Re: The Salvation War: Pantheocide. Part Eighty One Up
Posted: 2010-08-05 06:14pm
So, in universe, when will Activision be releasing Call of Duty 6; The Curbstomb War?
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
http://stardestroyer.dyndns-home.com/viewtopic.php?f=24&t=144257
Chris OFarrell wrote:So, in universe, when will Activision be releasing Call of Duty 6; The Curbstomb War?
Screw that. I want to see Shin Megami Tensei: The Human Expeditionary Army. The MegaTen franchise has been pitting humans against demons since the 1980s.Chris OFarrell wrote:So, in universe, when will Activision be releasing Call of Duty 6; The Curbstomb War?
You know, a TSW game has a lot of promise. As you say, a branched storyline with the player starting off having to fight daemons on Earth (say berserker raids or something) and, as he gets better, he gets more powerful weapons but meets nastier daemons including Gorgons and wyverns etc. If he gets to the end still alive, then he wins one way. But, if he gets killed, he starts off again in Hell, has to escape, meet up with the resistance etc. Once again he has to do good to get the better stuff.Ruadhan2300 wrote: I wonder what the mission structure would be like on that...
mindyou, I'd hate to be fighting baldricks on that, the Juggernauts on MW2's co-op play were bad enough, taking half a dozen .50 cal rounds to the face before going down....oh, and toting M240s...at least they only come in ones and twos. daemons would be larger groups right? even accounting for the greater prevalence of heavier caliber weaponry, I wouldn't think they'd be fun to take down in groups. plus side. the daemons would have lower firepower. a mid-range electrical zap, and melee weapons. discounting critters like the harpies and "dragons" (name briefly escapes me) Were I designing the game (and this isn't just me talking out of my ass here, I -am- a student games developer) I'd use the crap in the air in Hell to even the odds a little by forcing players to closer ranges where the daemons would stand a fair chance of getting in a few hits, and where the players can reliably -see- their targets. I imagine the open areas of hell to be essentially a sandstorm of pumice and dust and ash. nearly impossible to breathe and equally hard to see through. oh, and thermal would be nearly useless. in game this might manifest as a low visual range, and possibly wearing a respirator/facemask/goggles, destroying the player's peripheral vision :p
closer environments like gullies and ravines would be much clearer, but consequentially closer quarters.
hm..if I were coming up with the game's story... CoD games often have multiple narrative viewpoints, usually at least one or two of which seem to die. it'd be perfectly in keeping with the story for that death to simply continue the narrative in hell. pulling yourself free of the river styx, evading capture, catching up with other escapees, eventually being resupplied with weapons and gear and continuing the fight, so on and so forth.
*thoughtful silence*
actually, that'd be a pretty interesting feature, where every time you die, you're given the option to simply continue the story in hell. with different consequences for various missions if you chose not to go back and try that level again.
It'd help drive home that death isn't the end
I should write this up for my file...I have a folder on my computer dedicated to games concepts, some of which I write up and present to the class, most of which I don't. half baked ideas most of them. this'd be a good one as an exercise anyway.
And now I can hear Mel Brooks yelling, "Merchandising! Merchandising! Merchandising! Where the real money from the novel is made!"Stuart wrote:You know, a TSW game has a lot of promise. As you say, a branched storyline with the player starting off having to fight daemons on Earth (say berserker raids or something) and, as he gets better, he gets more powerful weapons but meets nastier daemons including Gorgons and wyverns etc. If he gets to the end still alive, then he wins one way. But, if he gets killed, he starts off again in Hell, has to escape, meet up with the resistance etc. Once again he has to do good to get the better stuff.
That could be a real seller.
The character should obviously die in the first scene if it's going to be a first person shooter.Stuart wrote:You know, a TSW game has a lot of promise. As you say, a branched storyline with the player starting off having to fight daemons on Earth (say berserker raids or something) and, as he gets better, he gets more powerful weapons but meets nastier daemons including Gorgons and wyverns etc. If he gets to the end still alive, then he wins one way. But, if he gets killed, he starts off again in Hell, has to escape, meet up with the resistance etc. Once again he has to do good to get the better stuff.
That could be a real seller.
