Post by Rtoo on Aug 23, 2015 23:52:27 GMT 10
Ok, time for me to get a bit more serious...
If they were to use existing characters for the next game I'd like them to use the ones that didn't get to much exposure like Parker or Josh, agruably the best new characters introduced in recent games (Sheva's cool too, but she already is a protagonist in 5 so she can sit this one out or get a brief mention if Josh was the hero). The enviroments would be very tight with very little space to maneuver with bigger locations serving as boss battle arenas or hubs for potential forks in the road that you need to revisit as story progresses. Sav Josh gets himself trapped in some south african shanty town that hides a dark secret (sadly this scenario was explored a bit in RE5, but there is still much potential in this concept). As for Parker maybe the whole game could chronicle the fall of Terragriggia with him trying to regroup with the leftovers of FBC troops (with him being the sole survivor of his team left in charge of a city distrtict or something in the initial outbreak) to escape the city before its destroyed in revelations.
From the mechanical standpoint the game would be a solo experience and use the established over the shoulder pespective, where you can move and aim, but, like in RE4 the characters hands would move independantly from the screen position so the aiming won't be fixed to the center of the screen. And here comes the biggest change of them all- no reticule, no lasersight, absolutelly no indication of bullet trajectory (maybe a faint trail from the fired bullet)- just your own judgement and skill would determine wether you would waste ammo or not. This way you'll have to let enemies get closer to you, so you'd have better chances at shooting them.
Ammo would be of course very limited and a precious resourse to prevent you from getting to triggerhappy. Defensive options should be very limited with maybe a simple dodge that needs a lot of practice to be used effecively. As for malee it should also be of questionable effectivenes or borderline useless even- never to be used as a tool for dispaching enemies, but to buy you some time to reload or reposition and with enough skill to help avoid some enemies. The inventory would be simplified with most actions like changing weapons or reloading being done outside of it but when you open it you'll be open for attacks (opening and closing the inventory involves an animation to play out where the character kneels or something, not to mention browsing). Also make healing a few second process where the character stops to patch himself up.
I think that would pretty much cover it. A modern playing game with some nods to the old design.
If they were to use existing characters for the next game I'd like them to use the ones that didn't get to much exposure like Parker or Josh, agruably the best new characters introduced in recent games (Sheva's cool too, but she already is a protagonist in 5 so she can sit this one out or get a brief mention if Josh was the hero). The enviroments would be very tight with very little space to maneuver with bigger locations serving as boss battle arenas or hubs for potential forks in the road that you need to revisit as story progresses. Sav Josh gets himself trapped in some south african shanty town that hides a dark secret (sadly this scenario was explored a bit in RE5, but there is still much potential in this concept). As for Parker maybe the whole game could chronicle the fall of Terragriggia with him trying to regroup with the leftovers of FBC troops (with him being the sole survivor of his team left in charge of a city distrtict or something in the initial outbreak) to escape the city before its destroyed in revelations.
From the mechanical standpoint the game would be a solo experience and use the established over the shoulder pespective, where you can move and aim, but, like in RE4 the characters hands would move independantly from the screen position so the aiming won't be fixed to the center of the screen. And here comes the biggest change of them all- no reticule, no lasersight, absolutelly no indication of bullet trajectory (maybe a faint trail from the fired bullet)- just your own judgement and skill would determine wether you would waste ammo or not. This way you'll have to let enemies get closer to you, so you'd have better chances at shooting them.
Ammo would be of course very limited and a precious resourse to prevent you from getting to triggerhappy. Defensive options should be very limited with maybe a simple dodge that needs a lot of practice to be used effecively. As for malee it should also be of questionable effectivenes or borderline useless even- never to be used as a tool for dispaching enemies, but to buy you some time to reload or reposition and with enough skill to help avoid some enemies. The inventory would be simplified with most actions like changing weapons or reloading being done outside of it but when you open it you'll be open for attacks (opening and closing the inventory involves an animation to play out where the character kneels or something, not to mention browsing). Also make healing a few second process where the character stops to patch himself up.
I think that would pretty much cover it. A modern playing game with some nods to the old design.