I'm Alex Francois, I make games from my London studio.

Pre-order The Slaughter with PayPal

The Slaughter is now available to pre-order order through PayPal!

£8 - Pre-order a DRM-Free digital copy of The Slaughter for PC/Mac/Linux, or Steam if Greenlit

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£10 - Pre-order a DRM-Free digital copy of The Slaughter for PC/Mac/Linux, or Steam if Greenlit PLUS a PDF Design Document

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£14 - Pre-order a DRM-Free digital copy of The Slaughter for PC/Mac/Linux, or Steam if Greenlit PLUS a PDF Design Document AND a Soundtrack Download

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£45 - Pre-order the Boxed edition of The Slaughter with CD Soundtrack, Physical Design Booklet, Poster and Postcard PLUS a DRM-Free digital copy of The Slaughter for PC/Mac/Linux, or Steam if Greenlit (UK Delivery)

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£53 - Pre-order the Boxed edition of The Slaughter with CD Soundtrack, Physical Design Booklet, Poster and Postcard PLUS a DRM-Free digital copy of The Slaughter for PC/Mac/Linux, or Steam if Greenlit (International Delivery)

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The Slaughter: Press Release

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London, England – Blue Velvet meets Monkey Island in The Slaughter; a 2D point-and-click adventure from Brainchild, with gameplay in the vein of the classic LucasArts and Revolution games, but with dark adult themes and an emphasis on character development. It’s essentially a game about being human.

A serial killer is terrorizing the streets of Victorian London, and private investigator Sydney Emerson has hit a new low between finding lost dogs and receiving alleyway beatings. A turn of events sees Sydney forgoing his selfish nature and thrusting himself into perilous and increasingly surreal situations, walking the line between dreams and reality. Explore the seedy streets of Victorian London, searching the slums, taverns, opium dens and even Sydney’s dreams and hallucinations for leads. Meet a cast of interesting, insane and eccentrically British characters, and hunt a killer while exploring the deeper human condition.

Gameplay draws on the best aspects of point-and-click adventures; the tricky yet logical puzzles, the fun interactions and lines of dialogue players can choose to seek out if they wish, and the little details that make the world seem alive. As in real life, character dialogue can be funny, banal, abstract, sombre or aggressive depending on their mood. The nature of Sydney’s conversation options will also change throughout the game as his state of mind deteriorates, the trauma he encounters having a realistic effect on his human interactions.

Through The Slaughter Brainchild is seeking to create a game that doesn’t attempt to emulate a film or novel, but uses the combination of music, art, narrative, and interaction to create an unforgettable and unique experience.

The Kickstarter campaign seeks to raise £8000, which upon passing, stretch goals will be revealed.

Kickstarter: http://www.kickstarter.com/projects/510736733/the-slaughter

Kickstarter Launch!!

Help The Slaughter to its Goal!!!

I’m proud to announce that the noir point-and-click insanity of The Slaughter has just hit Kickstarter. Check out the Kickstarter for in-depth details about the game, and if you like the look feel free to pledge and I’ll never forget it! Kickstarter.com

Synopsis:

The Slaughter is a 2D point-and-click adventure set in Victorian London in the shadow of a string of serial killings. The gameplay is in the vein of the classic LucasArts and Revolution games, but with dark adult themes more akin to the works of David Lynch, Cormac McCarthy, Max Ernst and Scott Walker. 

A serial killer is terrorizing the streets of Victorian London, and private investigator Sydney Emerson has hit a new low between finding lost dogs and receiving alleyway beatings. A turn of events sees Sydney forgoing his selfish nature and thrusting himself into perilous and increasingly surreal situations, walking the line between dreams and reality. Explore the seedy streets of Victorian London, searching the slums, taverns, opium dens and even Sydney’s dreams and hallucinations for clues and leads, meeting a host of interesting, insane, murderous and eccentrically British characters while exploring the deeper human condition. 

Kickstarter: Kickstarter.com
Twitter: Twitter.com
Steam Concept: Steamcommunity.com

The Slaughter!

So the official name for the game has been decided, after playing around with countless titles I’ve decided upon ‘The Slaughter’, a title which encapsulates the story, atmosphere and themes of the game well.

Here are some of the latest screenshots, hopefully the next update will include some music. I cant wait until you guys play The Slaughter. You can find HD versions of these images in the gallery.

Syd's bathroom.
Syd’s bathroom, he insists on washing his face every time he leaves the house.

Syd's flat.
Syd’s flat, I expect the final version will be slightly messier.

An area in the park.
Syd getting some ‘fresh’ air, as fresh as the air can be in Victorian London.

New Inventory
The updated inventory, you can compare this scene to the original.

If you have any questions or comments be sure to pop them underneath. Thanks!

Enter The Ripper

The Plot

Ripper (working title) is a point-and-click adventure game taking place in Victorian London in the shadow of a string of serial killings. Players will assume the role of Sydney Emerson, a thirty year old private investigator whose life isn’t unfolding the way he once hoped, his recent cases mostly involving locating missing pets.

A turn of events sees Sydney forgoing his selfish nature and thrusting himself into perilous situations, not for love, sympathy, life or death, so why? He isn’t quite sure yet… Explore the seedy streets of Victorian London, searching the slums, taverns, opium dens and even Sydney’s dreams and hallucinations for clues and leads, meeting a host of interesting, insane, murderous and downright annoying characters while exploring the deeper human condition.

St Paul'sI Woke Up in a Strange Place
Left: The moonlit dome of St Paul’s. Right: Corr blimey guv’nor. 

Atmosphere

Experience an atmosphere like no other, inspired by the immersive and disorienting works of artists, authors, filmmakers, musicians and videogames, from David Lynch and Pink Floyd to Max ErnstCormac McCarthy and the Final Fantasy series. The visuals, narrative and soundtrack will work together seamlessly to transport you back to the streets of late Victorian London on a gritty and historically accurate level.

Alley Scene (WIP)Sydney's Flat Concept
Left: A beating from a criminally insane child. Right: The rug really ties the room together….

No Compromises

This game will be a love letter to all the things that make adventure games great, and to this end I have made a promise never to make any compromises. This means that every idea that sounds great will be executed to the best of my ability, even if it means hours of work just for two seconds of a humorous yet not vital character animation, or the retention of mature themes and language even if it decreases the target audience size, not for shock value, but to build a realistic world.
 

Why am I doing this?!

What is it about games like Final Fantasy VII, Broken Sword, Monkey Island and Silent Hill that make them stick with us forever? If the answer is as simple as music, visuals, gameplay or story, then why do we find it so hard to explain this to those who haven’t played these games? Atmosphere is the key. It’s an inexpressible atmosphere which sinks you into the Sector 7 Slums, the Paris sewers and the pirate ridden SCUMM Bar, so that even after years of not visiting these places, the smallest collection of musical notes can instantly transport us back there as if we had played these games only yesterday. Ripper seeks to kindle these same feelings in at least one person across the world.
This game won’t be everyone’s cup of tea, I’m sure of this, but for those who find that some aspect ignites a spark in their mind; there might just be more in it than you can ever imagine.

About Brainchild Studios

Brainchild Studios is currently a one-man operation led by me, Alexander Francois. I’m a published author who recently quit my job as a creative writer to focus all of my time on Ripper. I’ve made games since my childhood, and originally studied Games Design at university before completing a degree in English Literature. At present I am creating every aspect of the game, but intend to employ the talents of freelance artists in the future to ensure the quality of the game never falls.

My sincerest thanks for reading my ramblings, and watch out for updates if you like the look of Ripper!