WELCOME TO GENERICA!
The path to the rainblossom is perilous, and your chances of survival are frankly pretty low. As you venture deep into the mire, you will witness things few people have seen before. Soar over the broken world on a rapid skystream.
Vicious enemy monster Zigitaris, who’s frozen breath can stop your party in it’s tracks.
Take care as you explore the slippery slopes of the digestive caverns inside the cavernous body of the Thallassos. Avoid the pools of digestive acid. Really that is -always- good advice, if you think about it, even outside of the context of this game.
Despite it’s adorable visuals, Pageboy and the Rainblossom is a surprisingly deep and thought-provoking narrative which is guaranteed to give even the most bitter cynical gamer little tears of joy and pain as you bond with the characters as well as write your own story.
A big theme of Pageboy and the Rainblossom is what it means to be alone and how a person can carve out an identity for themselves. What will you do with the small opportunities you get? What kind of person will you become? Why do you -really- want to be a hero? Even your small actions add up, and when judgment calls, who will have your back?
Team up with a wild array of charming characters, which will change depending on your choices and the personality you develop with the psych-system. The world shapes itself to your beliefs
The haunted swamp known as the Elderglades. A terrible tragedy occurred here hundreds of years ago, and spectral trees with glittering radioactive branches block your path. Proceed carefully, as even the slightest touch can ghost-lock you!
Generican caravans use Tortoisetoga mounts to ship heavy cargo across vast distances. This one seems to have gotten lost en route.
You will need to time your strikes perfectly to survive the dangers of Foukemire. This enemy can scoop a party member into it’s gullet if you allow it to charge. Watch carefully for it to start it’s advance and take your shot at just the right instant.
As a serf of Fairfax Plantation, you are the property of the Factory. In the beginning of the story, you are given a quest by your master. If you succeed, you gain your freedom.
Turn over every leaf and kick over every rock to discover hidden depths to the world of Generica. Unless of course you wish to raise the OBLIVIOUS stat of your protagonist which will raise her defense at the cost of her accuracy. Each action ties into other aspects of the game.
Life is a constant struggle in Foukemire, and you will need to battle for every scrap of food and step of progress if you hope to survive. Learn to forage the wilderness and hunt as you delve into lands no human has ever explored.
There is strategy involved in every second of gameplay: do you go wild and slam the opponent with everything you have? Don’t spend too long thinking about it, because this monster won’t hesitate to chomp on you.
The goobcube is a biproduct of alchemy, and poses a real threat to swordsmen and pugilists, as it totally ignores physical damage. You will need to think of an alternate strategy to get through this encounter.
Your companion Yaquai is a monk, and fights with unique techniques and timing. Combat stays fresh and exciting as you switch up styles using different party members against the numerous enemies in your path.
The Road to the Rainblossom
Your quest will take you far from the comfort of civilization, beyond the border of human territory and into the wildest and most deadly terrain of the Generican south.
Something strange is afoot at the Plantation. Paige begins her quest here, unraveling a mystery of a strange contaminant seeping from the ground beneath your master's manor house. Investigate the grounds and search for clues.
Are your fellow workers to be trusted?
The answer to this riddle is shaped by your choices.
Rumor becomes reality.
Freedom at last. For the first time in her life, the open road stretches before young Paige. This windswept rural trail winds its way south following the mighty Fouke river.
The trail narrows as you meander past the last vestiges of human civilization and cross the border of Generica into forbidden lands.
The trail has vanished, and Paige can only follow the river and the stars to stay on course. Here the elevation rises as she approaches the sacred mountain of the Rexen tribe, Blackwood Bluff.
However, when she arrives, she finds the monastery burnt to the ground and looted. Who could have committed such an atrocity?
Paige steps into the eternal gloom of Widowood. There was a human settlement here many years ago, now known as the lost colony of Widowood. No one is truly sure what happened to the settlers here, for the dangers of the swamp are so numerous any number of things could have been the cause. Many blame Rexen raiders, but even the plants here have an appetite for blood. All that remains are the ruined foundations of a town as a reminder to Genericans the true face of Foukemire.
The Fouke river splits into many creeks and sloughs in the region known as Catawbwamp. This loamy bottomland's mineral rich soil is a host to verdant growth, most notably a carpet of luminous lampflowers, making the fields glow even at night. Don't be distracted by the natural beauty however, because the woods are teeming with predatory wildlife and voracious megafauna.
