As I have now finished Sarah Quinn (technically) I decided to play around with how I would like to present her in the booklet that me and Shannon are going to create and the final piece. I decided to get feedback off my peers on what which filter they liked the most, which one they would preferred in the booklet, some criticism and finally what the picture makes the feel. I will make a final decision
Me – What I enjoy most about this graphic that I have created is the way all the colours mix in together — greens and browns mix perfectly together. The way I have shaded the hair makes it look quite realistic and how I reflected the light gives it the sense of realism. However, something that I do not particularly like is the shading on the skin, but I do not have enough skill to get skin that looks like it belongs to a person in real-life. Something I would change about this is maybe spend more time on the eyes; add some slight shading and a tear duct to make the eyes seem not that flat.
Shannon – You can see more detail in her eyes and her hair; colours standing out vibrantly amongst the background and skin. Her lips are the brightest colour on the graphic, drawing the viewers eye and making them stand out amongst the dullish shades.
Lachlan – Like the shading on the face, gives her more depth and more realism. Hair looks lovely because of the detail of the different shades of brown and how it actually looks like strands of hair. The lips are vibrant and stand out on the picture — I like it.
Tim – I like the hair and the eyes the most — the eyes are shaded correctly and it looks like you put a lot of detail and time into the hair. Would suggest to improve the light parts of the skin stand out a bit too much.
Black and white Sarah
Me – I do prefer this version over the coloured version as you cannot see the mistakes I have made. It gives that sense of despair that the coloured version could not get across — the colour made her seem quite tranquil, something I did not really want to get across the the audience. The black and white version makes her looks anguished, as if something bad has happened to her; that’s the picture I want to get across.
Shannon – The black and white version is much creepier than the coloured version and fits strongly with our theme; horror. Without the colour she seems more mysterious — you don’t know who she is, making the character bio the only thing that defines her
Lachlan – Reminds me of a noire movie, empathise the shading on her face. You can concentrate more on the character without the distraction of the bright colours.
Me – I like the shade of skin she is, it gives that extra vibe of horror. Her lips are also a nice shade of pink. What I do not like about this version is how it makes it look quite foggy and faded, like I just added a faint grey layer over the picture. I have fully decided I will not using this as a final piece or put it in the booklet.
Shannon – It looks creepy without losing all the colour. She looks unhealthy (malnourished) like she has been kidnapped for awhile. The shading is clearer than the black and white version. Her eyes are not as appealing as the eyes on the other versions, making her seem completely dead.
Me – I do not really like the way the filter looks on Sarah, most likely due to shades of her skin and how red her lips were on the original painting. I do like like the colour of her eyes. Why I would not use this in the booklet or as a final piece because it does look like a filter is over it — a bit too thick for my own liking. However, maybe if I changed the curve and made it slightly higher it would look decent enough to be presented enough in the booklet.
From the feedback and my own opinions of the different versions of Sarah with the filters its obvious the black and white version and the normal version are the most popular choices. The black and white version fits perfectly with the theme of the booklet as our group are going for the more mysterious/horror style, making a black and white theme much more fitting than colour. If I were to change the black and white version I would maybe make it slightly lighter, but make the red in the picture much darker (lips and parts of the hair) to make it appear black, adding more of an asset to the horror genre.
Sarah Quinn is the semi-protagonist in the game, in-which I want to create. The process of her creation in photoshop was a long one and has took me up to a month to nearly complete. Why I have not completed this piece of work is because I have much more important things to focus on right now, but her final look is something up to my standard. Something that I do enjoy about the work in the copious amount of digital painting I have done. My skills have surely developed since the start of the course because I can now; digitally paint hair/eyebrows to make it look semi-realistic — before I would’ve not been able to do that at all; Painting skin — Beth taught me how to do the right shades of tone depending on where the light in reflecting — for example light will appear more frequently on the apple of the cheeks, forehead and nose depending on where the light will come from — the light is coming from the front so I shaded the parts which would be relevant to the rule of shading; Digitally paint an eye, this process was the lengthiest and took a total of a week to perfect. Why I spent so long on the eyes because that’s where the viewer’s eye will be drawn too first as it’s near the centre of the focal point.
