Deadline (video Game) - Story

Story

The player's character in Deadline is an unnamed police detective, summoned to a sprawling Connecticut estate to investigate the apparent suicide of wealthy industrialist Marshall Robner. At first, it seems a very straightforward case: the body was discovered in the library, which had been locked from the inside, and the cause of death was an overdose of his prescribed antidepressants. But something just doesn't feel right. Could someone have killed Robner for his money? Did he make an enemy through his business dealings? Or was there some other motive? With the able assistance of level-headed Sgt. Duffy, the player has twelve hours to solve the case before it is closed forever.

The suspects, who walk around the estate pursuing their own agendas during your investigation, are:

  • Leslie Robner, the victim's wife: is she the faithful, grieving widow she appears?
  • George Robner, the victim's son: why doesn't he seem to be very sad about his father's death?
  • Mr. McNabb, the gardener: he's very passionate about his work. Would he kill his employer?
  • Mrs. Rourke, the housekeeper: is anyone in this household truly innocent?
  • Mr. Baxter, Robner's business partner: is he hiding shady dealings?
  • Ms. Dunbar, Robner's secretary: why does she seem so nervous?

New commands were implemented to suit the game's detective theme: the player can accuse or even arrest any of the suspects at any time. A well-timed accusation can cause an unnerved suspect to reveal previously concealed information. For an arrest to stick, however, the player must possess hard evidence of the three basics: motive, method and opportunity. Without these, the game ends with a description of why the presumed culprit was released. The standard examine and search commands are present, of course, but the player can also fingerprint objects or ask the invaluable Sgt. Duffy to analyze them.

Read more about this topic:  Deadline (video Game)

Famous quotes containing the word story:

    Even such is Time, which takes in trust
    Our youth, our joys, and all we have,
    And pays us but with age and dust,
    Who in the dark and silent grave
    When we have wandered all our ways
    Shuts up the story of our days.
    And from which earth, and grave, and dust,
    The Lord shall raise me up I trust.
    Sir Walter Raleigh (1552–1618)

    Wit is often concise and sparkling, compressed into an original pun or metaphor. Brevity is said to be its soul. Humor can be more leisurely, diffused through a whole story or picture which undertakes to show some of the comic aspects of life. What it devalues may be human nature in general, by showing that certain faults or weaknesses are universal. As such it is kinder and more philosophic than wit which focuses on a certain individual, class, or social group.
    Thomas Munro (1897–1974)

    No one can write a best seller by trying to. He must write with complete sincerity; the clichés that make you laugh, the hackneyed characters, the well-worn situations, the commonplace story that excites your derision, seem neither hackneyed, well worn nor commonplace to him.... The conclusion is obvious: you cannot write anything that will convince unless you are yourself convinced. The best seller sells because he writes with his heart’s blood.
    W. Somerset Maugham (1874–1966)