Requires SG decision - There shouldn't be any of these left by the time the developer initiates this feature
[TBD: DISC] Requires further discussion before finalizing - Discussion regarding the compatibility with the design will result in either the feature being fleshed out or removed.
Time needs to be spent to investigate the feasibility of the feature (time &/or tech). Based on this, the feature will either be implemented or cut. There is no obligation to implement it
Subject to scheduling / time constraints. This feature isn't committed to & there is no obligation to implement it. The developer may implement this feature if ahead of schedule & upon the core feature being signed off by the appropriate parties
Play-testing may reveal that it needs to be implemented. Developer accounts for in design, but doesn't implement initially
Table of Contents
4Brief overview of storyline 6
4.1Prologue - UKRAINE 7 4.2Chapter 1 - UKRAINE 8
4.3Chapter 2 – CUBA 10
4.4Chapter 3 – RUSSIA 12
4.5Chapter 4 – CUBA 14
APPENDIX A: Player Progression TBD 16
Outlines the High Level game flow for Raid SOF.
Outlines the main game flow and player progression for Raid SOF.
Is not a final or comprehensive list and should be looked at as work in progress. It is expected that during development this document will be augmented and refined several times before reaching a final state.
The flow outlined here is tentative and is expected to undergo some change.
The storyline that links the tasks and missions is still subject to R&D and discussions with a professional writer and Activision and may be substantially altered from what is outlined here.
Note that names of character are NOT final and will be updated when final names are approved.
Mission names and descriptions are also not final and are liable to some change during development.
This doc only puts forward suggestions and nothing within it should be considered final.
Except for in outline form this doc does not cover the Raid SOF’s storyline or plot and does not cover any art, level or mission briefs or ideas.
The document does not cover missions/encounters in any detail and does not discuss any plans for random missions encountered during each chapter. These will be covered in detailed level breakdowns and in the TBD:RR_mission-gamestructure_feature_spec respectively.
The Game will be made up of seven chapters split over five levels.
The first and final chapters are single missions only however moving between chapters will be marked by important cinematic cut-scenes that mark important turning points in the story. Chapters are largely based around geographical areas.
Raid SOF will consist of the following chapters:
Prologue: Ukraine (takes place on the level 1 map)
Chapter 1: Ukraine (Uses level 1 map)
Chapter 2: Cuba (Uses level 2 map)
Chapter 3: Russia (Uses level 3 map)
Chapter 4: Cuba (Uses a modified level 2 map)
Each level will comprise a large single map that is continuously streamed as needed, and which will consist of a series of sub-locations.1
Each map will likely consist of about 8-10 mandatory missions and up to 8 optional missions.
Each mission is likely to take an average of between 10 and 20 minutes depending on the experience and skill level of the player, coupled with the complexity of the mission.
It is estimated that the overall game experience is therefore:
This figure will be updated and expanded on a mission by mission basis as the gameplay is refined.
For an overview describing the different levels see:
Each chapter/level is further fleshed out in its own document:
Brief overview of storyline2
The player is Kennedy Brown a TCT (Terrorist Cell Termination) operative.
Recruited from the cream of the armed forces a TCT’s function is to operate outside of the US in countries where there is known terrorist activity.
TCTs infiltrate and eliminate terrorist organisations worldwide sometimes with, and sometimes without the approval (or even knowledge) of the infiltrated country.
Kennedy is an ex SEAL and the best there is.
At different points in the game Kennedy will have the following sources of information:
Jacob Perry - A TCT Field Operative (His friend and immediate Boss)
Fin - A TCT controller (provides information via a com link)
Local villagers (if a village is ‘friendly’ and the player does not kill everything in sight)
Local ‘Bosses’ (who may be infiltrated by the player or the player may be recruited/pressured into carrying out work for them)
Note throughout, that the player’s permanent intelligence contact will be Fin.
Fin will be a shady character who advises the player and feeds him satellite and other data constantly. Both dialogue and storyline will imply that Fin is working both sides and is not to be trusted. At one point in the game it will heavily inferred that Fin has betrayed the player. Ultimately however Fin’s true patriotic nature will come through and he will save the day.
