might not be able to make full games, but I CAN make soundtracks and write an obscene amount of flavour text!
There are two primary modes of ‘gameplay’ in Barnbellow’s Estate, were it to exists: one wherein you explore the impossibly large estate the game takes place in, solving puzzles, reading lore, and engaging with all manner of survival horror tropes; and one wherein you have to escape from the designated pursuer of whatever area of the estate your in, using the environment to your advantage (either to hide from or hinder said pursuer), or in a pinch, use Yuna’s digital camera to stun and temporarily disable them. This is a piece that would play during one of the former sections- specifically, it’s intended to be the primary walkaround music for the very first area of the game (the hysterical laughter and/or sobbing sample that I messed about with in the final section is a giveaway here, as it’s intended to tie into the game’s first pursuer; the Vengeful Mother, whom makes an appearance in and has some of her backstory expanded upon in this short story I wrote). It’s also a good demonstration of the general sound direction I wanted to take the walkaround tracks in: a sorta free-form, experimental semi ambient style with more melody driven breaks and a shot or two of some 80s-styled synth patches for cheesy horror flick fair.
This piece does have some more specific sources of inspiration, though; the use of rave stabs owes itself more to the music from G Darius than more dance-floor ready tracks, as G Darius’ score did tend to make use of orch hits and rave stabs in unsettling and sometimes dischordant ways (here’s an example track). The track’s general vibe also owes a lot to the Ancient Castle Stage music from the first Devil May Cry - the idea to use some effect-ladden and otherwise messed with samples of orchestra tune-ups and an opera singer belting out in a freeway in particular were inspired by the sudden appearance of a pleasant string melody overlaid atop the offputting ambiance (the big, bombastic organ/string section also owes itself to the Ancient Castle Stage track). The name is also a deliberate reference to the NES/Famicom horror title Sweet Home, because I don’t think I’ve made my love of that game quite clear enough yet.
Fun trivia fact: this is technically a stealth remake of an older attempt at the first-area-walkaround-track for Barnbellow’s Estate, called “Tragedy United Them”. About the only thing it borrows from the original is that organ section, though.
This song includes the following sounds from freesound.org:
orchestra warming up (BeeProductive)
underpass (Simon Gray)
Chamber Ensemble Tuning 2 (Cunningar0807)
G51-09-Woman Sobs and Laughs (Craig Smith)
en.wikipedia.org/wiki/Family_House_(game)
Family House (also called the Family House Prototype) is an unfinished horror-adventure game for the Playstation 2. The game was pitched to Capcom in 2004 by a company called Video Interactive, though no public information exists of any such company, and the true creator of the prototype is unknown. [Citation Needed] Capcom were initially interested in the game, but after a number of erratic phone calls with Video Interactive’s representative, Capcom ceased any further contact with the company, and have rarely mentioned the game in any capacity. [1] An unfinished build of the game, along with a word document consisting of the game’s story and concept, was released anonymously onto the internet in 2016. [2]
According to the included word document, the protagonist is a young woman who, after the death of her mother, returns to her childhood home to meet with her estranged father. When she arrives home she finds a note from her father saying that he will back soon, and happily mentioning something he found in the attic, an old Famicom-like game console and a stack of games. However, while the protagonist recognizes the system from her childhood, the games are unfamiliar to her. She decides to play them to pass the time while she waits for her father to return, but finds they are cryptic in tone and have eerie connections to her life. The full game would have alternated between the player controlling the protagonist exploring her old home town and playing various fake Famicom games, which would include clues pointing to a larger mystery going on in the town.
The unfinished prototype only features the house to explore and two incomplete Famicom-esque games. These games include “Dark House,” a horror-themed adventure game similar to Uninvited and the other MacVenture games, and “Mindreader,” a simple fortune teller style program. The house featured in “Dark House” seems to have a layout similar to the protagonist’s childhood home. It is unknown if “Dark House” and “Mindreader” were official names or simply placeholders. Other games were planned, but not outlined in the word document.
Along with the two original games, the game data includes ROMs for Makaimura (Ghosts 'n Goblins) and Rockman (Mega Man) for the Famicom. It is unknown if they were included for testing purposes or if they were planned to be used in the final game. Some have speculated they would be featured as playable cartridges, included for the sake of immersion rather than having any bearing on the plot. [who?]
Art by @rinth444. An interpretation of 20 characters from the first four books in The Book of the New Sun series by Gene Wolf. Done in the style of a 90s CRPG.
I really never post art here bc nobody ever sees it, but here are my fake y2k CD-Rom girl game rpg pieces anyway
planning to add some animation and music and make a little vid for them at some point
Family Exorcism (ファムリー ふつまし), developed by Coal in 1984 for the Nintendo Famicom.
Well
Happy Halloween
(more to come)
A collection of epistolary fiction about video games that don't exist
170 posts