|
It is perfectly permissible to shout "OH DAVID BOWIE YES" during intercourse with Oneself.
(05-20-2012, 06:54 AM)
|
#102
Jak & Daxter.
Reboot. Ignore all the previous story and canon. Start fresh. But not the realistic style reboot that Naughty Dog considered. Keep it cartoony. Not the goofy cartoony of the first game, but not the DARK 'N' GRITTY of the sequels. Find a middle ground. I'm thinking look towards something like Pixar or Legend of Korra. You can make Daxter the goofy sidekick without me cringing every time he opens his mouth, and you can have a serious threat without about everyone being all angsty all the time. Gameplay-wise, find a mix between Jak 1 and the sequels. The world should be open to explore. Maybe Haven City could be the hub, and you unlock new levels that branch out from it as you progress. Levels should be structured like Jak 1 levels, more open with the game's collectible trinket scattered around, but with branches that loop around and play like a linear Jak 2 or 3 level. Mainly focus on platforming, exploration, and combat; mini-games and vehicles can still be there, but should take up a small percentage of the game time. Keep guns, have them work the same and integrate into combat the same way - even elaborate on that a bit - but make them less... gun. Either make them exaggerated and wacky like Ratchet & Clank guns, or give Jak a magic eco-powered staff or something. Story-wise, the setup could be similar to Jak 1. Jak & Daxter are teenages who have lived away from the city in Sandover Village their whole lives. Daxter falls into a vat of dark eco and turns into furry Daxter. Samos sends them off to Haven City to find someone who can help. But Haven City is in the middle of a conflict - not metal heads or dark eco creatures, something new - so Jak & Daxter get swept up in it and help save the day. No Dark Jak. No evil baron who captures Jak and tortures him for years. No time travel. Keep concepts like eco and sages and precursors, but retool them a bit. I've probably thought about this more than necessary. |
|
Member
(05-20-2012, 06:55 AM)
|
#103
Didn't Four Swords for GC do something like this on the GBA screens? |
|
Member
(05-20-2012, 06:56 AM)
|
#106
|
|
Member
(05-20-2012, 06:59 AM)
|
#108
My idea here allows all of the Ice Climbers to scale the mountain regardless of how fast each other are going. Though the Polar Bear could "double up" his scrolling to affect -both- screens, in which case the Upad will give you more real estate to save yourself but you'll still have to make steady progress upward. |
|
Member
(05-20-2012, 06:59 AM)
|
#109
Not really a dead franchise, but Teenage Mutant Ninja Turtles.
A gritty, based on the original comic, linear action game built around the idea of "playing as all four turtles at once". Something like other action games where you can switch between multiple weapons instantly while performing combos (like DMC or Bayonetta), but in this case it'd be turtles. Whether that's using a button or two to switch between turtles, or having each turtle on one of the four face buttons, both have their pros and cons. |
|
Member
(05-20-2012, 07:01 AM)
|
#110
Regarding TMNT, that (in all likelihood bogus) Paul Gale rumor about Rocksteady developing a TMNT game was great, if for nothing else than making it so incredibly obvious that a modern-day Turtle game should copy the Arkham games' free-flow combat system. It's too perfect a combination, really. Batman combat + co-op + TMNT license. It's gold, Jerry! I know the rumor is bogus but a Turtle game with that combat -has- to happen!
|
|
Member
(05-20-2012, 07:04 AM)
|
#111
|
|
Member
(05-20-2012, 07:06 AM)
|
#112
|
|
holds a doctorate in beef
(05-20-2012, 07:09 AM)
|
#114
VIEWTIFUL JOE 3
Keep the same artstyle, but don't introduce any new mechanics like VJ2 did. Just keep the same stuff from VJ1, give unique movesets for Joe, Silvia, Blue and Jet Black, and give the world the conclusion we deserve.
