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What would be your ideal safehouse that you'd definitely like to have in this (or any game)?
If this would take too much disk space (and it would) then maybe it should be a DLC.
Imagine this:
There's a deep and spooky forest in the mountains, close to a corner of the map. There's no large roads, or missions that would take you into this area (just like the
zombie outbrake town). There's also a few rivers and a lake in the area. At night the whole area is filled with fog and this area being away from the city becomes a lot darker at night than any GTA has ever become at night. Not too dark, but you would definitely not see all the way to the horizon, you know, like a real night.
There's a small town about the size of
Palomino Creek. And it's completely abandoned. It looks like people haven't been there for about 20 years. There's several older cars parked in the town and every house and building is enterable.
At night, the fog and the isolation would totally make this town look like a knock-off of
Silent Hill. There would even be a violent ghost or two in town at night.
At one edge of town, there would be a road leading up a mountain. Less than half a mile away, there would be a huge 3 story mansion. It would also be abandoned, but just like the town, it wouldn't look like the dump that is the GTA IV Liberty City. It would just look like the people left in a hurry one day. The hotel would of course also have at least two slightly violent ghosts. This hotel would of course be a reference to the
Overlook Hotel, but it would be bigger.
Standing on the second floor, it would be possible to see the whole town. At night when there's fog, it wouldn't be possible to see the streets. To add extra creepiness, two random houses would have their lights turned on every night, but as soon as you get close to the town, the lights would turn off. Zooming into the town with a sniper rifle would not turn the lights off.
And here's the epic part:
There would be nothing there to indicate that any part of the town, or the hotel, would be for sale.
If you walk around in the town and the hotel rooms and search through the closets (yes, every room in town and in the hotel would have usable closets) and things that people left behind (yes, every room in town and in the hotel would have a large number of random items that could be picked up and examined) you could find subtle, conflicting and confusing clues to what was going on in town during it's last days.
It would seem like a lot of people just ceased to exist one night and the rest of them became paranoid and insane. There was several murders. Some clues would not be available until later in the game storyline. There would be a total of about 20 clues that absolutely have to be found and about 50 in total. While examining the clues (this could be done inside the players car), the player would have access to all found clues - not just the useful ones. The player could narrate a little in his thoughts about what he believes them to mean.
Eventually one could discover the name of someone who lived there and use a phone book to find that persons number. The player would ask about the town and what happened, but the person would say they don't want to talk about it and hang up. A day later the player could call again. This time the player would convince the person into arranging a meeting.
At the meeting that person would reveal more about the last days in town and say that someone had performed some rituals or something to summon demons (or something) to kill someone, but that the someone got more than he bargained for. At this point the main character would seem like he doesn't believe that, but he wouldn't directly say it.
The next day the player could go to the Los Santos Hall of Records (or something like that) to find out who owns the hotel. He'd find the address of the owner and visit him. The owner would say that after the "incident in town" nobody wanted to stay there anymore and the hotel went out of business.
At this point the player would have a choice to buy the hotel for 750'000 dollars. If the player doesn't have enough money at this time, or if the player chooses not to, then the hotel owner would tell him to come back if he changes his mind, or has more money.
When the player buys the hotel, it'll just become a safehouse. The slightly violent ghosts in the hotel would not enter the bedroom on the second floor and the player could save up to 6 vehicles in the hotels garage.
When the player gets enough money ($ 100'000), a mission trigger would be unlocked at the check-in desk. The whole mission would be a single large cut-scene: The player walks around near the check-in desk and narrates in his thoughts. He's enthusiastic about fixing and reopening the hotel, but he's unsure about what to do about the ghosts. He decides that rather than try to change the image of the hotel and town he'd turn it into an extreme tourism spot for people who are into that sort of stuff. "
There could be daily, or better yet, nightly tours to the "ghost town" and everything."
The scene fades black and text appears "Two months later". The mission ends and it would be explained that the hotel is popular among younger people and that the hotel is generating revenue of 10'000 dollars per week.
Be it day or night, the first floor would always be crowded with partying people. The second and the third floors (minus the players personal kick-ass luxury rooms) would still be haunted and the ghosts could sometimes rarely be seen attacking the rare people who could be seen in the hallways. There would always be a helicopter on a landing pad in the backyard and another landing pad that can save aircraft. The partying people would also be hanging out in the backyard, around the pool and there would always be several random cars parked in front of the hotel.
The town would remain the same.
DarshD