I would scratch the Chronicles and focus on a main game, with human main characters. If it has to be an alien main character, I would make it an Andalite, but then I wouldn't make the Andalite's gameplay limitted to Earth, so making it an Andalite would go on a tangent...
I think it's kewl to base gameplay on the missions, with the aim to use the morphs to protect your identity and stop the Yeerks. But I don't think it should be a predictable script once you have the mission on.
i'd like a lot more morphs and a more intriguing battle system...
See, this is a valid point. I will bet my money, the demographic (either the readers from the 90s or the new readers) will want to buy this game for this reason, too. The 'morphing guimmick' will be the main attraction.
It's up to the designer to come up with a creative new way to do the graphics and button systems.
Before you know it, people online would do wolf pack gangs and seagull-dropping-deliveries...
It leads me to think, that much like how in GTA they have the cops show up as a consequence to the player's deliquencies, this game would need something to make it challenging for players to do that. A group of unwitting players that decide to do a random waltz through town as a lion pride, for eg:., could inevitably attract the attention of Dracon-beam wielding Controllers or Bugfighters. This could be kinda kewl!
I was also thinking, what if the expansion or downloadable content had missions entailing the all of the chronicles. well, not the visser or ellimist chronicles, but putting the chronicles in would add more depth to the game and history of its world.
that could be cool, would def take alot of work. I was thinking we could include the out of town missions the animorphs go on. Like the arctic in #25 and aussieland in #44, which would probably have to be left out of the main game to keep things simple and to have the money to make the town as detailed as possible
I concur! I would aim to make game set around the Animorphs' town. Including the coast, downtown and the forestry. Literally mimicking a GTA-type environment, where the player would find virtually nothing should he or she 'fly' outside the boundaries.
Post Merged: November 12, 2010, 06:43:20 AM
Man,
Black Ops has just been released in Australia. The graphics, environments, characters---THE DETAILS--- are SENSATIONAL! The gameplay? INSANE!!
And it's re-awoken my fantasies of an Animorphs Game. They certainly have the tech and means to do it. I can't help thinking how game designers COULD REALLY push the Animorphs' story/style with an engine like this.
I kept looking for inspiration walking around. On the sidewalk, I saw some
magpie being chased by
miners. A dogwalker pulling his dog from wanting to sniff another
canine. A black cat unwittingly crossing the road in the dark. At the trainstation, I saw a little
sparrow dodging an arriving train at the very last minute.
All these things, would prove great realistic obstacles in an Animorphs game.
If I was to do an Anis game pitch, there would be no 'health candy' items per si. If anything, the 'candies' could be them items that build up experience batches, but that's on the part of the character, more.
The human morphs would be weakest in terms of raw power. Each morph would have individual levels of
raw power,
speed,
resistance and
resilience,
stamina/endurance in their
health status (I would even include a
cry option). These would subside and decrease the more you take hit/physical damage during actions.
The morphing/demorphing would re-set everything.
There would be a 2hr clock exponential to real-time. Needless to say that if they get stuck, it's game over.
The player should have free reign of what morph to take, and a wide variety of places for he/she pick their places to morph. The idea is to stimulate creativity.
Upon blowing their cover, the enemies would raise an exclamation mark, kinda like the ones in
Metal Gear Solo to indicate the player that they've been spotted. The colour in the screen would change, and, since being seen in human
they would not be able to demorph, fearing being seen, until they've reached saefety and the danger passes and the colour goes back to normal (in this case, it would be kind of like
Assassins Creed). You could also play as Ax, so the player gets a sense of not having this disadvantage.
Example: I was crossing the road the other day, picturing what it would be like to be really little and having to cross the busy strip.
The mission would be as simple as crossing a busy strip, whilst being undetected. That means going small.
The smaller you go, the more 'invincible' you are. But the less senses of your surroundings, you get.
Turning into a ****roach, for example. The pressures of cars
But the biggest problem would be direction. Player may be forced to demorph and get runned over or spotted or so on. Crossing the road, gets them to the next level.