This first example places an emphasis on selling our cinematic as a game. Also includes some emotive language to show theres a story.
Three distinctive characters, each with their own playstyle and abilities. Control time, spread disease and cast magic as you play your way through an epic campaign of adventure, action and bloodshed. Utilise unique abilities to harness the power of the harbingers and destroy mankind, one mortal at a time.
For the next example I've gone for the badass factor. Lots of emphasis on story and description to really push the boundaries of our cinematic story. This pitch is used more for advertising the Cinematic itself rather than the game.
A time where man no longer fears what lurks in the shadow.
A time where nightmares stay in mortal minds, locked away from the outside world.
Three beings now arise from the ashes of a dark past, hell-bent on ringing in a new dawn of chaos.
That time, is now.
The broken cries of the innocent will be painted in blood on the barren soil of the destructed world...as the harbingers go forth and shroud the world in darkness.
Finally, This example is somewhat of a hybrid of the first two. I tried to convey story and badassness but also push the idea that it's a game.
"Humans know nothing of suffering.
They will soon enough..."
Wreck havoc and chaos as three distinct characters using their terrifying abilites to destroy mankind. Play as a time-controlling behemoth, a withered old plague doctor or a hellspawn witch with a grudge.Either way, heads will roll and screams will pierce the sky. Using intuitive battle systems and detailed customization options you can harness the power of the Harbingers and be the iron grip around humanity's throat.
Harbingers.
Tick tock.
Feel free to post suggestions comments and get back to me :)
can we mereged the middle section with teh start and the end of the thrid section? i love the evil ness of the second section but that quote is scrumcious!
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