Welcome to Neon Noir

PANO — stage 1/2: tulip chair waiting room (animated people with bossa nova sound clip, include whale sounds, come near end or after a few seconds), ends with static; stage 2/2: game intro shot starts with static, continue whale sound, then shows whale swimming across the screen, text follows after delay from right to left along with japanese jazz sound clip

image fades to black, and next image appears)

PANO — Team swims to shore. Show whale fin in background. Animate tale slapping the water and a splash. RYAN standing in front, machine gun ready. SAM getting up on all fours, looking ahead, out of breath.

image zooms with scroll and then fades slightly as other images overlay, with a final dissolve as final, tall image enters

BIRD’S EYE — CHASE laying on his back says, “Fuck me…” (overlaps prior pano on scroll)

CLOSE-UP — ZETA kneeling out of the water as it drips off her raised knee. Include gripped pistol in hand

Zoom up from feed to face with scroll. Reveal her face, focused on what’s before them, facial expression changes from frustrated to pleased

PANO — cityscape

MAGNIFY — garbage floating in the bay, animate on

MAGNIFY — slum shacks, animate on

HONK

sound clip of a bustling cityscape

PANO — cityscape

HONK

sound clip of a bustling cityscape

Everyone looking alert or confused (replaces magnification images immediately after honk

PANO — cityscape

shot of 90s-styled parked cars and city street just before the beach

each shot scrolls in auto, quickly. perhaps background image darkens/blurs

garbage cans full of rot

PANO — cityscape

shot of 90s-styled parked cars and city street just before the beach

each shot scrolls in auto, quickly. perhaps background image darkens/blurs

PANO — cityscape

shot of 90s-styled parked cars and city street just before the beach

garbage cans full of rot

empty park benches

each shot scrolls in auto, quickly. perhaps background image darkens/blurs

PANO — cityscape

shot of 90s-styled parked cars and city street just before the beach

garbage cans full of rot

empty park benches

vacant food stands

each shot scrolls in auto, quickly. perhaps background image darkens/blurs

BROAD VIEW — Team looking sullen, shoulders slack, RYAN has teardrop behind head, machine gun held a little lower (animate with dialogue scroll in)

SAM: No one's here.

BROAD VIEW — Team looking sullen, shoulders slack, RYAN has teardrop behind head, machine gun held a little lower (animate with dialogue scroll in)

SAM: No one's here.
CHASE: Great, we fail our mission, lose connection, almost die, and get stuck in an old alt-reality.

BROAD VIEW — Team looking sullen, shoulders slack, RYAN has teardrop behind head, machine gun held a little lower (animate with dialogue scroll in)

CLOSE-UP — ZETA looking determined

CLOSE-UP — ZETA focusing on her neural interface, index and middle fingers pressed to her temples

FIRST-PERSON SHOT — ZETA attempting to initiate a waking sequence. “DISABLED” reads across in neon (use neat neural interface/HUD, animate neon; show cityscape behind the HUD, could use blink animation with scroll).

Grrr…

CLOSE-UP — ZETA thinking hard about something (image scrolls to the left and ZETA's thoughts come in

I wonder...

LARGE SHOT — underwater scene with leviathan and orcas. Begins with shot of team surrounded by vicious-looking orcas, perhaps one is zeroing in on a team member. Play sound clip of whale song and orcas whistling before showing shot orcas fleeing—perhaps use close up of tail swish and bubbles. Next, show bird's eye view of leviathan shadow forming below, bioluminescent dots dancing as it gets larger. End with close-up of ZETA looking below, terrified, orcas now in the background. (could show as flashes, blurred edges, for memory)

CLOSE-UP — ZETA looking mystified

Could it all have been orchestrated?

BROAD VIEW — SAM patching CHASE's wound with ZETA in corner view/ (Only her right shoulder and part of face visible, so that her back is facing them but she is listening.) (ZETA starts clear, focus changes to SAM and CHASE and slowly zooms in to show CHASE's wound. may omit blood animation)

SAM: Here.
ZETA: We'll have to find a back door. [perhaps add back door pop-up link for more info]

BROAD VIEW to CLOSE-UP — Zoom in on CHASE's wound. Animate blood soaking the bandage. Bring in dialogue.

ZETA: Soon.

PANO — View team from behind as they face the city beyond. Animate their outfit change.

I couldn’t help wondering as I took another step from the shore if this was the beginning of a much-unwanted odyssey.

PANO — cityscape one last time but with animated rain and fog overlay