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An blind dancing ho
(05-20-2012, 12:34 PM)
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#153
Drakan Reboot.
![]() -Use Warhawk/Starhawk engine (for superior Dragon vs Dragon air combat) -Make it as big as Skyrim with tons of cities, quests and NPCs -Makes Rynn fight like Geralt (copy Witcher 2 combat system) -More RPG elements and powers for Rynn and Arokh. -full Warhawk style Dragons and knights air and ground battles online multilayer modes. |
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Asks questions so Ezalc doesn't have to
(05-20-2012, 01:01 PM)
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#154
Lunar: Sienna Frontier
Set 1,500 years after the events of Lunar: Eternal Blue, 70% of the world population has migrated to the revitalized Blue Star as have the White, Black and Blue Dragons. Having taken most of Althena's remaining power with them, the only thing keeping the world of Lunar even somewhat alive is the power of the Red Dragon, Ruby, who stays behind because she can't bear to leave Lunar. But as her power is somewhat limited, a lot of Lunar has become a desolate wasteland; a huge rocky desert (thus Sienna Frontier). Our hero, Aaron, has grown up on this seemingly lifeless rock and desires nothing more than to explore the great plains of the Blue Star, but like the majority of remaining Lunar residents, he cannot afford to pay the fee necessary to pay for transportation. However after meeting a beautiful young girl named Ruby (*wink*), who sees the desire to explore and discover that reminds her of a certain someone from ages past, she informs him that there's another way to get to the Blue Star that does not require money, but will require him to challenge a dangerous swordsman who calls himself the Star Dragon. Thus begins the journey of Aaron, his childhood friend Sherry, and a few other friends they meet along the way as they seek to get to the Blue Star. But once they arrive, not everything is as it should be. It's more than they ever could have imagined and amazingly beautiful, but every once in a while there seems to be something... off about the people living on the Blue Star. With some guidance from a collector of antiques and respected historian, Ramus the 77th, Aaron learns that an evil is lurking beneath the surface and that he must seek the dragons and their power, to become the legend known as the "Dragonmaster". One of these days I'll get around to writing this fanfiction. |
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Member
(05-20-2012, 01:26 PM)
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#156
Do I have to pick one? (Well, the topic is pretty specific)
If I'm choosing just one, I would pick ActRaiser. Where the first two was a mostly great combination of hard-as-hell platfomer and mildly interesting sim game, I would have the reboot bring it to today. Make it have elements of tower defense (the 'sim portion') where you as a god have to provide angel troops, watchtowers, etc. against the forces of evil. You can even do this on land (a la Starhawk's build system). When you have to fight a boss/dungeon on land, it retains the same difficulty as the original (but in 3D third person view). I guess the combat would be like Ninja Gaiden or Bayonetta. |
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Member
(05-20-2012, 02:36 PM)
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#159
Suikoden VI (360, PS3, Vita)
Give it the gripping story of politics, betrayals, war and etc that Suikoden is known for. Make it part of the Suikoden lore and not similar to he shitty spin off on DS. High budget with great music, voice acting and cutscenes. Finally re-release Suikoden in collections. First release 1-2 as a collection for (PSN, XBLA). Then do HD re-release of 3-5 as a disk release for (360, PS3, Vita). Capcom VS SNK 3 (360, PS3, Vita) Keep it 2D, with HD sprites and smooth animation that SF3, MOTW and KOFXIII has. |
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Junior Member
(05-20-2012, 02:36 PM)
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#160
Prince of Persia - 2 Games - one 2D and the other 3D.
2D one is like Prince of Persia Classic - continues it with POP 2: Shadow and the Flame HD Retro/Classic and then builds upon it. 3D: realistic graphics, somehow incorporate the rewind function again with the gameplay. New gameplay mechanics and traps - ie exploring caves, palaces, jungles, and other places. No collectathon type of gameplay. Linear yet branching story with open world with no hub. X amount of objects to complete an area. You have your choice on what path that you would like to do. Then go from there. You can go back to those areas after completing the game. Story : You start as young prince who's responsibility is to take down a rival's country's empire from the within as your own country is on brink of defeat. Through your travels you fall in love with the enemy's princess and then go from there. You uncover that someone else is pulling the strings from the back. Hence the new trilogy is set up. In the game you learn that The rival's are actually good people and you learn from their perspective on things. Anyway, as you try to get rid of the evil presence in your own and your rival's country by cleaning up the region (not just a city, but a large empire). In addition to this you can recruit more folks in your group by helping them throughout the place and they will be integral part of the story by having some of the areas fall again but more ruined. Gameplay: Combat: A new fighting engine. Swords, spears, Bow and arrow, Daggers, etc. Can all be used combat by simply switching to them during combat. Different weapons have different pros or cons. All weapons are breakable. You can use shields, armor, etc to give you a better experience and to protect yourself in the gameplay. The return of portions and other combination of things to help give you limited boost. Using your environment to defeat enemies. No QTEs! Acrobatics: Free-running returns with even more craziness. Intelligent environmental design for the game for fun and interesting set pieces. Something like the last level of The Forgotten Sands in terms of using your powers to help you out. That is some from top of my head. :) |
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Member
(05-20-2012, 03:21 PM)
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#163
The 3D Prince of Persia sounds seriously amazing. I guess I could sum it up as Demon's Souls + Red Dead Redemption + Prince of Persia. |
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Junior Member
(05-20-2012, 03:33 PM)
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#164
I'd choose Zombies Ate My Neighbors. I know it had a sequel back in the day, but I didn't like it as much so I'd rather pretend it doesn't exist.
