
Gram’s lot
A borrowed RV, an old shed and not quite enough room for your ambitions. The idea starts small. The rent does not forget.

BLUNTFORD, FLORIDA / SUMMER 1986
IN DEVELOPMENTTHE HIGH LIFE · 1986
A borrowed RV.
A very questionable business plan.
FLORIDA HAS ROOM FOR ONE MORE BAD IDEA.
Summer, 1986. You’re between things. The RV is a place to sleep; Gram’s lot is a place to start. Your first customer is waiting at a park bench, your pager won’t stay quiet, and rent is coming.
Grow a little. Make a hand-off. Turn a stranger into a regular. Somewhere at the other end of this idea: Budingham Palace, at the end of Easy Street.

Two pots, a pager and a little help from Gram. Your first operation has to start somewhere.
A good crop becomes a hand-off. A hand-off becomes a regular. A regular knows someone else.
Bigger plans attract attention. Learn what people want, and keep one eye on the street.
A mentor on the line. A customer on the bench.
A badge you’d rather not see.
Open a dossier and meet the locals.
Stucco, chrome, plastic and paper.
The colour and texture of a Florida summer.
Pale stucco, bright skies and a perfectly ordinary garden supply shop. Florida daylight leaves very little to hide behind.

A borrowed RV, an old shed and not quite enough room for your ambitions. The idea starts small. The rent does not forget.

Free ice. A familiar sign. A swimming pool that has been coming soon since 1979. Better days ahead are good for business.

Canals, sandy paths and a little room to breathe. The town’s atmosphere reaches beyond its shopfronts.
STRAIGHT FROM THE GAME’S STORY
Advice. Warnings. Business opportunities of highly variable quality. In Bluntford, the next move is usually only a message away.
People, places and the texture of 1986.
Explore the studio’s original concept archive.
Visual-development artwork. These illustrations explore the game’s characters and atmosphere; they are not gameplay captures.

VHS & THC — THE HIGH LIFE · 1986