A perpetual fog cloaks the region known as Gulagulch. Making matters worse, the terrain is waterlogged and slippery, making progress challenging at best. Paige can attempt to climb across the splintered husks of dead trees to stay out of the mud, but one wrong step will send her careening into the sharp rocks below. Food rations start becoming scarce as well, and Paige will have to learn how to hunt and forage to survive.
Paige arrives at an impassable wall of cypress trees blocking her progress. The only way forward is up and over the canopy. Taking a leap of faith, Paige and her pal plunge into the skystream and attempt to surf southward. Floating rivers are a fickle phenomenon and circumstances slam you into the giant treetops before you reach your destination. Now Paige and party must find a way down from the impossibly tall treetops, and avoid the colossal creatures that call the canopy home.
Paige and her friend descend into a glittering ghostly wasteland known as the Elderglades. This haunted forest is a spectral memory of a land once destroyed by a great catastrophe. The spirits who lurk here are eager to drain the life essence out of anything that disturbs their ancient memory. Paige and Yaquai will have a very difficult time here as they are both physical fighters as such, ineffective at battling ghosts. If only they had some assistance...
Cadomire is a place even the Rexen hunters fear to tread. It is a toxic swamp, riddled with poisonous pools and gurgling venom geysers.
The rampaging beasts that call this place home are primordial and ferocious.
The party arrives at a brackish estuary known as the Tocobog which wraps the southern coast of the Generican continent. Finally some sunshine breaks through the murk, but the travelers can't relax just yet, as the denizens of these saltwater mangrove marshes are no less fierce than their terrestrial kin.
The Fouke river delta empties out into the mighty Panthalassic Sea, and Paige finds herself seemingly at the end of her journey. Trapped at an impasse between two dangerous alternatives, the group must choose between seeking asylum with the confederacy of tribes on the Island of Key Rex in the east, or a sinister pirate stronghold to the west. There seems to be a storm on the horizon: the Rexen are mobilizing for war.
The belly of the beast. The less said about the Thassalos, the better. Paige now understands why rainblossoms are so valuable. She and her crew will be tested in every way imaginable here. And this isn't the worst part; Paige will still have to deliver her precious cargo and manage her team which is falling apart and at each other's throats. How well have you bonded with your friends? You will soon learn.
The Combat System
Combat in Pageboy is intense and fast-paced.
You'll enter battle with a stamina gauge that determines the amount of actions you can take. You can rush forward and lunge at your opponent giving it everything you've got, but if you spend all of your stamina without defeating them, you are going to have a bad time. The enemies have teeth, claws, and laser-eyes and you need some of that stamina to guard yourself. Watch your opponent's movements and riposte with perfect timing and you can mitigate that damage and get boosts to your stamina regeneration, keeping you in the fight.
It's all about timing!
Using the TRIUMVERATE system, you will control three members of your party in real time.
With this fluid and intuitive system, you can control the offense and defense of your team, responding swiftly and strategically to the many threats of your journey. As your party grows you will join up with fighters who have very different play-styles and strategic options, and you will need them, because the enemies get horrifying and the timing requires more precision as you travel.
Protect your neck!
Defense is just as important as being on the attack, and you wont get far until you master the art of guarding.
Watch your opponent carefully to determine the direction of their attack and cover your vulnerable party members with whomever has the most health. Your biggest attacks require preparation and it will take coordinated teamwork among your party to protect each other. If you can defeat your opponents with a perfect guard ratio you can earn bonus experience and loot.
As you gain experience, your team learns to function as a cohesive whole pairing up to perform devastating DOUBLE TECHs. These are unlocked through your relationship with each character and change depending on how you have treated them.
If you can achieve harmony with the entire party you can erupt into the amazing TRIPLE TECH.
Do you synergize or polarize?
Exhaustion is a very real danger of your journey and those who don't manage their stamina will quickly be overwhelmed. Your stat build will determine if you specialize in giant crushing hits, quick careful strikes, or a risky interrupt build which centers around extremely precise timing and high risk-high reward critical hits.
You may wish to push one of your characters to the extreme limit while using the rest to cover them while they catch their breath.