Last edited by Professor Beef; 05-20-2012 at 07:13 AM.
|
|
Junior Member
(05-20-2012, 07:13 AM)
|
#116
Turok
I don't want a realistic shooter, realistic guns, gravity or dinosaurs. I want pistols that sound nastier than shotguns and shotguns to put fear into my enemies when they hear me fire it. I want a dark and dangerous world with horrible and deadly enemies to keep me interested. I want to air strike an enemy base with T-Rex and Raptor baits, watch the enemy panic and scramble around destroying it, fail get eaten while I sneak in and steal a flag or something. |
|
Banned
(05-20-2012, 07:14 AM)
|
#117
For example, what if she transferred herself into the body of a dying child? At the beginning, unbeknownst to anyone, she causes some massive system-failure in a hospital. The player character is a private-military contractor who receives a message they think is from their employer, ordering them to begin a high-risk extraction operation to get the child to safety. The player arrives at the hospital which has gone into lockdown and rescues the child, after which the mandatory HOLY SHIT IT WAS SHODAN ALL ALONG moment happens as she transfers herself into the hospital mainframe. From there she begins to use the hospital facilities to engineer new annelids and starts sending them out to help spread her influence and eventually take over the entire city. The player is hurt and left for dead, but survives because they have sweet nano-augs. The rest of the game pretty much writes itself. |
|
Member
(05-20-2012, 07:17 AM)
|
#118
The Guardian Legend 3DS. 2D remake w/ upgraded 3D visuals + remixed soundtrack (think Bionic Commando: ReArmed) and a more streamlined weapon system. Oh, and ditch the passwords and add a proper save system.
Followed by an all-new, Wii-U sequel set on Earth under threat from an alien invasion. Keep the core gameplay mechanic of explorable overworld + collecting power-ups to slowly increase your power + substituting dungeons with top-down scrolling shmup action (or perhaps into-the-screen StarFox-like levels incorporating the tablet controller?). Need to brainstorm further. |
|
Banned
(05-20-2012, 07:20 AM)
|
#119
I'd reboot The 7Th Guest, and bring some cross of Silent Hill and Heavy Rain in game design.
I want it to remain a puzzle/adventure, but all in real-time gameplay, not glorified flash puzzles and pre-rendered video. The story is presented entirely in-engine, and there will be a mix of boardgame and environmental puzzles. |
|
Member
(05-20-2012, 07:23 AM)
|
#120
Quote:
Syphon Filter: A Revival - I've actually thought about this a lot a couple months ago. Stealth-Action Shooter. While the focus is on stealth, there would be situations where faster and more brutal gunplay and combat is required. So it has to play well as a stealth game and as an straight shooter. Of course it'd have to include cover mechanics as well as being able to hide, shadows, stealth, climbing in certain areas, etc. It'd also be pretty violent, emphasizing strategic stealth over all-out action when possible. So there'd be a lot of getting up close and personal. The taser would make a return though. Syphon Filter always involved a ton of action, so there's no penalties for shooting. It'd be pretty bloody though, I'd want realistic reactions and injuries from enemies getting hit. I also want Gabe to be very mobile and able to deal with the situations as they present themselves. I'd try to make a good number of sandbox elements so that there's multiple ways to approach different objectives. The environment itself should become Gabe's tool. I'd have it take place a few years after the end of the last PSP game, but since I assume I want a whole new audience with the game, knowledge of the past isn't necessarily needed. It would begin in a horrifying Chinese prison for political prisoners. Gabe Logan, our hero from the previous games, has been there for several years. Captured behind enemy lines, framed for acts he did not commit, he has been left there to die. There would be flashbacks to show what lead up to this (I'd retool the story from the previous games to make it more streamlined). I'd like to see this game as a character study of a man who give everything for his country and it spit him out like he was worth nothing to them. So he's older, his hair is greying, his body is wracked with old injuries, and he's alone. But he has a plan. I love set-pieces, I have ideas for a few. One really concrete one I love is a prison break. So Logan sets off a riot while the guards are torturing him and he