While we're at it, does that mean the Battle of Hit is going to be CoD:TCW's Nintendo Hard mission?Ruadhan2300 wrote:Chris OFarrell wrote:So, in universe, when will Activision be releasing Call of Duty 6; The Curbstomb War?
while I have an unbelievable amount of problems with MW2. I still play it more than about 90% of my games...
I'd buy Cod6:TCW in a shot
I wonder what the mission structure would be like on that...
mindyou, I'd hate to be fighting baldricks on that, the Juggernauts on MW2's co-op play were bad enough, taking half a dozen .50 cal rounds to the face before going down....oh, and toting M240s...at least they only come in ones and twos. daemons would be larger groups right? even accounting for the greater prevalence of heavier caliber weaponry, I wouldn't think they'd be fun to take down in groups. plus side. the daemons would have lower firepower. a mid-range electrical zap, and melee weapons. discounting critters like the harpies and "dragons" (name briefly escapes me)
Were I designing the game (and this isn't just me talking out of my ass here, I -am- a student games developer) I'd use the crap in the air in Hell to even the odds a little by forcing players to closer ranges where the daemons would stand a fair chance of getting in a few hits, and where the players can reliably -see- their targets. I imagine the open areas of hell to be essentially a sandstorm of pumice and dust and ash. nearly impossible to breathe and equally hard to see through. oh, and thermal would be nearly useless. in game this might manifest as a low visual range, and possibly wearing a respirator/facemask/goggles, destroying the player's peripheral vision :p
closer environments like gullies and ravines would be much clearer, but consequentially closer quarters.
hm..if I were coming up with the game's story... CoD games often have multiple narrative viewpoints, usually at least one or two of which seem to die. it'd be perfectly in keeping with the story for that death to simply continue the narrative in hell. pulling yourself free of the river styx, evading capture, catching up with other escapees, eventually being resupplied with weapons and gear and continuing the fight, so on and so forth.
*thoughtful silence*
actually, that'd be a pretty interesting feature, where every time you die, you're given the option to simply continue the story in hell. with different consequences for various missions if you chose not to go back and try that level again.
It'd help drive home that death isn't the end
I should write this up for my file...I have a folder on my computer dedicated to games concepts, some of which I write up and present to the class, most of which I don't. half baked ideas most of them. this'd be a good one as an exercise anyway.
I always felt the impression that standard demons felt squick when treating with succubi. The succubus is not the problem, the other demon is.darksoul wrote:a legally minded, opportunistic succubus spawned from Hell is not willing to star a sex tape. Riiiiiight.....
I think a Pantheocide game would be more of a combat flight simulator, myself. Imagining being able to operate the YAL-1 Laser to slice up Uriel, before going up in a blaze of glory.Nematocyst wrote:I'd love to play a TSW FPS. Specially if it includes that branching storyline. But getting killed and having nothing but a trident afterwards until you find the resistance sounds like boring combat...
How would a FPS set in Pantheocide work? There was no Angel vs infantry combat, and there will never be if the story goes on like this.
who said anything about other demon?Nematocyst wrote:I'd love to play a TSW FPS. Specially if it includes that branching storyline. But getting killed and having nothing but a trident afterwards until you find the resistance sounds like boring combat...
How would a FPS set in Pantheocide work? There was no Angel vs infantry combat, and there will never be if the story goes on like this.
I always felt the impression that standard demons felt squick when treating with succubi. The succubus is not the problem, the other demon is.darksoul wrote:a legally minded, opportunistic succubus spawned from Hell is not willing to star a sex tape. Riiiiiight.....
I'd tweak this further -- the resultant storyline actually depends on which First-Life mission your character was killed in. For example, if get killed early on, you'll have to make like Jade Kim's team and claw/kill your way out (after getting the trident it's meant to be akin to CoD: Black Ops' "Victor Charlie"), while if you're killed later, the Marines'll pull you out and give you a M114. (Wasn't the M115 its carbine variant?)Ascaloth wrote:actually, that'd be a pretty interesting feature, where every time you die, you're given the option to simply continue the story in hell. with different consequences for various missions if you chose not to go back and try that level again.
It'd help drive home that death isn't the end
Easy explanation -- you've got only 5.56x45mm rounds to start with, and have to run-and-gun (emphasis on the run) your way towards either heavier weapons, or open areas where you can call in support fires. However, I'd have the character participate in Gerry Links' "room clearing," as the turning point where it's time to stop running and start fighting back hard...While we're at it, does that mean the Battle of Hit is going to be CoD:TCW's Nintendo Hard mission?