The Genericans killed off their gods long ago and their medical technology is unreliable at best. As such, no cleric's prayers or medic's salve will help you. On this journey you will have to eat to stay healthy. You can chomp down on a snack in combat, but the healing is gradual so if you take a hit while chewing the effect of your food is canceled.
Like every other aspect of battle, timing and teamwork is the key to recovery. Watch your mate's back while they snack!
Pageboy features the PSYCH-SYSTEM which tracks your actions and gives your character a psychological profile which is mirrored in combat. For example: Consistent acts of empathy and kindness will increase your SENSITIVITY which lowers your defense but significantly increases your speed and healing.
All of the psych-stats are sliding scales, so there is no perfect god-build.
Some players may choose to focus on the story to engineer specific narrative outcomes, where as some players may focus on min-maxing combat. The game can be completed as you see fit, and with quick save and load and a NEW GAME + system, you can explore a wide array of conclusions.
Your mental toughness and ability to bounce back from setbacks vs how open to influence and change you are. A sensitive character feels more and takes in more emotionally where a resilient one has more internal stability.
Your belief in yourself and sense of purpose vs questioning yourself and your place in the world. An anxious character thinks ahead and looks outside of themselves, where as a confident character looks within for answers.
Your ability to notice details in the world around you and pick up on subtleties vs your ability to tune out exterior influences and ideas. An oblivious character simply doesn't care about small details, where a perceptive one is constantly seeking information.
Your mental rigidity vs your tendency to make light of things and jest.
A humorous character is usually a quick thinker but irresolute where a serious character can be intimidating and intense.
Your belief in the collective and ability to care about other people vs prioritizing yourself and your needs. An altruist places the needs of the group over their individual concerns where an egoist thinks of what they need first.
Your ability the think practically vs your belief in larger philosophical or moral ideals.
An idealist is a conceptual abstract thinker where as a pragmatist is concerned with the here and now.
Paige is the protagonist of the story, and as such, her tale remains to be written. Paige is an orphaned serf. She has an impossible, ludicrous dream: to one day become A PALADIN, one of the sacred guardians of the Kingdom of Generica. Paige enters into a deal with her master to retrieve a precious object long thought extinct in the hoary bowels of Foukemire, a marsh from which no human has ever returned.
What Paige doesn't realize is... she isn't supposed to come back, she is SUPPOSED to get killed.
It is up to you to intervene and guide her against astronomically impossible odds.
A young rexen monk in the midst of his species' right of passage: the Muckabout where he must undergo a trial of bravery in order to evolve into adulthood.
The problem is, Yaquai is the weakest of his tribe and having a hard time even defeating a lone human lost in the mire. After a bit of a scuffle, Yaquai turns out to be Paige's first real friend, as both of the poor souls are outcasts trying to prove themselves. Unfortunately, while he has been roaming the marsh, his monastery is burnt to ashes by marauding humans who are expanding rapidly into Rexen territory.
The bond you have with your best pal will be tested by the choices you make in the story. Paige's ALTRUISM and IDEALISM plays a big factor in Yaquai's fate.
This cheerful young sorcerer hails from the distant desert nation of Exfolia. Everything about Ezram is enigmatic, and not just his strange clothing and accent... he seems to know what is going to happen before if happens. He is investigating an anomaly in Paige's timeline which is blocking the flow of time and space.
If you can master the timing of his astrological spellwheel, Ezram can unleash terrifyingly powerful blasts of magic. The degree to which you improve Paige's OBSERVATION and CONFIDENCE will greatly determine Ezram's fate.
Intense and reckless, this amazon hunter is desperate to discover the fate of her partner who plummeted into the woods near Fairfax Plantation during a grueling dogfight. Doppio is a powerful ally with a lot of issues to confront and truths to face.
Like all amazons, she can use telekinesis to lift object around her and wields a wickedly powerful folding longbow. The degree to which you improve Paige's SENSITIVITY and SERIOUSNESS will determine if Doppio learns to heal and rebuild her life or is consumed by vengeance.
The humble Pembleton Peabody Piff III is a hamkin, one of the native species of Foukemire who eke out a living by staying away from humankind. He has lived a long and relatively uneventful life, his only real joy being fishing the great marshes of Foukemire. However, a malignant poison leaking from Fairfax Plantation is polluting his beloved river, and he is determined to do something about it despite his years and stature. It is possible the old ham has gone daft, he speaks in riddles and jokes making it difficult to discern when he is being sincere. Paige's HUMOR and RESILIENCE will determine the fate of this old ham.