I used digital painting to achieve the final look of Sarah’s hair, giving that sense of realism by adding different tones of browns to give that look of reflection from a light source. To create the individual strands I just used a hard brush but put on pen pressure (I was using a graphics tablet as I can get much more freedom and control on my digital painting) so I can control which parts will be much thicker than others: it also gives off that hair look, which I was intending for. A used a low intensity stretch tool to make the hair look as if strands of hair are coming off the hair, giving that slight messy look. What I particularly enjoy the most on this part of the graphic is the top of the hair — light stretching down into a darker shade of brown, representing the reflection of light. I do generally think my efforts on the creation of Sarah’s hair deemed quite successful, even with my limited skill in photoshop. If I did this at the start of the college year I do not think I would’ve been able to achieve a piece of work as high quality as this without the workshops that Beth has gave us throughout the months.
What I would improve on this part of the graphic is maybe spent more time researching on different techniques on how I could’ve achieved the hair, testing which one will give me the best result. Another thing I would improve is taking time to colour the strands on the right side of the head instead of leaving them, that will make the digital painting appear unprofessional and seemed like I got bored halfway through the creation — that was not the case. The reason for this was because that was not a main priority — I wanted to show how my digital painting skills have developed by moving onto the creation of the eyes.
If I was ever to do this task again I will make sure to take as long as I can to make sure that everything is to a perfection standard, not something that is half complete. As I said in the previous paragraph I will make sure I have enough skill so I will ask Beth for tips on how to perfect the hair to a concept artist standard; even though I am a first-year student I always compare my work to that of professional concept artist’s, thinking of way in-which I could change Sarah to look like their pieces of work. Maybe next year I could revisit this task and do another graphic — by that time my skills would have improved so Sarah will look much closer to the view I envisioned originally; it would be good to use that in my portfolio for when I go to university, showing how I developed my skills and using a comparison to show this.
The eyes were the longest process of the digital painting, even if you cannot hardly see them when you’re zoomed out of the graphic. As a perfectionist, attention to detail is something very important to me; your eye automatically draws to the eyes as they’re quite near the centre of the face, where your focal point will always be. Though the eyes consisted of digital painting, I needed to use some adjustment layers (to get the colour which I desired, in this case green) filters (I used Gaussian blur to make the pupil look realistic and fade in with the iris) and the stretch tool (to mix in the brown and the green together on the iris). I think it took me me around 8 hours to get the eyes looking as realistic as they do, however I do think there is room for improvement. Why I decided to use digital painting instead of a photo-composite is because digital painting gives me a chance to really show how much my skills have improved throughout the course. Photo-composite is mostly used for environments, or in my case for objects that I could not create using digital painting.
If I were to do this specific task in the future I will make sure to get the accurate measurements, as you can see that the pupil is not central to the iris — not a big problem but if I wanted to go that one step further to make sure this work was like a piece of concept someone from Rockstar would create then I would surely do that. Other than that slight disagreement with my work I do really enjoy this part of Sarah the most as it does look like an eye; the intricate detail of the lines on the eye, the reflection like the eye is real and the dark out-line around the eye most eyes intend to have.
Throughout the whole graphic and which one was the most difficult to achieve was shading the skin. I used digital painting (which I stated in the first paragraph) to get the range of different tones, (as you can see in the picture above). As a first try in shading skin using the software photoshop I do deem this successful. How I chose the direction of light and worked off that and decided to highlight the apple of the cheeks, chin, nose and forehead to give it that authenticity of bone structure and making it appear 3D instead of a flat graphic.
Beth gave me a a small workshop on how to shade skin and how you which shades you should use on certain parts; use a darker colour to your base colour and highlight the edges of the nose, bridge of the nose and the bottom of the lip. This will be very useful when I do character concept art again within the length of the two-years of the course as I will already have the basic understanding of skin creation: my skills would’ve already been developed further through the workshops in lessons, so I would be able to add blemishes (scars, spots, moles…etc) to give that realism I was looking for. If I ever do a task like this again I will ask for a lengthy workshop so I can step-by-step follow how I should shade the skin to an almost perfect standard.
