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11:40 PM on 04.26.2013

Metroid [Prime]; Thought #1

Not gonna make this, bla bla, use it, better here than notebook in desk unseen, shitcocks.

Metroid [Prime] game based on Wii U using tablet (no I don't fucking care what it's called, I'm using my sake of reference for convenience); including way of making Metroid be a cooperative multiplayer (optionally so, to be explained further on).

[Prime] - not based on the series, but based on interface and controls. Name in [] could be whatever, not my problem.

Basic backstory: Game based on Samus's work as a bounty hunter, emphasis on exploration and data recon with some combat. Occasional planets that are little-known and uncharted, opportunities for extra jobs and recon work, as well as some focused on attacking pirate bases of operations. Scanning visor crucial to some in gathering clues and information, but plenty to be also found off beaten path, same as in Prime series.

Wii U tablet used to act as secondary information feedback system, allowing the player to actively monitor suit activities and status, as well as use as mapping system. If camera functionality, perhaps some kind of scanning activity involving use (dunno, I'm not Molyneaux). Must see Deux Ex Wii U version when released, much of description sounds analogous to application(s) for Metroid game.

Further: Additional player can join adventure via tablet control, relegating player controlling Samus to standard controller (future use of second tablet controller? If so, then redundancy hooray!).

Secondary player's participation explained by Samus discovering a deployable AI ______ (blankety blank because fuckety fuck). Possible options for assisting Samus include recon in areas that are not fully accessible by Samus; can also act analogous to Watchers in Halo 4, providing shielding and further assistance in combat scenarios and otherwise any engagement with hostile conditions (necessary traversal through/under/over [the hills and far away] dangerous areas). Secondary player has own status conditions and monitoring system as well. Secondary player's primary view is through the tablet screen (1st person or 3rd? Dunno, someone else's problem).

Further notes: Party Shark.   read

11:41 PM on 04.03.2013

Aliens Vs. Predator; Thought #1

I'm not going to ever make this, and I don't care for being the one to take on the task or be a part of it. I'm just typing this shit out just for the sake of it, and maybe somebody will steal enough of it to make something of it. I'd rather see something good made rather than yet another shitty game that'll just make everyone feel shitty because shitty things do that shit. Person out there who might be able to pull off making a game that'll truly do the Alien franchise proper, feel free to steal whatever shit you might possibly read and fine useful, and god bless your mess. I figure, better somewhere where at least one idiot might read it, than in a notebook in a drawer. Vaya con dios.

Format of game: Bro-operative, up to 4 players; more(?) on PC

Level design: Mixture of corridor-based levels and open levels requiring backtracking and exploration. See old maps of DOOM series for ideas on the open levels, especially good for setting up surprises and ambushes from time to time (always random, predictability diminishes horror/suspense/tension/BEEP BEEP BEEP BEPBEBEPBEPEPBEPBEP/GAME OVER MAN GAME OVER

Primary actors: Humans, Xenomorphs, Predators
Secondary actors: Chestbursters, facehuggers (insta-death if successful: you're fucked, literally! Nice face, baby.)

Player control: Humans, Xenomorphs (first as chestbursters, to be explained further on)
AI control: Xenomorphs, Predators

Gameplay largely based off Left 4 Dead's approach. Players must work together to progress through levels, some more like a series of corridors, and some more open and requiring exploration and backtracking when more open (because fuck backtracking in strict corridor settings). Some objectives could even include having to set up effective firing zones while holding a position; having to split up (sometimes unevenly) to activate objectives; maintain tension of situation: You're human and they're bigger and badder than you.

Player health is never restored to full after taking damage, so long as player remains alive and fighting. Math formula for calculating percent reduction from total percentage relative to each "point" or whatever measure of health used to be here - that's the idea. Health packs or whatever equivalent relative to system of measure used will be what restores health in most cases, some in varying amounts. Also, combat drugs: PILLS HERE PPPPPPPPILLS

Players will be found throughout level after being killed in combat, a la Left 4 Dead "closets." Twist added is that some will be unknowingly housing chestbursters. No telegraphing of it, otherwise anyone (everyone, basically) familiar with the movies knows to just shoot the motherfucker, problem solved. Chestburster becomes form of control upon launch, can potentially compromise timing as it will be random. Player barely durable enough to survive if it can move fast enough to escape (can jump into vents - see Dead Space 2 multiplayer), player will be very fast and agile. If player survives, you get to be a Xenomorph (I'm not buying A:CM haha that's hilarious I'm broke).

Xenomorphs must be as tough and challenging as presented in the movies. But situations are balanced enough that players have a fighting chance with enough ammo and coordination; albeit potentially at a cost every time. Easy typing, hard execution (no shit). Planning can also give much advantage in distributing firepower. Further: Predators are actively hunting the Xenos, but will still engage the player(s) as necessary. They're more driven at the Xenos, however.


If you fight two Predators, hope there's some Xenos about to balance the fight. Unless they pop up behind you.

Fight three Predators? Haha, that's cute.

Further notes: Bring back Duckman.   read

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