Very brief intro cinematic (approx 30 secs)
The game will start with a very brief cinematic that introduces the main character and throws the player straight into the action:
(Storyboard and script TBD: possible example: The player character is positioning for a sniper kill on a motorcade. The cell phone rings right before the shot is fired the character continues coolly, ignoring the ring, and shoots. All shots hit their target and chaos ensues below. The player answers the phone and Fin briefs him on a new mission. Grabbing their gear the player makes a hasty exit. (Not too James Bond, not too XXX Vin Diesel, but a cool exit nonetheless.
The player is sent to investigate the illegal arms trade in the Ukraine.
The player’s instructions are to make landfall on a small island on the Northern shore of the Black sea and find and capture (or assassinate) the guy supposedly running the arms trade (Borysko).
(The following all in Cinematic)
The player starts out as a passenger aboard an Aurora preparing for a drop (arranged like a bomb in the bomb bay) as the jet approaches the coast the pilot warns the player to prepare for drop and the bomb bay doors open. The player complains to Fin about getting him into this and the ‘bomb’ (the player) is released. The parachute opens and as the player drifts down towards the island the Aurora is hit by something (the microwave)and it goes down trailing smoke with the pilot calling out a mayday.
Almost from the outset the player finds himself in the middle of an intense civil action between the arms dealer and a rogue faction of the Russian army. The mission is a failure and the arms trader escapes in a helicopter to the mainland.
(This whole mission will be handled as a short training section similar to Bond: Everything or Nothing)
The rogue faction is run by Korsikov an ex Russian army colonel, who is using his expertise and contacts to build up a private army, and who finances his organization with drug money and arms sales.
The conflict is the result of ‘bad blood’ between Borysko and Korsikov that occurred as a consequence of a deal gone wrong.
Once on the mainland the player is given the opportunity of infiltrating Borysko’s organization and discover what is going on.
The player discovers that the organization has been smuggling shipments in and out of the area under cover of oil deliveries, in tankers and via special ‘pigs’ down oil pipes’. Weapons were then smuggled around the world hidden deep within the oil stored in the tanks in specially converted oil tankers.
Borysko had received nuclear warheads3 from Korsikov that should have been sent on to the Middle East. Unfortunately Borysko, in an inept half-witted move, put them on the black market severely underestimating Korsikov’s intelligence network and capabilities. Korsikov is severely pissed off and wants revenge, which he gets when heKorsikov recruits Borysko’s right hand ‘man’ (Aleksandra - female) who later turns quisling and allies with Korsikov.
As Korsikov starts moving in to take over Borysko’s base the player is ordered to prevent Korsikov from recovering the warheads by destroying the pumping station and oil terminal.
Fin finally tracks down the location of the downed Aurora and sends the player coordinates as the Aurora must not be allowed to fall into enemy hands. The player gets to the crash site, but is too late and the spyplane is missing. The crash site is still heavily defended by Korsikov’s forces which need to be destroyed before the player can find evidence leading him in the direction of an abandoned quarry once used as a munitions factory.
On returning to Borysko the player finds Korsikov launching an attack against Borysko’s main compound. The player helps defend the base, but his secret ties to TCT are discovered and Borysko tries to kill him. The player escapes with Fin’s help and after a chase is cornered by Borysko. The player kills Borysko and starts out after Aleksandra who has defected to Korsikov. The trail leads through an abandoned town contaminated by fallout from Chernobyl to an old munitions factory on the edge of the marshes.
The level ends with a boss-fight between Korsikovf, Aleksandra and the player.
The player finds the quarry far from abandoned, and while the player recovers the nuclear warheads, and decimates the colonel’s forces, both Korsikov and Aleksandra escape.
One in a helicopter, and the other in the Aurora.
In the aftermath of the battle the player finds out that the group is known as ‘The sons of Ragnarok4’ one of the aircraft was briefly tracked heading west.
Evidence points to a Cuba connection and the player is sent there.
Chapter 2 – CUBA
Intro to Level Cinematic
1: The Package – Retrieve package
2: The Fortress – Stop smugglers from escaping
3: Island Hop – Parachute in, take and hold locations (in particular the port)
4:Convoy – Destroy a convey before it can reach the port
5: Choplifter – take disaster relief to destroyed villages around the islands
6: The Bridge – Destroy bridge and prevent SOR from gaining access to the port
7: The Lair – Find and destroy SORs secret base
End of level Cinematic
The player is ordered to Cuba and immediately runs into an old friend - Jacob.