What I would want to improve on the skin is to lower the intensity of the brightness on the cheeks, nose, forehead and chin as they’re very over-powering to that of the rest of the skin. Cade was the person who recommended to do this and I can very much see his point. Next time I will lower the opacity so I can have more control on how much light will be displayed on the skin, maybe even choosing a darker shade to highlight beneath the cheeks to make it look blended. Another route for improvement is maybe choosing a slightly darker base-colour as it seems too bright to that amongst the eyes and the hair — its not a big problem as some people do have fairly light skin.
For the lips I used a mix of both photo-composite and digital painting. Why I did this is because I could not draw the shape of the lips due to how I did not draw then accurately. What I do enjoy the most about the lips is how I managed to make them look part of the graphic; not realistic that it would seem weird against the digitally painted skin.
What I would improve, however, is maybe I should of tried drawing the lips until I get the perfect style for the character. Photo-composite almost feels like I am cheating when I use it for something which isn’t a weapon or a location. With some digital painting I painted over the abnormalities that were present on the actual picture.
What I do not like about the lips is how hyper-realistic they look compared to the picture. Something that I could do to improve the look is many using an overlay and going over the lips with a low opacity black, making them appear much darker and also make them seem as if they were painted.
The creation of this knife was quite a short process and still got me a weapon that looks aesthetically pleasing to the eye. Though it came out well, there are some parts I would change if I had the time.
The techniques that were used in the creation of this knife were; photo-composite, digital painting and colour replacement tool. We have not learned the use of colour replacement tool within tutorial lessons so I used my own time to search on how to change the screws (that are at either end of the weapon) from gold to silver. What this tool does is lets you change an object from one colour to another, hence the name. As I stated in my drawing of the same weapon I wanted the screws to be metallic, not gold as they were on the picture. There are different ways in which I could’ve changed the the colour; hue/saturation, digital painting…etc but I decided to search for a much quicker alternative as I do not have a lot of time to waste on changing the colours and messing around with different tools, which if not used in the right way can mess up your graphic completely. If I were going to do this I would take the time, that I claimed I did not have to test with the different filters and adjustments layers, seeing which one gave the best result.
Photo-composite was used on the: screws, the blade and the handle. Why I decided to use this technique instead of using digital painting is because I wanted it to look more realistic and fit in with the gaming style, instead of having a cartoonish look as I do not have enough skills to be able to do an amazing realistic graphic on photoshop
- Name: Mr H (Francis Barnes)
- DOB: 6th February 1955
- Home of origin: New York, America
Accent: Thick New York accent
- Home-town: Unknown
- Weight: Athletic
- Eyes: Dark green eyes with hints of brown
- Hair: Bald, intricate tattoos
- Appearance: Square jaw,
- Attire: Wears three- piece suits professional tailored with brogues.
- Religious views: Atheist
Francis Barnes was the late owner for the ‘Banks Of America’ No-one knows why he handed down the company to his assistant, Heath Quinn — or why he decided to leave the company. A year prior to his departure, his daughter and son were killed by his own hands — Diana (his wife) catching him in the act. After that moment he began to lose his sanity, hallucinations becoming more vivid and distorted — blaming Diana for the murder of their children. Francis killed his wife with a rusty blade before running away to an unknown location.
Throughout the time I have done this assignment I have slowly developed how I will carry out: the story, characters, assets and the final piece.
Before I began to do what I am doing now I had to pick ideas that I found most appealing; Create a character in photoshop or 3DS max with realistic proportions, manipulate images of existing popular cities and change them to look post apocalyptic and get a character from an existing franchise of tv-show or game and change their overall look to fit another genre. I instead chose to do a synopsis with characters, assets and environments.
Me and Shannon decided to be a team once again as it worked so well in the last project. We combined both of our strongest ideas and tried to come up with a plot. Me and Shannon had many ideas on what the overall plot could be, the main goal, everything a game needed. Shannon was explaining about how a music video she watched, a singer flipping between past and future, sometimes taking on different roles etc At first he was the one to kidnap a girl but later on he was the one to become hostage. This really gave me a clear view on what the plot could be about.