escapes, and this whole sequence is very bloody and messed up. Upon getting out, he's sucked into a pretty massive conspiracy involving the genetically programmable virus, "syphon filter". Other ideas include a bank heist in Germany, a chase through an African shantytown, stuff like that. There would be a lot of stealth though. I also have an idea where Logan walks into an abandoned village that has become a mass grave, and it'd be completely silent except for his breathing, his footsteps and the wind. I'd want it to creep everybody out. I also want Gabe to change over game to emphasize passage of time, so his body and clothing continually change. In prison he'd look worn out and would be wearing rags (I have an idea for a hallucinatory torture scene), on the outside he'd wear a variety of uniforms and incognito clothing. The final chapter would have him in a badass suit while it's snowing on the East Coast (I like Daniel Craig's looks in the Bond films, especially when he's beaten up - the torture scene in the Chinese prison would look a lot like the Le Chiffre torture scene). ![]() ![]() There would be a few other playable characters as well (though it's mostly Logan's story). One would be a younger Delta operator or something who defects to Logan's side. Another idea is a female reporter who is uncovering the conspiracy and is targeted by those responsible. The Delta Op's would play more as a shooter, the reporter more stealthy and information gathering. I also want to flesh out Gabe's character. I had some ideas as to how to do that, what drove him into the service and continues to drive him today. I have some ideas for hallucinatory sequences in the prison and his dreams (the prison break would take place about halfway through, there are some PTSD sequences and flashbacks before and after). Key thing is, I'd want lots of variety in locations and gameplay. So there'd be less death than in other shooters, but there's greater risk in taking out enemies. But there's always a way through. Logan would also be back-to-basics, no back-up and on his own most of the time. I have some ideas for the ending, but it'd be very much 'spy that came in from the cold'. The finale would take place in New York or Washington probably. Logan would have put himself back together and got his head on right for a final battle against the conspirators and once and for all end the menace of syphon filter. I also want the idea of Logan creating a team from scratch again, becoming a leader that people would follow. I love Rafael Albequerque's work on the series, 'American Vampire', so I'd find a way to emulate that in the game. I think it'd look stylistically very unique.
Quote:
![]() Or Roger Deakins' ![]() It'd obviously be PS3 exclusive. It'd also be a very long game. I wouldn't want to drag the conspiracy story out over several titles. So if I had my way, it'd be a twenty hour campaign, split 70-15-15 over the three characters. For the score, I'd choose HEALTH. Their work on Max Payne 3 is so damned impressive. I'd want them to craft something for an espionage game. To make it a critical success, I'd wanna make sure every mechanic, every encounter, everything is perfect and finely tuned. I want the player to constantly be in unique locations that have a unique feel and atmosphere. I want them to get sucked into the world and story, so I'd make sure the story is top-notch. I'd have the whole thing done on a mo-cap stage similar to Uncharted so that the actors can actually work with each other and feed off each other's energy, make it more natural. I'd need someone with real charisma to play Logan. Not sure yet who I'd want. If I decide to have boss battles, I want them to be unique and not fall into a QTE trap or a some repetitive boss fight. I want players to use their brains. To make it a commercial success, I'd find out who markets R*'s games and hire them, hahahaha. The SP would be my focus, but I'd include MP. No campaign co-op, but I'd love to create some co-op campaign (separate) that involve story missions that flesh out the tale, tell it from some other team's perspective. I have big chunks of the story already in my head, but technical stuff I'm not so well-versed in. AI needs to be clever. Environments need to be detailed, deep, and look good. There needs to be lots of people in the scene at a time (for the riot scenes, crowd scenes, times when people panic or you have to go incognito).
Last edited by NotTheGuyYouKill; 05-20-2012 at 07:27 AM.
|
|
Member
(05-20-2012, 07:25 AM)
|
#121
Red Earth / Warzard.