The new one would have 4 player online co-op and need to play like the original of course but still have some updated features. Maybe add a dual stick control scheme to it. Of course some new weapons and enemies would be added. I'd be open to hearing what other fans of the original would want in it as well. Perhaps include the original game as an unlockable bonus even. Overall it hopefully wouldn't require a big budget since I'd prefer it get released on eShop instead of retail. |
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Member
(05-20-2012, 04:03 PM)
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#168
Onimusha.
The game would be hemi-open world (like Dark Souls) set exclusively in Feudal Japan and being developed internally by Capcom with a very big team working on it. I'd hire Hiroaki Samura (Blade of the Immortal) for story and art-direction. ![]() Jun Takeuchi and Motohide Eshiro would be the director and game designers. The composers would be Taro Iwashiro and Hideyuki Fukasawa. http://www.youtube.com/watch?v=LeBfgCryVrk http://www.youtube.com/watch?v=SDhBv...feature=relmfu I'd sell my soul for a game like that.
Last edited by sublimit; 05-20-2012 at 04:18 PM.
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Member
(05-20-2012, 04:15 PM)
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#169
Landstalker.
I would do 2 things to revamp the IP: - A full remake of the game, using a mix of isometric view for puzzles/platforming and 3rd person view for battles. Give Ryle a lot more moves instead of just 1 attack and 5 swords. Maybe more weapons. I'd use a cell shading engine to recreate the graphics and hire Takenouchi back to remix the soundtrack. As a bonus, I'd make the intro playable (i.e. adding a full new dungeon: the Ruins of Jypta) and offer a new difficulty level. - A full fledged sequel bringing a revamped battle system akin to DMC battle system, with the same graphics engine used in the remake. |
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Member
(05-20-2012, 04:32 PM)
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#174
King's Field.
The plot would be about the player needing to venture into some terribly dangerous and forsaken place to kill/acquire/deposit a MacGuffin. I use such vague terms because it's really not that important - There should only be a handful of cutscenes in the whole game, and dialogue should be used sparingly. Relevant story information is either self-evident through what the player must do to progress through the game, or delivered in as minimalist a way as possible. Show, don't tell. The world is a Metroidvania-style hive of claustrophobia and spooky atmosphere. Subtle, foreboding music, lots of cool ambient sounds, and enough "Oh hey, a skeleton/bloodstain." imagery to keep the player constantly on edge. Each area would offer numerous secrets and opportunities for getting lost, and there wouldn't be any dynamic map to reliably tell the player where they are. You'd be free to draw your own map using a compass, paper, and pen, either in-game or out. (Collector's edition comes with a quill pen and a stack of paper that looks like old parchment.) The mechanics would center around discovery, exploration, and dreading what lies around the corner. Realtime first person dungeon crawling is the name of the game, with an emphasis on frightening the player without resorting to jump-scares. Enemies are tough, the player's capacity for escape and recovering health are both pretty limited, so you need to plan carefully and manage your resources if you want to succeed. Stats, leveling, and checkpoints would be handled a lot like the Souls games, with a hint of scaling that would make enemies smarter and more numerous when players return to areas that contain weaker baddies. The player's walking speed would intentionally be a little on the slow side, allowing for plenty of time to take in the scenery. Combat would put Bethesda to shame with some of the tightest first person melee ever seen. Similar to Shadow Tower Abyss, each weapon would have several moves and consume a good chunk of your stamina bar no matter what you used. The animations and hitboxes of each attack would be very finely tuned, meant to convey a sense of power while keeping the pacing very deliberate. |
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Member
(05-20-2012, 04:34 PM)
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Resistance
#175
A boring answer for most people, but I'd love to recreate the Resistance franchise based on the first game. Resistance: Fall of Man was a completely different game from its successors. It was an FPS made in the Halo mindset before tactical shooters like Call of Duty came out, and it had a great place in that genre. We have a serious lack of fun, deep, run n' gun shooters this gen. It offered a creative, well thought-out experience in that vein, and it could have easily become a staple franchise for Sony if Insomniac hadn't tried to brute force it into the Call of Duty movement.
