Long post Incoming.
TLR - "The crazy game storyline Retro put together while listening to "Stage 2: The Path Untaken."
The vision I had for the game inspired by "The Path Untaken" is set in an anachronistic setting I've been tinkering with for a few months; it's mostly a mix of tribal Stone-and-Bronze Age cultures with magical/mechanical technology laid over it (I call it "Stonepunk"). It's semi-futuristic in that there are modern concepts like biological warfare, firearms, machinery, vehicles etc., but the culture is rooted in pre-civilization motifs (Hyborean Steampunk, I guess?).
It was definitely a 2-D sidescroller though, without a doubt. After the first level, the player acquires a sentient helper who scans each level and gives the player on-the-fly advice, directions, and tips (preferably in a completely out-of-place British accent
). This is important because the levels often have rapidly changing situations that require quick reactions and having somebody explain things to you is essential... and the gimmick offers some interesting play in later levels.
Track 01
Awaken (A Paradise in Ruins)
The game begins with the player character, a female protagonist, awakening inside a stone sarcophagus/cryogenic chamber inside a massive vertical room. A warrioress from a lost age, she suddenly springs to life when part of her essence calls out to her. Weak from centuries in sleep, she slowly makes her way up the statue-lined shaft and into the ruins of her lost civilization, seeing the empire she once fought for and swore to defend turned to ruin. The obstacles are mostly environmental, with a few scavenger creatures and such to fight.
At the end of the level, she stumbles upon an entryway guarded by a powerful golem/robot sentry, but manages to defeat the being when she finds her equipment (namely her sword, huge stone energy pistols and her talking, 'enchanted'
(read: computerized) armor) in a nearby sepulchre after being thrown into it by the boss.
Very somber and moody, like someone picking their way hopelessly through echoing memories that have turned to dust, looking for something they can't quite identify.
Track 02
Contagion (A Dance with Death)
Following the cry of her soul inside, she finds a hidden clean room, laboratory and the reason behind her awakening; someone found her resting place and drained part of her power to create a powerful spell / biological weapon.
The player is treated to a brief (playable) flashback where they see the reason for the Warrioress' slumber; she once used her powers to wipe out an entire enemy civilization single-handedly. However, in the process of doing so, she killed her lover (who had hidden his ancestry from her). This civilization-destroying part of her soul is basically the last remnants of her lover's spirit (I envisioned it as being a sort of 'echo' of him, like a ghost) and someone (I never did create a proper villain) has taken this part of her and used it to replicate the effects of her magic. At the end of the stage she climbs onto an elevator and is immediately attacked by another golem; this one fast and capable of flight though.
This track sounds like she just got her ass-kicking skills back up to speed and is flipping, shooting, stomping and tearing apart a sterile environment filled with strange pumps, devices, and enemies who actually put up a fight.
Track 03
Rescue Me (Deep Sleep)
Reaching the top of the shaft, the heroine slips through a secret door and enters the civilization that replaced her own; a paradise of lush gardens, bubbling pools and glass spires reaching towards the heavens. She is determined to not only stop the spread of her stolen magic, but bring down those responsible without repeating her past mistakes.
Unfortunately, her enemies are aware of her return and have sent their armed forces into the city to try and stop her. Your enchanted/computerized armor helps you spot traps, solve puzzles, and hack into various passages, access tunnels and shafts to bypass closed routes through the city.
I envisioned the boss being a Commander (riding in some kind of advanced armor) who hangs out inside a large atrium. He'd keep calling in tons of fodder foot-soldiers for you to quickly dispatch in alarmingly high numbers (like Kill Bill's Crazy 88s scene) while he takes pot shots from the balcony to keep you from reaching him.
The smooth tones in this track remind me of announcement chimes (like those you might hear in an airport), so I think of this huge city with lots of glass and greenery, but otherwise empty (like a terminal at night or between flights). Lots of armed soldiers setting up barricades and such.
Track 04
Retribution (Feeling Alive, Battle Scars and All)
The heroine tracks down those who have stolen her memory to a huge armory on the outskirts of the city. This is a huge building full of vehicles, artillery-like weapons and tons of soldiers.
At the 2:28 mark, the track flattens out a bit; this lead me to come up with the boss 'event' that makes up the last half of the stage; the troops start to roll out of the Armory and the player chases them down (jumping from vehicle to vehicle, of course). The boss is another commander in battle armor, but the fight is on a high-speed hovering craft and he has air support and lots of vehicular shenanigans (like flying upside down) to make the flight interesting.
At the end of the level, the heroine recovers the original fragment of her soul, finds redemption from her memory, and sets off to stop <insert villain here.>
The alarm-like tones that kick off this track and carry on throughout makes me think of a base under siege while the grungy synth bits make me think of some heavily mechanized, industrial complex.
Track 05
Downpour (Finding Love in a Post-Apocalyptic World)
I saw this stage as being very much like the first; more environmental than combat-oriented, with a healthy dose of stealth included. The player is trying to make their way through more ruins to the enemy fortress, but the constant downpour is flooding passages, washing the ruins away as you try to cross over them, and generally making things messy. There are also sentry drones everywhere that you have to avoid by sticking to the (quickly flooding) sewers or moving between structures when they pass overhead.
Everything about this track makes me think of exploring a dark, rain-soaked city by night. Moody lighting, constant rain, and the last stage's recovery of the lover's spirit all sort of play up this "Determined, lonely path" sound.
Track X
No Track Given
At this point, I envisioned a stage that doesn't have a corresponding track on the album; a large, luxurious enemy fortress with marble columns, rich decoration and tons of interesting rooms to destroy. You've stopped your magic from being abused, made peace with a destructive part of your past, and are basically on the warpath to fuck up those who would abuse your powers. This stage is more or less the 'final level' (even though there's a level after it) where you face down The Villain and kick his ass for thinking he could steal your voodoo and such...
Track 06
The Getaway (Just Drive)
Having finished off The Villain, all hell breaks loose; enemy troops swarm his quarters, explosions start happening... usual
"You beat the game, but oh wait, now you have to escape!" type stuff. You fight your way through a crowded terminal (people are rioting and knocking shit over and pulling you down into the crowd where you're injured) and jump onto a moving train.
Because everything is happening so quickly, your armor can't scan the level in advance, so he's warning you of dangers and telling you what to do RIGHT as you've got to do it ("Jump now!", "Dropkick here!"). Through the level, you fight your way towards the front of the train, leap off it and onto a boat when things get too dicey, leap onto a series of bridges when
that gets too dicey, and finally end up back on the train (after wrecking the boat) and riding it to safety.
It's crazy Getaway music and I saw the player basically moving at a full sprint on high-speed transportation as society crumbles and heaves around her. The Villain's lair doesn't explode, but his reign does and everything descends into anarchy with you in the middle of it and squarely to blame. His underlings are seizing power and are all hunting you down; I imagine at various points in the level you get to fight a few of them.
Track 07
The Final Chapter (The Godless King of No Man's Land Awaits)
This felt like perfect ending music to me. In said ending, you reach the edge of the Villain's civilization, built over the ashes of your own, and into the lands of those The Villain wished to dispose of with your powers. You find it's actually a splinter of the civilization you had wiped out in the earlier flashback and that the descendants of the heroine's lover are alive and well and have kept your memory evergreen. So you basically step into a civilization that reveres you as a hero and is ready to kick the asses you just got done kicking all over again. Sets up either a "Hope for the world / Redemption" ending or sequel... heh.
... Yep, it sucks.