* Hand drawn 2D characters, aesthetic resembling the art for a D&D handbook with a touch of anime. * Not a huge cast of playable characters. Somewhere in between 12 and 18. The four original characters return, a few NPCs and bosses from the first game gain playable status, and the remaining characters continue to be based off of fantasy tropes with a slight post-apocalyptic angle. * Each character has their own Story Mode. Some bosses overlap when appropriate but each character battles several unique monsters in between short animated cutscenes. * Expanded RPG elements. Playing through Story Mode or online will earn the player experience points that s/he can use to level up and customize his/her character, with options varying from interchangable moves to altered stat/move properties to equippable powerful items that can be used once per match. Everyone in the cast should have access to 2-3 possible unique playstyles by the time they reach level cap. * Game somehow stays relatively balanced despite customization options. A Level 8 character should always be able to beat another Level 8 character, and same-level matchups will be easy to find online. * Could be a Wii U title, and every copy of the game comes with a tiny figurine shaped like the game logo. The player can load their customized characters onto the figurine using NFC, and take them to tournaments. Not completely married to all of that. All I know is that the Fighter/RPG hybrid was an amazing idea, and it's a huge friggin shame that the genre died as soon as it began.
Last edited by Thores; 05-20-2012 at 07:34 AM.
|
|
Member
(05-20-2012, 07:44 AM)
|
#123
![]() New 2D engine like Rayman Origins with a gameplay mechanic similar to Streets of Rage 2, but with improved hit detection. Stages would be completely new but with some reminiscent of the old games, e.g. a first stage set in the streets with a day to dusk transition, neon lights, hidden baddies behind shop gates etc. Could possibly set the game in the future, so we could have this globalist look and feel to the stages, something like the Mars setting in Cowboy Bebop. And of course, the glorious return of Yuzo Koshiro as composer :D
Last edited by dhatt1; 05-20-2012 at 08:15 AM.
|
|
Member
(05-20-2012, 07:46 AM)
|
#124
Dino Crisis
Remake the first game. Hire Yasuhisa Kawamura to modify the scenario in a style similar to the changes made in the remake of Biohazard. Give Gail his own scenario. Syphon Filter Remake the first three games with full multiplayer (not co-op). Ensure John Garvin writes it again. Don't change the story or the characters. The Bond comparisons need to GTFO. Freedom Fighters Remake, expand, tune the mechanics, nicer presentation.
Quote:
Last edited by News Bot; 05-20-2012 at 07:49 AM.
|
|
Member
(05-20-2012, 07:48 AM)
|
#125
Fighting through every boss from VJ1, VJ2, and VJDS in a row?
Yeah, but read the OP. I'd be in charge. I wouldn't fuck it up. The pre-rendered shots would be nearly the same, I'd hire the right guys to score it, and I'd follow the guidelines set in REMAKE with how to upgrade the visuals. Then I'd release it as a downloadable on WiiU first for 29.99. About a month or two after it comes out, I'd announce (and immediately release) a gold edition on PSN/XBLA that includes an extra hat, then I'd release it on 3DS eshop/Vita/PC/ios 5-6 months later for 19.99 (appropriately dropping the price of the other versions to 19.99 at that point). In true spirit of Capcom....but done right.
Last edited by hatchx; 05-20-2012 at 07:51 AM.
|
|
Member
(05-20-2012, 07:49 AM)
|
#126
Why would I want to make Gabe Logan like James Bond? Also, why just remake the first three games? If I wanna just do a retread of the first three games, I'll just play the first three games. I'd wanna do a new story. My story would close the chapter on Gabriel Logan forever. It'd be the best send-off of all time.
Last edited by NotTheGuyYouKill; 05-20-2012 at 07:57 AM.
|
|
Member
(05-20-2012, 07:58 AM)
|
#128
The BH1 remake only worked because Mikami was at the helm and he gave a public FU to anyone who wasn't a fan of survival horror. CAPCOM in its present form could never replicate that. |
|
Member
(05-20-2012, 08:19 AM)
|
#131
First, I'd reboot Parasite Eve (does that count as dead?). It'd start with a partial remake of the first game -- keep a lot of the main plot points but beef up the writing, and end on a note that makes it clear the series is going a totally, totally different direction than the sequels did.