Some existing games that are currently out on the market gave me the main basis; Silent Hill 2 plus 4 gave the largest amount of inspiration as I stated in other blog posts. However, I did not want to totally rip off the whole plot of the franchise. I looked thought different tv shows and films to get inspiration for the game that we will create. We tested with many ideas: Heath taking on the role as the killer, as in when he picks up the weapon he plays out their murders to get that extra creepy vibe a psychological horror will have, everything that Heath thinks is a figment of his imagination (That includes the antagonist and Sarah) so for example he is a drug addict who in his had a wife who had a miscarriage, that forever haunting him. I am still continuing to write up the synopsis and I continue to alter how it plays out.
- Name: Heath David Quinn
- DOB: 12th July 1970
- Home of origin: New Wales, Australia
Accent: Australian with a slight tinge of western American drawl
- Home-town: Beverly Hills, California
- Weight: Burly
- Eyes: Blue with speckles of brown, wears glasses occasionally
- Hair: Grey, mid-length, combed behind his ears
- Appearance: Strong jaw, high-cheekbones, thin lips, well-groomed eyebrows, a pointed nose, slight dusting of stubble, freckles on cheekbones, muscular neck.
- Attire: Typically wears suits with the occasional waistcoat, sometimes wears a sweater with a leather jacket and suit pants.
- Religious views: Christian
Hobbies: Likes to: weight-lift, fish, play baseball, play golf
Heath Quinn is the CEO of ‘Banks of America’. People call him the ‘Ice-man’ because of his cold attitude he has towards the people who work for him. He is a workholic that spends most of his time on his computer, making sure the company is up to standard. He is one of the most successful businessmen currently in America, living in one of the most prestigious areas in California.
Heath does not have a close relationship with his teenage daughter since his divorce seven years ago from Claire. Claire and Heath still talk, keeping a close relationship with her, unknown to his daughter relocation. Though he does not show it he’s very protective of his daughter.
Heath has been known in the pass to be quite the violent type, punching anyone who disagreed with his views or threatened his family (He has a scar on his lip from when he protected Claire during an attack at bar ‘Sandy’; a man grabbed Claire in a sexual manor, causing Heath to attack the man) Sometimes his outbursts cannot be controlled, making his family unsafe from himself.
This game is going to be based within the American region. The locations which are found throughout the game are based on already existing places like; Beverly Hills, California, where the protagonist lives. I wanted real locations to give that sense of realism to the game, like it’s a genuine story that has happened to the protagonist, looking for his daughter across the whole of the united states.
Heath Quinn is the protagonist of this game ‘Where is she?’. He searches across key locations which are dear to his daughter in hopes of getting her back from the antagonist Mr H (real name unknown). While exploring the different locations across the American isle, Heath will encounter Sandra Parks, a detective who is exploring the case of children and teenagers getting kidnapped from their homes; Chris Daniels, a family friend to the Quinn’s; Dara Samuels, the girlfriend of Sarah Quinn and Claire Graham, the ex-wife of Heath Quinn and the mother of Sarah Quinn.
The note that started it;
The game begins seven years after Heath’s divorce from his wife (Claire). Claire asked him to take Sarah as she does not have the income to look after her, much to Heath’s disdain. Heath’s and Sarah’s relationship is unstable and has been ever since the divorce — Sarah blames him for her parents’ divorce. However, that was the case. Claire had fallen out of love with Heath due to his obsession with work and the lack of respect he gave her. Sarah and Heath argue about Claire, Sarah spouting venomous words about Heath ‘being abusive’ to her mother and ‘cheating’ on her with someone at his work, to which he denies honestly. The argument becomes more heated, Sarah throwing a punch at her father and catching his cheek.
Upon arrival at the park a masked man watches him from a distance with a camera. Heath meets Sandra Parks — a detective who is looking around the park for clues about a boy who went missing about a week ago. Heath asks her for help on finding out where his daughter is, which she happily accepts. Heath notices that guy who took pictures of the pair disappear. The two look throughout the park until finding a note attached to a Gypsophilia (a flower that Sarah is very fond of) that contains the second lot of information with a riddle similar to that of the first one. It tells them to go to the school. Sandra states that she has seen something similar to this with a case she had worked on recently; children that do not have a strong loving bond with their parents get kidnapped to show the lengths the parents will go to get their children back. The kidnapper leads parents to the children’s most treasured places with riddles and notes, sometimes even using items.
