Heaven and the Earth

have torn asunder.

The universe is estranged from itself

raging in perpetual struggle.

 

Into this, an angel is kindled,

One of countless.

And defying the order of Heaven

It flies a new course.

 

Searching for its own commandments,

It journeys to distant lands

filled with spirits

quite unlike its own…

The Story of Hark:

The game begins with the player’s character – a young angel – falling out of its home in the skies, and landing in a strange new realm full of magical beings.

The angel embarks on a pilgrim’s journey between eight worlds, each representing a part of the human psyche:

– Fellow ferocious crystalline angels living in the great ship of heaven.

– Tormented leviathan demons, thrashing in the deepest currents of the sea.

– Subtle creative weavers spinning reality into being in their dark forests,

– Hard, precise delving crabs, seeking truth-crystals in their deep mines.

Each creature represents a constellation of wisdom, containing the essences of a key part of the human psyche including both its’ positive and negative aspects.

Below is a short ‘video mood board’ – a collage of media showing the inspirations behind each creature from a wide variety of sources. This will be used by the artists, in combination with our original concept art to work up original designs for the worlds and their inhabitants:
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Player's Journey

At the start of the game, each of the worlds is dissociated from, and in conflict with, its’ opposite. As a result, they have become polarised, and are suffering from the negative attributes of their aspect.

For example, the Weavers have lost the logical and anchored security of their Delver partners, and are vulnerable to being blown away by the gusts and blasts of emotion and dangerous impulses.

As the game progresses, the player meets, and communicates with key characters in each world, each representing a primal part of the human psyche.

Taking a role of something between a diplomat and therapist, the player’s character (the young Fire Angel) travels between the lands, learning about the history, culture and outlook of each of the peoples.

As the player explores, conducts meditations, and talks with the characters, they are able to affect the course of events, collecting magical items earned via meditation, reintroducing characters to their long lost alternative beings from their opposing worlds and gradually reintegrating them.

For example, the Weavers have lost the logical and anchored security of their Delver partners, and are vulnerable to being blown away by the gusts and blasts of emotion and dangerous impulses.

 

Towards the end of the game, the player is able to construct a ship at the centre of the universe, growing and extending it with the help of the creatures from each world. 

The ship eventually becomes a great bridge, reconnecting each of the lands, which draw them together into a re-manifestation of the cosmic realm that they once lived in together.

In this finale, a last set of meditations are unlocked – This serves as a new interface, within which the player can return and conduct more meditations whenever they wish, with a sense of accomplishment.

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