Then, when that makes a few billion dollars, use the money to start work on Descent 4. |
|
Member
(05-20-2012, 08:23 AM)
|
#133
I'll just pretend I saw this thread before Tribes Ascend was a thing.
Tribes 3. With as much gathered original Dynamix talent as possible. I'd even shamelessly try to poach Scott Youngblood from Red 5. I'd basically take the opposite approach that HiRez has taken with Ascend. Cater to the vets first, get everything they want taken care of and polished. Then develop match making for the new players. Keep the communities segregated as much as possible by default because when you mix them neither ends up very happy. Perhaps take a Starcraft 2 League system approach to introducing newer players to higher level play at a gradual pace. Every 100 matches played they get a taste of how higher level play feels with one free match on a dedicated server. Free to play matchmaking, $20-30 to unlock all classes and weapons as well as access to dedicated servers. Lower priced sales of classes and weapons for those who just want matchmaking and no dedicated servers. I'd follow the mechanics and physics of Tribes 2 as closely as possible while also allowing modding of gameplay on a per-server basis.
Last edited by 19 & 21; 05-20-2012 at 08:26 AM.
|
|
Member
(05-20-2012, 08:27 AM)
|
#136
The combat system would be transformed into a fighting game a la Marvel vs. Capcom 3. Basically, when forming your party you pick a "main" character. That is the character you use as your point character. Then you pick two other party members, and those characters are your "assists". Unlike MvC3 though, your assists aren't stuck to one attack when you call them. L1/R1 call your assist to help you, and L2/R2 cycle through your assist's abilities. Assists can still be hurt while they are on screen doing their thing, and you can DHC between characters after building hyper meter. Fights take place in 2D stages that resemble the area you are in, and you can traverse back and forth between their extremities. Running to either extremity lets you run away. So, let us say that you choose a team of: Ryu Nina Katt You start a fight with 8 Skeletons and an Ogre, and the map looks something like this: | SSS R SSS O SS | S = Skeleton O = Ogre R = Ryu You rush to the left first, cycling L2 to go through Nina's abilities, and call her in to use Typhoon, which places the 3 skeletons in hitstun and allows you to start a combo. The 5 skeletons on the right start to charge toward you while the ogre stomps toward you slowly. Toward the end of your combo on the 3 skeletons, you call Katt to have her use Deathblow and take the group out faster so you can move to the guys on the right. While running toward them, you cycle Nina's abilities and call her in to use a Potion on you. Etc. There you go! An action RPG that could be played on a fight stick, with lots of creative and fun options to keep the game interesting. Hire me, companies. |
|
Member
(05-20-2012, 08:32 AM)
|
#137
I would remake the second game too, I thought it was a satisfying sequel. It was directed by the scenario writer of the first Resident Evil, and had a lot of BH1.5/BH2 staff members (the model for Pierce is the exact same as Leon, which would have caused a legal issue, but I forget how that turned out). The only thing I would change about it is simply flesh out the scenario a bit more and reveal who the shadow government organization actually are. Then call The 3rd Birthday a "what-if" alternative universe side-story and continue the main plot-line. |
|
Member
(05-20-2012, 08:44 AM)
|
#138
I would either reboot the Shadow Man IP or make another game following 2econd Coming.