The player will find a knife placed on a picnic bench when arrived at the park, giving an option to pick it up if they must. It will have two options to pick from, past of future;
Past: Heath screams in horror as a scene plays of a cop stalking a man through a crowd before standing in front of the man in the park, putting a knife into his hand screaming words which cannot be heard; it cuts to black. A note is handed to him, telling him to follow the rules exactly in order to halt his insanity.
Future: Heath has the knife at a masked man’s throat, words that are spoken intelligible. The knife slides into the throat with the line “You have to prove that you love her”. Insanity will be heightened, environment slightly distorted from his normal vision.
(Later when the player is in the park and they picked the future option they will have to place a knife at the masked man’s throat who is stood under a tree. Heath asks about the location of Sarah, but the masked man just says “Keep an eye out for a hallway, that’s where you will progress” before the knife goes into his throat).
Heath and Sandra arrive at the school; the masked man from earlier filming them as he did previously. The school gates are locked — Sandra and Heath having to find an alternative route into the school grounds. Heath finds a loose bar on the gate that is wide enough for Sandra to slide in — she then must find another route for Heath.
Sandra finds a gate at the back of the school, shooting the lock with precision. They rush inside the school and begin looking through the different rooms, seeing mysterious scriptures upon the wall of quotes that Sarah has said. Heath questions the writings on the wall but Sandra says she cannot see anything. The partners walk down a corridor, lockers lined up against the walls. A key is discovered hooked onto which is suspected as Sarah’s locker, the signature smiley sprayed onto the door as if the kidnapper was finding the whole experience as a joke. Heath uses the key on the different classrooms, to no success until coming across the gymnasium. They enter and see a note stuck between the cracks of the door of the equipment room, giving them information about their next location.
Past: Heath blacks out with the vision of MacLee, an infamous boss of the Gunners pulling a trigger on one of the opposing members of ‘The Moonshiners’. The bullet pierce precisely through the heart before cutting back to reality with a deep, raspy voice saying ‘crush those who stand before you: protect your daughter — your flesh and blood’
Future: Heath comes face to face with a creature called the unknown that has Sandra under its claws, tearing her limb for limb. Heath pulls out the pistol and shoots the creature in the heart, the sound sickening, but it is too late to save Sandra
(For the future: Heath and Sandra are making their exit outside of the school before the pair getting knocked by an unbelievably strong force. Heath blacks out slightly with the pistol tight in his grip before coming back to reality with the environment dark with a creature looming over Sandra — claws ripping her apart. He shoots the monster through the heart, a whisper being stated into his ear “The performance has just started”).
Heath drives to the studio alone, asking Sandra to leave to deal with the case with the small boy (If pistol was picked up she will be dead).
The studio that he drives up to has been abandoned for 11 years. It seemed like the masked man from the other locations had followed him once again, he decided to go and confront him. The world around him turns white, vision becoming narrowed before Heath collapses onto the floor as if a powerful force pushed him down. Voices start appearing around him — children singing as they perform their dance. A faint sound of a girl crying, which sounds very similar to a young Sarah.
Heath ends up inside the dance studio with no recollection of how he got there– or what just happened for that matter, but he sees spray paint across the walls, taunting messages written like in the school. The cry of a girl echoed throughout the studio, Heath following the cries to their location; a doll sat on a lonesome bench. The doll was one of Sarah’s treasured items from when she was younger, but was left in the park when she was 10 years old. Heath picks up the toy and presses, a voice recording of Sarah crying being played; it was a recent recording. After the recording a deep, gruff voice says “Open me Mr Quinn” The voice has a sense of familiarity to Heath as if he was once close to this person. He opens up the doll, an ominous red liquid falling as if the doll was bleeding — something very unusual. A note is within the mess, holding a riddle that reveals the next location; little bear amusement park and zoo.
Upon arrival at the theme-park, Heath is confronted by Carlos D’Havera, one of the first bosses you come across. Carlos gets joined by Mr H, who Heath later finds out is Francis Barnes, the late owner of the company ‘Banks of America’ and was one of Heath’s close friends. Mr H offers an axe to Heath, holding back any information on why he would need it.
