Cerebronauta Beyond the Truth -PlotWe are in Copper City, a city forgotten by God that overlooks the sea of Connecticut. In this metropolis with marked Victorian references surrounded by unsettling coppery structures where the sky is rare to see because of the blanket of smoke created by the countless power plants that draw energy from coal, the story of Faust unfolds, a man who remembers nothing of his past and that on an evening like so many past in the company of his two homeless friends Sen and Hume will see his destiny change forever. A mysterious and dark being known as The Beast will give Faust a mysterious power that will allow him to undertake a journey to remember who he was. The copper city nights last longer than one would expect and on that night our protagonist realized he had the capacity to see materially the anxieties and fears of the people, but every power is paid for at a high price and rotting larva inside Faust's head feeds little by little on the brain of the man who did not know who he was. During this journey of redemption Faust will make the acquaintance of five individuals, each with an unhappy past that brought them to the brink of oblivion, a past that is connected to him, and that, in some way, he himself contributed to their fall into darkness. In this Journey Faust will not be alone, he will be accompanied by a talking agenda named Mentor Grim that from the ways of doing remembers an English lord too haughty to understand only a heap of crumpled sheets of paper, together with him they will try to dig up the mysterious past by Faust to which the agenda also seems to be strongly connected. The more Faust will become aware of his old self the more The Beast will grow, this being, linked to the other protagonist is nothing but an emanation of reality from which Faust has always escaped and is trying to erase, a reality too obscure and unhealthy to remain aside, it was only a matter of time, and time has come.
Cerebronauta Beyond the Truth
-Demo Prologue:Aubrey Pascal's betThe story of the prologue takes place in Sake Square, the city's central square. Here you can feel a sense of peace and serenity that does not, however, go hand in hand with the nature of the city. If all around we have ghostly streets, stages of murderous rapes and misdeeds of all kinds inside the square we breathe an almost suffocating peace, entering all the noises and screams coming from the city districts vanish into nothingness leaving room for more silence total. Heading into the peaceful open space is an imposing copper statue that acts as the pivot of the circular square. The statue is the representation of the First Wayfarer, a mysterious hero to whom the city was built many years ago. In this place Faust usually meets with his two dubious friends, Sen and Hume, two homeless who apparently spend their days inside the big square. Here Faust chats with them every night and tells anecdotes and stories that refer to his past hours ago. The time in their company seems almost to stop as if instead of talking to two friends Faust would reflect with himself and be a lawyer and judge of himself. It is often possible to find little Aubrey walking around the statue, looking after the expanse of White Flowers that surround the great statue. Faust decides to engage in a little talk with the young child who unexpectedly has much more to talk about than one would expect from a child of that age. Among the many things Aubrey raves about with strange stories of how the White Flowers are his uncles and the fact that he is the reincarnation of one of the Sons, ancient divinities of whom no one ever remembers the name they lived on these lands many years ago. Aubrey presents Faust with one of the white flowers, explaining that everyone should reflect on their empty existence that must be filled by relying on greater forces rather than remaining confined to their material existence. This, according to Aubrey would allow humanity to win the bet that each of us has with Death. In Sake Square we also find an elderly gentleman who is sitting on a chair next to a banquet waiting for someone to pay attention to him. Faust meets old Bartholomew Griffiths, an old magnate of Griffiths & Shaw Boardgaming Industries who fell into disgrace and was blamed for having created the most popular board game in
Copper City, BLOOD N 'GUNS FOR HIKERS, a game that between 'Another was the reason why the company has become the most famous board games industry in the city to date. Bartholomew always carries with him a pack of cards and usually asks anyone to see to play with him. Between one complaint and another Faust sits at the squeaky banquet to play with old Bartholomew. Here he will know the rules of the game and if he is kind enough to listen to the old man's complaint, Faust will receive a complete deck to challenge anyone in the city who has a set of cards with him. In addition to all the possible interactions with the characters within Sake Square Faust will be able to consult Mentor Grim, his talking notebook at any time, which in addition to providing a codex that is updated at every interaction with the surrounding world, it may be possible to chat to also have his own point of view on what is happening around them.