I think people underestimate just how good Resistance: Fall of Man was online, especially for a launch title. They built a great foundation but unfortunately decided to build a really cheap house on top of it that wasn't designed for what the foundation intended.
Last edited by Fancy Corndog; 05-20-2012 at 04:39 PM.
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learnin' with the blacks!
(05-20-2012, 04:55 PM)
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#177
Secret of Mana
Get rid of all that cutesy bullshit and make the game dark and gritty. With lots of brown smeared everywhere. Appease the west and throw in a few space marines as party members. While also keeping interest in Japan by including a loli party member with a huge buster sword. Also belts and zippers. Lot's of them. To show how intense the game is, it needs blood. Lot's of blood. Have a timer in the game where every 2 minutes blood squirts out of something. It doesn't matter if it's an enemy or a tree. Make all towns SD and sell HD towns later on as DLC for maximum profit. Leveling is too complicated, replace it with perks. Have an established developer like Backbone port the game over to pc using GFWL. |
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Junior Member
(05-20-2012, 04:56 PM)
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#178
Anyone from Ubi who reads this and wants to hire me, I'll gladly help out. :) |
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Member
(05-20-2012, 05:03 PM)
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#181
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Member
(05-20-2012, 05:03 PM)
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#182
Great ideas in this thread. I said I'd come back with one of my ideas, and here is one I've been toying with for a couple years:
Death of Detroit: An Extreme-G Game Extreme-G Racing was a blast in the N64 days. It was fast, frantic, had a cool art style, and a lot of unlocks/cheats/etc, and even a great battle mode. But its sequel on the GCN/PS2 was weak; and since then, the IP has died. I'd bring it back with a bang. The title is Death of Detroit, with the subtitle above. It's roughly two hundred years in the future, and the game takes place in a run-down, grimy, and dark - but extremely futuristic - Detroit. Crime is rampant, buildings are vacant, and the homeless litter the street under a thick haze of pollutants and whatnot. Gangs race futuristic streets with their hyper-fast motorcycles in order to run out rival gangs, race to new supplies, gather intel, and do what it takes to survive. You start the game by designing your character from a nearly infinite array of options. Hair, face, clothes, job, history, etc, etc. And you come into the game with a certain amount of money. From there, the game begins. Detroit is a huge, open world hub where other real-world players come to hang out - both on and off their customized bikes. The city spans several stories; maybe one gang watches from above on their hotel roof; others survey the streets below; others have purchased garages - safe havens from other players. When you spawn for the first time, you're given a map of the entire city; but it doesn't have mapped any secret locations, or who owns what, or any shortcuts, etc. You also have just enough money to buy one of a few bikes - or, you can go around selling a certain percentage of your future profits to other members in the hopes of getting a loan. Or, you can take a loan from an in-game bank; but if you fail to pay it back in a certain amount of time, they'll start garnishing your winnings - 20%, then 30%, then 40%, etc. So, you've bought your bike, and you have your character. It's time to start exploring. Hop on your bike with the press of a button, and you can zip around the same world that everyone else is hanging around in. Detroit acts as a "hub." They're are long strips of land to practice, and giant gaps to jump roof to roof. But be careful; because as mentioned earlier, certain players are members of certain gangs, and so with weapons they may choose to initiate a battle with you - one you can't opt out of - and so if you get killed, you will be revived in the hospital with your money gone and your bike stolen. Of course, maybe you were just doing some recon? And maybe your gang now knows where they are, and they decide to go attack just moments later? That's the point - everything is dangerous, and the stakes are always high. But what about the actual racing?! Oh, it's there. Players can wager their in-game earnings by betting on their favorite players, their favorite gangs, or just as a desperate attempt to make some money. Racers take in 10% of all wagers - that's how a lot of money is made and put in constant circulation - and they get a set "reward" from the city for accomplishing certain goals - that's how money is brought into the economy (along with new players). For just messing around, you can always set up an instanced match with up to 63 other players - friends or not - at a local garage and just have fun. From here, it plays like you would expect. It's Extreme-G on a next gen system, and you could avoid every other aspect all that you like. There's an instanced battle mode, racing mode, and a variety of variants; and anyone can browse the public servers to find a game until the host says "lets do this." And of course, there's also match making, meaning nobody has to wait around. But, if you do want to do the other stuff, be prepared for a high-stakes game. Because those gang/wager races are a big deal. They're one-lap, ~15-30min races spanning across the city. You'll zoom past other players standing around, the bank you hang out at, other gangs' hang outs, etc; as the entire in-game community can spectate at any time by just finding a good vantage point. The freeway system zips and zooms above rooftops, through sewers, and between buildings. 