(If the player picks up the axe)
Mr H asks Heath to kill Carlos as he’s the one who stole Sarah. This will be Heath’s breaking point and will cause his insanity to be the highest capacity. Mr H disappears, leaving both Carlos and Heath to fight at the entrance of the park. However, when Heath is about to deliver the final-blow a creature attacks Heath, giving Carlos a chance to flee from the fight. Heath disappears from the scene to avoid the monster, looking for the next note.
(If Heath doesn’t pick up the axe)
Heath doesn’t take the weapon. Mr H injects Heath with an insanity injection, causing Heath to reach max insanity capacity. A creature chases after Heath — Heath rushing into a funhouse, the location of the next note.
Creatures are scattered throughout the building, Heath either avoiding them — to lower his insanity, or fight them, keeping his insanity at the same level. Following the note’s orders from before he finds a bird, a key hanging from its beak. The key opens the control room for the fun-house, where the note for the next location is discovered; the museum.
Heath gets a phone-call from Dara Samuels, asking about the disappearance of Sarah. He suggests to Dara to meet him at the Museum of civil war and weaponry as that is where the note directs him. Dara mentions a message which she received from Sarah last-night, talking about “How you need to use your head”.
They both look through the museum, searching for the object which was stated in the note. Heath connects the message that Dara received from Sarah and begin to search for a skull, something very unusual to find in a museum that’s specifically about the civil war and weaponry.
The skull is resting on a podium, spray paint covering it in taunting messages. A note is hung in the eye socket, with the next location ready to be depicted. When the note is pocketed, a siren will sound to reveal the next boss. Heath has the choice to run from the Deranged (A creature that causes insanity when you look at him) or use the Soul Capture to fight.
Heath and Dara go to the woods, a place where Sarah enjoyed camping; Cracking Oaks. Humanoid creatures which have antlers walk through the trees; Heath sneaking past them to find the path that leads to a lonely cabin.
(Scenario that could happen if insanity is 75%)
Dara alerts the creatures by stepping on a twig. Both Heath and Dara run towards the cabin, more creatures being altered to their running. Heath tries to find a way to escape the enemies but too much are appearing; he pushes Dara to the ground, the enemies attacking her. He makes it to the cabin.
Once inside a man is sat on the chair, posture resembling someone being dead. A note is tight in his grip — Heath slowly takes the note from him, but a hand wraps around his neck. It’s tight but with a swift kick to the side it comes loose, giving Heath the chance to pin him down to the floor. He asks him about where he got the note, getting no reply. Depending on how high your insanity is (every 25%) Heath will throw punches.
If your insanity is 100% you will continuously punch Mr Holiday, vision becoming blurred with whispers of Sarah asking you stop — Heath does not. If insanity is below 100% then Heath will stop at a point, depending on where you insanity is, and get the information about Sarah from him. After the information retrieval Mr Holiday throws him off, Heath either having to run or fight him, choice completely being down to the player.
On his way to the train station he receives a panicked phone call from both Claire and Chris, asking about where Sarah is. Heath explains what’s happened, both Claire and Chris begging to come along; he asks them to meet him at the Queen Elizabeth train station, the place Sarah always went to catch the train for school.
They arrive, Claire hugging Heath for the first time since their divorce. Sobs echo through the quiet train-station, something clicking slightly in the distance like someone was flicking their tongue in their mouth; too human to be a creature, too unusual to be human. A man with an electric jack-hammer, a mask covering his features while an apron covers his body. A reminder from the note, he glances at the clock realising its striking near to half four in the morning, Sarah’s train normally leaves at half four in the afternoon — meaning Heath knew he was going to have to distract the man before the train arrives.
Claire and Chris both run out of the way while Heath runs to lure the creature away before the train arrives at the platform. A quick blow to his head (unavoidable even with the choice you make) knocking Heath unconscious, an incoming screech of a train halting on its tracks to stop at the platform. Screams and grunts are sounded throughout the train-station; Heath being dragged onto the train by an unknown force.