Tim Haywood (who provided the first game's incredible soundtrack) composing once again. Guy Miller returning as creative director, if he'd return to the industry to do it. Redd Pepper reprising his role as Mike/Shadow Man. (You might recognize him as the announcer from House of the Dead: Overkill.) Michael Muskett returning as art director if possible, but those first three would be absolutely essential or no go. I'd keep the basic gameplay template from the first game: Metroid-like exploration of a large, open 3D world, using acquired items to open paths along the way. The game would be much, much larger, though, exploring more real world locations in addition to Deadside. I liked searching for the Dark Souls in SM1, so I would try to incorporate something like that. The Shadow Man redesign from 2econd Coming was excellent (one of the only great things about that game), so I would use that but go back to the first game's more lithe, realistic-looking design for Mike. If the game wasn't an actual reboot, I would try to focus on more down-to-earth villains (at least as they exist in the world of the living) like the first game did. The villains from 2econd Coming were kind of cool, but they didn't contrast with the supernatural nature of Shadow Man and Deadside the way the first game's psychopaths did. That robbed the game of a lot of its believability. I'd also try to make the bosses a lot more formidable and frightening to battle. (And I'd have a non-shitty ending to the game and perhaps the IP if necessary.) Of course the game would control more like the sequel, which used dual analog. There would be a better integration of the day/night cycle from 2econd Coming or none of it at all. ...also, Shenmue 3 and/or Mega Man Legends 3 funding. And I'd bribe Goichi Suda to write and direct another game. But that all goes without saying. On the slim chance you haven't played Streets of Rage Remake, you really should. It's actually replaced the original games for me. (Well, I'll always go back to them too, but SoRR ties them all together in one amazing package I know I'll be playing 10 years from now.)
Last edited by Night_Trekker; 05-20-2012 at 09:22 AM.
|
|
Member
(05-20-2012, 08:59 AM)
|
#139
Wave Race with LASER guns?! How did you come up with this!? Not that I don't totally want it or anything!
|
|
Member
(05-20-2012, 09:06 AM)
|
#140
Fear Effect:
Amazing realistic stylised visuals. Action steath hybrid with survival horror thrown into the mix to freshen things up. Hyper old school sexualised story not shying away from lesbian over tones. Gunplay wil be a last resort situation as ammo will be scarce. The game retains character switch at certain points based on story progression but this time only Hanna and Rain will be the focus.
Last edited by Endo Punk; 05-20-2012 at 09:09 AM.
|
|
Member
(05-20-2012, 09:13 AM)
|
#142
I'd also opt for up to 4 player online co-op, and I always wish they had explored more movesets using two characters. It was a cool edition in the first game but they just kinda took it out and you'd just end up getting locked in grabbing each other annoyingly and couldn't use it to your advantage. At least the Streets of Rage Remake exists, but it seems that it's made Sega bury the franchise deeper into the abyss :( |
|
Member
(05-20-2012, 09:33 AM)
|
#144
Since Wing Commander's been mentioned already, what I'd want to make is Lunar 3. A proper Lunar 3, not that dumb thing for the DS that barely even resembled a Lunar game.
I actually imagine something not totally dissimilar to Xenoblade, to be honest. Instead of a world map, a large series of interconnected areas, with a goodly bit of optional sidequesting in one of the most charming RPG settings ever. The combat engine would be more like the earlier games, though, but with improvements (move-and-attack in one action for easier positioning, a bigger emphasis on position and area attacks from the opponents in turn, etc.) Plotwise, it's set about a hundred years after Eternal Blue, and deals with the fallout of the "true" death of Althena and how Lunar's getting along with that - framed by the child of Hiro and Lucia, herself a virtual demi-god (and the game's requisite Blue-Haired Girl) coming to Lunar for the first time. In the end, it will bring a proper close to the "first" Lunar story, settling the matter of the origins of Althena, Lucia and Zophar and the conflict with the Vile Tribe once and for all. I'm still not sure if it'd be 2D or 3D, but I know that if it's 2D it'd have to be at least as pretty as Bastion, so it'd need a pretty good chunk of money. |
|
Member
(05-20-2012, 09:34 AM)
|
#145
It depends on the legalities. If full creative control also means I get full or partial control of the company that owns the IP, then I want Sakura Wars and RED so that I can give Banpresto and Super Robot Wars all the anime licenses that RED was ever involved with, then run the Sakura Wars franchise to the ground making sure it will never be revived ever again.