60fps, 1080p graphics are gorgeous with amazing weather and environmental effects, and absolutely jaw-dropping lighting. The game is tight, fun, and an absolute thrill ride. Rain effects slam into your screen as you scale a 90 degree incline going right up a 200 story building.... .... .... with some floors having in-game access, meaning someone might watch your cycle scale the window while they're inside. And if you win, you get your money, and the supplies (bike parts, weapons, etc) to bring back to yourself or your gang (clan). And from there, there are infinite ways to customize your bike. And this is the real meat. You can customize looks and performance in an unbelievable amount of ways. Everyone is striving for the most bad-ass bike in the game. And don't forget, everyone will see your kit both in races and while riding around in the city. Your bike is your "gear." Anyway.... that's about it. It takes Extreme-G and gives everything awesome about it; but also makes it a game unlike any other. One that is persistent and with high stakes - meaning people take it seriously. It's a competition for everyone. |
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Member
(05-20-2012, 05:04 PM)
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#184
Bloody Roar
Reviving this is very simple. Pretend 4 doesn't exist other than an improved Career Mode and improve on what Primal Fury/Xtreme did right. Add some new characters and bring back Fox, Greg and Mitsuko. I'm a little iffy on bringing them back because Jenny's hotter and Stun does what Greg and Mitsuko did in part one. But if I could diversify the 3 of them as better characters then I'd do it. And I'll make sure the blood flows. Streets of Rage Too easy. Get Bombergames to get that spritework right and release to the masses. A 3D version would lean more toward SpikeOut vs Yakuza for inspiration in the battle department. Bring back Yuzo on the beats and that's that. Bullet Witch Fix the confusion, have better controls and more fanservice. One of the games this generation that deserved a sequel and never got one. Jet Moto I really think a fresh take on Jet Moto could work. Get a good story for it and back that up with the gameplay that the series already did correctly and make it happen. syn Sophia Wrestling Game There are a couple of different ways this can be approached. They could get a wrestling organization to plaster over the awesomeness of what they do. Or get a license of some sort to do the same. The former would be like their old games and the latter would lean toward the Def Jam/Kinnikuman series of games. Either way they could be better than Rumble Roses XX. That needs to come back too. And actually add some new girls to mix too. |
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Member
(05-20-2012, 05:08 PM)
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#185
I'd want to make it in the same vein as the first Turok. Strange jungle world, awesome guns, shooting dudes in their neck, and killing dinosaurs.
The fact that Square hasn't continued anything in Ivalice is a crime. ESPECIALLY for Vagrant Story. I would also like to see another, darker FF Tactics like the first one. |
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studying under Phisheep
(05-20-2012, 05:11 PM)
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#187
Syphon Filter, and I'd just make it like the old PS1 games. That's enough to make it stand out today, tons of varied missions, a fair bit of non-linearity, and some unforgiving stealth. Same B-movie potboiler presentation, I don't want it to be edgy or gritty or anything.
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Banned
(05-20-2012, 05:16 PM)
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#190
Alpha Protocol 2. I would give Obsidian as much time as they needed which Sega did not do, which is the reason why we got the flawed masterpiece that was AP1. There would be no flawed part with me in control, just a masterpiece and maybe one of the all time great RPGs. They did so many things right with the first game.
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Member
(05-20-2012, 05:26 PM)
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#192
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Junior Member
(05-20-2012, 07:42 PM)
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#194
Only 1 Strider mention so far after 3 pages? Surprised..
Such an interesting character/world that's never really been properly utilized, part 2 was quite interesting as well but fell flat in a lot of ways. I worked on some games where environment interaction was the main thrust of gameplay and I'd really love to see Strider skewed that way, especially in it's very crazy "anything goes/uber clash of worlds" style. I think it would be a blast, just stay away from the constant DMC/Bayonetta/ etc action approach please. Make the environment your main adversary! BTW I saw that Moon Diver demo (or whatever it was called) and was really disappointed by the lack of interesting things going on in the design. More 2D iteration could work but it would need to have a lot more going on than just continuing to choke you with bodies to kill. Also I am sitting in an epic idea for a Rolling Thunder remake that's completely outta left field, but I'll save that one for another time- |
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If they are Dutch, upright and breathing they are more racist than your favorite player
(05-20-2012, 08:16 PM)
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#197
Pipedream, but eh:
Chrono IP licensed to Monolithsoft (Xenoblade team, for those who don't know them) -Mitsuda brought on as a freelancer for the OST -Hori and Sakaguchi on an advisory/high concept role -Kato stays the fuck out of this one, like, far away -Art style TBD, but I would look at the following for some early inspiration. Should remain colorful, playful and detail oriented like the first game.
Quote:
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Member
(05-20-2012, 08:21 PM)
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#200
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