Jacob is the leader of a covert operations squad who requests the player’s help in a clandestine mission onto mainland Cuba.
After the mission, in which the player thwarts an unexpected attack on the base by forces unknown, Jacob tasks the player to help recover base personnel abducted during the skirmish.
Fin identifies a location where the enemy forces, suspected of being involved with SOR are likely to have originated - a group of islands off the coast.
The player goes to investigate.
With the help of Fin the player uncovers clues that show that the islands are being used as a local base of operations by ‘The sons of Ragnarok’ for smuggling Russian arms into Cuba.
Rather than just a Ukraine/Russian threat the ‘Son’s of Ragnarok’ are found to be a pan-global organization that is preparing for rule after the demise of the world’s major super powers. They have cells all over the world and seem to be preparing Cuba for something big and soon.
After destroying an explosive manufacturing plant The trail leads to Aleksandra who has established a base on an island to the south west of Guantanamo.
Breaking into the main base where Aleksandra is in charge the player uncovers a code word – ‘Mjollnir’ 5. Aleksandra discovers the player’s infiltration and warns him that he won’t have long to savor his success and then launches into an all out attack against the player.
As things go badly for Aleksandra she flees in a helicopter warning the player(over the radio) that he won’t have long to savor his success in destroying her Cuban SOR forces.
After the battle (which will involve Aleksandra and vehicle combat) Aleksandra will be presumed dead.
The player still has unfinished business … Fin announces that he has located the whereabouts of Korsikov and Jacob offers his services in getting him there.
Alternatively if we want the player to still have the Aurora as a player vehicle then the player will recover the Aurora from the base and ‘borrow’ it to get to Russia.
[TBD:R&D: Possible mini-game flying Aurora to Russia]
Chapter 3 – RUSSIA
Intro to Level Cinematic
1: Summer Palace – Meet contact (Ambush)
2: Village Liberation – Eliminate enemy forces and protect the village from attack
3: ICBM site – Investigate and explore (Information Gathering)
10: Sub base – take strongly defended and hazardous area – (boss-fight)
End of level Cinematic
The player arrives in Russia parachuting into a deserted clearing (cinematic) (TBD:or landing in the Aurora ). The aircraft that brought him is destroyed by something unseen (the microwave).
The coordinates for the source of the microwave transmission isn’t obvious and the player will have to explore a large area to find clues.
During the exploration the player will come across a nuclear silo that has been raided for warheads, presumably the source of the warheads previously encountered. Fin tells the player that the site has been gutted of warheads. The inference being that this was the location where the warheads the player recovered from the Ukraine originated.6
The weapon that downed the Aurora turns out to be a huge microwave beam generator called Mjollner (Thor’s hammer), a top-secret experimental weapon based on designs by Nikola Tesla. While development had officially stopped at the end of the cold war, Korsikov has finished the work and now has a fully working prototype. This microwave weapon serves a dual purpose and can be used to protect the base at close range like a searchlight beam (c.f. Sentinel)
The player will realize (helped by fin) that the only practical approach is to storm the sub base and stop the transmission at source. Unfortunately while the microwave weapon is online, its impossible to get close enough without suffering critical damage.
Mjollner was created solely as a defense mechanism. Microwaves travel in straight lines and the original version of Mjollner could not hit targets over the horizon. The colonel has however improved on the original design, and has developed a way to strike almost to the far side of the world. By using an old Soviet military satellite as a mirror he can effectively bounce the beam to any point on the globe.
The player’s chance comes when the beam is orientated skywards. The microwave buildup and the aimed direction tells Fin that the weapon is powering up to fire but there is no way of telling exactly where the beam will ultimately hit.
Racing against time the player tries to destroy the base and emitter before it fires.
Korsikov taunts the player. He realizes that a single weapon such as this could only do a pinprick against an opponent the size of the US, but he has a plan.
If he focuses the beam on the Gunatanamo bay area he could destroy the base and everyone in it. Once all base personnel are dead his forces in Cuba can steal a cache of cruise missiles stored at the base. With the base destroyed part of the US early warning system will also be disabled and phase 2 could begin. (However he isn’t so arrogant and drunk with power that he gives away what phase 2 consists of)
The player manages to stop Korsikov before he completes his insane plan, and while he prevents the beam weapon from doing full damage Guantanamo still takes a direct hit.