(You will play as Chris for this mission, having to defend Heath and Claire from the ‘The Mutilator’. Chris shoots Claire due to his distorted vision. Chris drags Heath onto the train, escaping The Mutilator)
The train journey is long, Heath waking up to Chris with his head in his hands, blood covering his shirt. Heath does not question why Claire is not there with them. Chris hands him a note, the final note. The train is going towards the doll factory
The train halts in-front of the factory, enemies lined up in waiting but not attacking. Chris and Heath walk past, clutching onto their weapons, waiting for them to attack, but they do not. They enter the factory to be greeted with The Unknown and The Deranger, Heath having to make a choice to either run or fight.
If insanity is over 50% you cannot flee from the battle, the only choice is to fight. You can pick up the weapon ‘The Blood Taker’ to fight, but it will make the fight much harder.
If insanity is below 50% then both Heath and Chris will flee and run throughout the factory; using hiding places, luring creatures by using objects until they both can find a way to where Mr H is holding Sarah, a field that is littered with doll parts and creatures.
Both Heath and Chris both confront Mr H, who is holding Sarah by the hair with a knife to her throat. Mr H threatens that if Heath comes closer he will kill her and do vulgar things to her corpse. Sarah is covered in bruises, blood running out her nose like a crimson water-fall, but thicker. Someone grabs Chris from behind, a knife pressed against his throat similar to that of Sarah’s situation. Mr H asks him to pick; Sarah or Chris, the one you pick will be the one to die.
(Each option you pick will alter the ending massively.
If player decides to pick Chris to die.
The knife slides against his throat, causing blood to spurt thickly from his neck. Chris body falls to the floor, twitching slightly. Sarah sobs loudly and gets pushed to the ground towards Heath’s feet, but she crawls over to Chris’ lifeless body. Mr H pulls off his mask to reveal who is to Heath, taunting him with horrible slurs about Claire and Chris, the player having another choice to either escape with Sarah, or to fight Mr H, 100% chance of death but you will kill Mr H and will eliminate the threat from America. If you leave with Sarah later on you will find out (In the credits) that Sarah murdered Heath, thinking he was Mr H. She has been took into California Reform Institution for the insane, doctors trying to help her but not succeeding.
If you choose Sarah to die
Mr H sticks the knife into her throat, blood spurting from her mouth and wound. Chris shakes off the masked man holding him, screams of anguish leaving his mouth as he holds Sarah to his chest, getting painted in her blood. Heath has either the choice to leave with Chris, or fight Mr H. Unlike the option with Sarah, Chris will help you fight him, resulting in a better chance of Heath surviving. Heath’s survival will really depend on his insanity level. The higher the insanity the less likely Heath will survive the battle.
If both Heath and Chris leave without fighting Mr H (Francis)
Chris and Heath decide to stay together, both dependant on the others’ companionship. They rebuild their lives, Heath finding comfort in his work and with Chris, while Chris finds comfort with his business and with Heath. However, Heath still has random outbursts of violence, even once stabbing Chris in the meat of his shoulder. Chris can still see the moment he shot Claire and the death of Sarah every-time he sleeps, causing him to wake up in a cold-sweat – shaking in fear and horror. Heath has lost interest in dating, the same as Chris, making people speculate that they both have found love with each-other, a love that has developed from sympathy and bleeding hurt from the death of Sarah and Claire. Chris confessed to Heath about the death of Claire, about how insanity has took over his vision and how he thought Claire was The Mutilator. Heath tells Chris he knew he killed Claire, he knew what had happened as he experienced the same feeling – you cannot control what you see or feel.
If both Heath and Chris fight Mr H
Mr H fights both of the men with skill, some of Mr H’s Hench-men joining in with the fight. Mr H pins Chris to the floor and slams the tip of the dagger into the flesh of his cheek, leaving a gaping hole from cheek to cheek, the knife keeping his jaw open. Heath seen this as the chance to jump on Francis’ continuously slicing the axe that acquired before to slice it into the side of his neck in a flurry of violence. Continuously he swings the axe into his neck, Mr H lifeless on-top of Chris. Eventually he stops, throwing the axe to the floor before breaking down, sobbing into his hands before the game finally cuts off to the credits.