The plot contriving some way to leave you with no gear and a crappy weapon to start with is MOST FPSs. You spend how long in Half-Life 2 with just that crowbar until you find a CP with a gun?Nematocyst wrote:I'd love to play a TSW FPS. Specially if it includes that branching storyline. But getting killed and having nothing but a trident afterwards until you find the resistance sounds like boring combat...
How would a FPS set in Pantheocide work? There was no Angel vs infantry combat, and there will never be if the story goes on like this.
Gil's right. That Metroid Prime style "taste of power" that you get during the opening stage is the exception, not the rule.Gil Hamilton wrote:The plot contriving some way to leave you with no gear and a crappy weapon to start with is MOST FPSs. You spend how long in Half-Life 2 with just that crowbar until you find a CP with a gun?
It is easier to find a CP with a gun than a demon with a gunGil Hamilton wrote:The plot contriving some way to leave you with no gear and a crappy weapon to start with is MOST FPSs. You spend how long in Half-Life 2 with just that crowbar until you find a CP with a gun?Nematocyst wrote:I'd love to play a TSW FPS. Specially if it includes that branching storyline. But getting killed and having nothing but a trident afterwards until you find the resistance sounds like boring combat...
How would a FPS set in Pantheocide work? There was no Angel vs infantry combat, and there will never be if the story goes on like this.
Exactly, exactly. You get a linear storyline while you are alive. It gives you lots of story and the like, but it is a railroad. But if you die, well, depending of the moment you end in different scenarios. And of course, you can wander in Hell to get a bunch of side missions, a completely open scenario. You could even get sin points to determine your place in Hell. It would be a perfect game if it was well done.Edward Yee wrote:I'd tweak this further -- the resultant storyline actually depends on which First-Life mission your character was killed in. For example, if get killed early on, you'll have to make like Jade Kim's team and claw/kill your way out (after getting the trident it's meant to be akin to CoD: Black Ops' "Victor Charlie"), while if you're killed later, the Marines'll pull you out and give you a M114. (Wasn't the M115 its carbine variant?)Ascaloth wrote:actually, that'd be a pretty interesting feature, where every time you die, you're given the option to simply continue the story in hell. with different consequences for various missions if you chose not to go back and try that level again.
It'd help drive home that death isn't the end
Yes, obviously, but there is no reason you can't have the main character run into a Resistance guy who has one and have them conveniently separated or have the player bump into one of Caeser's dudes who gives him a gun that the Resistance dropped off that they really don't know how to use. For TSW to work as a game, the Baldricks need to seem to be a credible threat (while still staying true to the spirit of the story). Having the player navigate some ugly ass end of Hell to start with a stolen Baldrick trident before the game starts providing firearms might help to give atmosphere and a sense of danger that you don't get if you start out and stay loaded for bear.Nematocyst wrote:It is easier to find a CP with a gun than a demon with a gun
I'd say that could be solved by having your PC be an infantryman, and have his unit be one of the last to be re-equipped with the heavy anti-baldrick rifles. We can keep the core TSW storyline that the demons are getting their arses handed to them by the heavies, while still keeping them dangerous to the player by keeping his weapons at a low level. The player could even get hints of the heavier weapons being distributed, perhaps pick one up from a soldier killed by a harpy, but keep the tension up by limiting ammo, another real issue from TSW. So the story would be about the demons losing, but still causing grief to one grunt who keeps getting patrol assignments.Gil Hamilton wrote:For TSW to work as a game, the Baldricks need to seem to be a credible threat (while still staying true to the spirit of the story). Having the player navigate some ugly ass end of Hell to start with a stolen Baldrick trident before the game starts providing firearms might help to give atmosphere and a sense of danger that you don't get if you start out and stay loaded for bear.
Maybe we could stick the player in the boots of that asshole sensitive who demanded a seven-figure-salary and a blowjob from Scarlett Johanssen in exchange for opening portals for the HEA. Karma kept pimp-slapping that guy. Oh, wait. He died from the anthrax after Satan got whacked, so that idea probably wouldn't fly.Werrf wrote:So the story would be about the demons losing, but still causing grief to one grunt who keeps getting patrol assignments.