Otherwise I would have to say the Star Wars: Jedi (_____) series. For the new game, I'd keep the old lightsabre fighting engine (why change what is perfect?) but maybe add a better physics engine, make it open world, obviously upgrade visuals, KOTOR-style storytelling, I was thinking about a story of a Knight and Padawan where you'll be playing both. Depending on what side you make both of them the story will start branching off and you'll get different endings such as light Knight and dark Padawan or dark Knight and light Padawan etc.
Last edited by squall23; 05-20-2012 at 10:04 AM.
|
|
Member
(05-20-2012, 10:03 AM)
|
#148
![]() Strider I'd make 2 games, a 2D arcade game by Treasure and a 3D action game similar to Devil May Cry/Bayonetta by Platinum Games. Both would be set in cyber-Russia like the first game but in the new-art style, looking somewhat like MvsC3 but with darker shadows. Huge bosses, animal mech helpers, fast combat with a focus on platforming and aerial moves and you got a winner on your hands. ![]() Hexen/Heretic First of all I'd hire the Raven guys and as much staff from the originals as possible. Maybe the Armature/ex-Retro guys as well. Then, instead of trying to rival Elder Scrolls or make a level-based FPS like the originals I'd try something exploration based akin to Powerslave and Metroid Prime with RPG elements. Just a huge interconnected world with dungeons, magical cities, demonic worlds... throw in some time-travel and dimension-hopping for good measure too. But no NPC stuff, just you alone in a world fucking up demons and monsters. Combat still would be a major part of the game with a series of weapons, equipment and upgradable spells but I'd completely throw out classes since they'd limit your playstyle and fuck up balancing. No, let everybody have every single weapon and tackle the battles as they see fit, whether it's from a distance with a crossbow, from the shadows with a dagger or magic. Also health and mana [strike]packs[/spoiler] vials are an absolute must. The RPG elements would be kept light, just a bit of leveling up your stats and spells while you get the real upgrades Metroid-style. Story would be told through the world without cut-scenes but everything kept in-engine. Just a very grim and ruthless demon-infested world. That is all. |
|
Junior Member
(05-20-2012, 10:19 AM)
|
Ogre Battle i says
#149
Ogre Battle - not the tactics version, but the original real time games. Ogre Battle 64 would be the launch point.
Keep the 2d perspective, but 3d models, everything in HD. Models show full detail, can equip different armor, weapons etc. The simple game design, towns, roads, castles, etc would stay. Might introduce new things like calvary to ride to increase movement speed, etc. Story involves multiple branching paths. Your kingdom, a small kingdom is invaded by and quickly losses too a much larger kingdom. You take your remaining troops and march to an ally kingdom - who are unwilling to help - later reveled to be a decision influenced by the corrupted religious groups that really "govern" the world. You then learn that your kingdom is to become the summoning ground for a portal, that will allow the demon hordes to come fourth. You will travel the land to gather forces and ally's among rival kingdoms, some will be unwilling to listen, some will already have joined the enemy, others will be persuaded. This will result in an all out war in the end, a war for the world ultimately as forces clash. To keep the feel of the game, small groups of 5 troops will make up each team. Individual stats on units and placement within the group will determine speed, attacks used, etc. For anyone who has never played the games, placement was on a 3x3 grid, and you had no direct control over attacking (your selections were - attack strong, weak, leader, random), however units would still prioritize based on their placement, choosing to attack units in their row, or the row next to them, range would attack range before melee, melee on melee, etc. However, i would like to introduce new things such as looking at support units, ones not directly related in the battle, new combination attacks (in the previous game two wizards could combine spells to make a bigger spell) like melee and sorcerer together, etc. The game would keep the fireside "chats" before missions, squad leaders can trigger specific scenes and their stats can have varying effects on encounters, you have a great war hero on your side say, and a young captain on the enemy team "clashes" with the war hero's team, but instead of battle, the young captain lays down his weapons and offers to join, etc. Yep, i haven't thought about making this game myself at all........... |