Korsikov is wounded, but alive, and the player is ordered to return immediately (with his prisoner, Korsikov) to Gunatannamo bay - this happens in a cinematic - the cinematic sequence showing the player taking off in the Aurora and flying back to Cuba.
4: Slick – recover/destroy the cruise missiles from the oil rig
5: Ragnarok – Stop the nukes from being launched and escape.
End of level Cinematic
The player lands at the heavily damaged Guantanamo bay navel base. Explosions triggered by the microwave beam have destroyed large areas of the base, but some outlying areas are still intact.
As the player descends the steps with the captured Korsikov (all in cinematic) an APV comes out to meet him, but the guards that get out are not US soldiers they are the SOR. Taken by surprise the player is forced to disarm. Another figure gets out of the vehicle, it is Aleksandra, she is disfigured from the crash of the helicopter, but she is still alive.
The soldiers release Korsikov who flattens the player with several hard blows. Aleksandra gives orders to the soldiers to finish the player off and they both get into the APV.
As Korsikov and Aleksandra drive away one soldier raises a pistol to shoot the player in the head and … bang the soldier falls to the floor lifeless. The other SOR members scatter, the cinematic ends and the game starts again.
The player starts level 4 with no weapons and must first get the pistol from the fallen guard. After finishing off the other militia members the player finds that the shot came from the Jacob.
Jacob is now dying of severe radiation burns but managed to get one shot off and save the player’s life.
He gives the player vital information and directs him to where surviving equipment is to be found.
Korsikov and Aleksandra fly away (possibly helicopter…possibly Aurora depending on use of aurora) and the player is forced to give chase. The player now has to track down the stolen cruise missiles and stop the launch of the nukes targeting the US. After being led a chase by Aleksandra and aided by his remote contact Fin the player tracks down Alkeksandra who has arrived on a SOR oilrig and is preparing the cruise missiles for shipping elsewhere.
Aleksandra again takes to the air in a Mantis gunship and as she falls to the player she warns him again that Ragnarok is coming.
Unknown to the rest of the world Cuba still has a missile silo constructed under the nose of the Americans during the cold war and stocked with almost a dozen SS-5 Skean missiles.7 All that the missiles lacked was for nuclear warheads to be fitted, something that Korsikov and the other ‘Sons of Ragnarok’ have now completed.
Fin remembers why the nuke silo was so disturbing in Russia, the number of warheads missing is far in excess of the number that were recovered.
Aleksandra tells the player that Korsikov has the launch codes for the missiles and there’s nothing that he can do to stop it.
Note: Korsikov will use the Aurora as a boss weapon but will land it and take to the missile launch site when it becomes damaged.
The final part of the game is one long extended big-boss fight that cumulates in having to destroy the missile silos before the missile launch and the player having to flee the nuclear explosion that follows.
The game will end with a short cinematic that ties up the game’s events with humour and avoids the cheesy ‘to be continued’ style of ending.
(Storyboard and script TBD)
Cinematics will in all cases use the in-game engine and scripting/cinematic system.
See also RR_fullgame_Mission_gamestructure_feature_spec.
Details on cinematic scripts and storyboards are TBD.
APPENDIX A: Player Progression TBD
1 In Raid SOF each chapter is largely synonymous with its corresponding level, the exception being the prologue mission which takes place on the level 1 map.
2 For further details regarding game progression see the spread sheet RR_full_Game_progression.
3 Or something else, although nukes would still be the preferred option.
4Ragnarok comes from Norse mythology and refers to - "Destruction of the powerful ones." The Twilight of the Gods. The time of fire and ice. The great battle at the end of time between the gods and the Frost Giants in which the world will be destroyed and made anew. Ragnarok will be preceded by three winters of bitter wars followed by the Fimbulvetr, a winter so cold that the sun will give no heat. Then the forces of evil will gather and make war on the gods.
5 The name is also taken from Norse myth: - Mojollnir was the name of Thor’s hammer and the name also means ‘to smash’. This refers to the microwave weapon in Russia.
(Mjollner is pronounced in various ways... but normally Myollner)
6 No big deal will be made of this. The player recovered the nukes and no information so far points towards Cuba.
7 SS-5 Skeans were one of the missiles in the original Cuba crisis, have a range of over 4000km and can carry warheads up to 2.3 megatons.