Legends of Generica
You will experience a chapter of the heroic saga of the Paladins as an introduction to combat mechanics:
The Peacemaker. The first paladin of Generica, leader of the Knights of the Shimmering Fist. Percy Beautyman has a mythical reputation for being both noble of birth but defender of the common man and impossibly polite, fair, and irritatingly likable.
He introduces players to basic swordsmanship and the guard system to protect yourself and your allies.
The Enforcer, Sir Buford Mitchell is the most powerful swordsman in Generica. Mitchell is a stalwart force of justice and swift to punish any transgression with his twin blades of judgment.
He is a great deal faster than Beautyman, and introduces the player to combo systems and chain-strikes.
The Transcendent. Sir Henry Krasker is a sage and seer of the highest order and one of the greatest geniuses in history. Well... Generican history anyway.
He is the creator of modern alchemy and capable of catastrophic damage if the player can master his mixing mechanic to configure his alchemical spells.
The Goomby Bay Buccaneers
Marauding the southern coastline lurks a band of sky pirates who are Paige's only hope to traverse the ocean to reach her goal.
Zane is the brash and confident young Captain, only scarcely older than Paige, but devilishly skilled with a sword (or two). As a pirate, he has a natural aversion to the law but he isn't nearly as bad as Paige expected based on reading about pirates.
Zane may or may not join you depending on your choices.
The first mate of the Goomby Bay Buccaneers, who is both the muscle and the voice of reason. He is a harpo (Male Harpy) who are generally disliked by humans and thought of as untrustworthy. Strawberry served under the former Captain, Zane's mother, and despite his stern exterior is very protective of the young Captain. Strawberry is a possible companion depending on your choices.
Rikk and Roll
The shipwright and navigator of the Goomby Bay Buccaneers. An incredibly skilled artificer interested in pre-sundering technology. Rikk has engineered a golem which serves as his salvage assistant. Rikk is perpetually whimsical and optimistic, and the idea of chasing down a rainblossom is an offer he can't refuse, even if the rest of the pirates are less than thrilled.
Orc's name is actually Orc, which is actually a distinct name and not a species name, however humans cannot adequately pronounce their language well enough to make the distinction. Orcs are employed by humans as guards and heavy labor, though they are only marginally sentient. The morality of this is a point of contention in human society, as Orcs seldom seem to understand the contracts they sign.
Denizens of the Marsh
The Kingdom of Generica has rapidly expanded it's territory until reaching it's limit in a swamp known as Foukemire. The marsh is a dangerous and unpredictable place, and a lawless frontier for the few human brave enough to attempt to settle it. Your story takes place here on the very edge of civilization.
Owner of Fairfax Plantation, Fairfax Publishing, Fairfax Lumbermill, and... Paige. A former Generican soldier, he is now a ruthless businessman which is a life he far prefers. The corporate battleground has far fewer rules that need to be followed. He is a man of traditional values, chief among them wholesome, affordable child labor and exploitation.
He seems to be embroiled in some legal difficulties as he is being investigated by Generican Law enforcement.
There is something very strange going on in the plantation, and you will determine what that is.
A Rexen of the Largo tribe, and antagonistic rival of Yaquai. Rexen society is built around violence and dominance but there seems to be more than the usual amount of venom between these cousins. He has very little respect for Yaquai and even less for Paige, as human-rexen relations are poor.
Niklim is a problem for sure, but also an important part of Yaquai's growth. How your friend handles this adversary will shape many of the events of his story.
Generican caravans have used Tortoisetoga wagons to ferry goods for generations. They aren't particularly intelligent or cheap to feed, but they are extremely loyal to their drivers.
This fellow, known as Butterchubs seems to be waiting for his driver who has gone missing. Paige's investigation of this unravels a much bigger problem than anyone could predict.
Powerful elemental forces of the Generican wild lands, Archons have been in perpetual conflict with the sentient races for all of recorded history. It is difficult to even comprehend these forces of nature and people can only speculate on their motivations, but they seem to revere the natural cycles of the planet and seek to destroy anything that deviates from it.
As such, if any species starts developing a society, they can expect retribution from the Archons. They cannot be reasoned with or even communicated with and are a direct threat to mankind.