Wednesday, March 19, 2008

Design Document: Terra Mortis

I've been rather silent for the past couple of weeks, but with good reason, I assure you. A while ago I noticed that Big Huge Games had an opening for a Narrative Designer, essentially a story and quest developer for an upcoming RPG they're making, and I decided to apply for it. Before I did, however, I decided to write a sample design document for a game I've had in my head, just to show that I know what I'm doing (or at least I HOPE that's what it showed). I finished the file last week and sent it off, now I'd like to post the introduction so people can get an idea of what I've been working on. If you're interested I can send you the rest of the file, or hopefully I'll figure out how to get the damn thing online via my GoDaddy account. Enjoy!

Terra Mortis: A First-Person Post-Zombie-Apocalypse RPG

1. Introduction
Terra Mortis is a first-person RPG that takes place in a post-zombie apocalypse setting. Flesh-craving ghouls have swept the globe and civilization as we know it has crumbled. Twenty years on, pockets of humanity have re-settled where zombie populations are low and supplies can be obtained easily. Many settlements simply try to survive under their new circumstances, while others actively try to rebuild civilization. Still others are ruled by cruel, power-hungry men seeking to conquer this chaotic world for themselves.
The main character is a product of this world, born in the days when the zombie epidemic was sweeping the globe and knowing nothing of the peaceful times that came before. For her the dead are not something to be feared, but are merely another one of the consequences of life and should be dealt with accordingly. This attitude has given her the ability to brave even the most dangerous conditions to look for supplies, food, and anything of value. When scavenging alone is not enough to provide for her the she takes on mercenary jobs, a fact which creates the main story of the game.

2. World Background
In the year 2020, a common virus was being experimented upon for use in the treatment of brain disorders. When a test batch was accidentally leaked into the main air system, the entire facility – nearly 400 people - was locked-down and quarantined. No ill effects were observed, that is until one of the researchers suffered a fatal heart attack. Within minutes he came back to life and began to attack his former co-workers, mauling and biting them. Attempts to subdue him were futile, and soon everyone who had been near him was either dead or wounded. The fresh corpses soon arose to join their companion and turned on the remaining survivors. Within hours every living thing within the facility had either been turned or devoured, causing the newly risen dead to focus their attention to the outside world. From there the infection spread around the world and governments, caught by surprise and lacking knowledge of how to contain it, were powerless as civilization was devoured.

3. Designer’s Notes
The idea for this game arose from a number of things: my love of post-apocalyptic environments, my love (or rather unbridled fear/hatred) of zombie fiction, and my love of first-person RPG’s. Those reading this document should see heavy influences of the Fallout series, System Shock 2, Deus Ex, The Walking Dead, and George Romero. In creating this game, I’ve done my best to let myself be guided by these things and not to directly copy them. The result, while not a complete game, shows potential for creating a rich world where players may truly define their characters and enjoy a suspenseful adventure at the same time.

Tuesday, March 4, 2008

R.I.P. Gary Gygax, 1938-2008

May flights of celestials sing thee to thy rest at level equivalent to their hit dice.

BIG AMERICAN PARTY!!!

Last night I went to see Peelander-Z play at the Ottobar and, to tell the truth, I’m still not sure how to describe it. Hailing from NYC, the “Japanese Action Comic Punk” band engenders all that is crazy and wonderful about Japanese pop culture; frilly superhero/wrestler costumes, insane contests, and super catchy J-pop were all a part of the show. I had a blast, but the experience was literally indescribable.

What? Were you expecting me to describe it? Like I said, it was inde-fucking-scribable.

Alright, I’ll give a shot, just so people are not left completely in the dark. Know those crazy Japanese game shows that make their way over to the U.S. via SpikeTV or YouTube? The kind you laugh your ass off watching then say you’d never do anything that crazy or embarrassing? Going to a Peelander-Z show is like being on one of those programs and loving every goddamn second of it. I’ll just leave it at that.

Monday, March 3, 2008

MEDIUM RARE

Just got back from a Peelander-Z concert. I'm not entirely sure what happened, but I know it was awesome. More on that later.

Thursday, February 28, 2008

Hiatus

Right, so for anyone still reading after a week and a half of inactivity, I'll be on hiatus until next week. Work has been particularly hectic lately plus I have been moving, so I have not had any time to write or play videogames lately. I hope to get my hands on the new Ratchet and Clank, so I should be back in full swing soon.

In the meantime, you can check out another blog I have been contributing to for the East Coast Pokemon League some of my friends have started. Yeah, we're cool like that.

Super Smash Bros Brawl Delayed AGAIN

Yesterday the Super Smash Bros Brawl site changed the release date of the upcoming Wii release from December 3rd to "TBD." While it has not been officially stated that the US release will be pushed back, Nintendo confirmed at a press conference yesterday that the Japanese release of the game will not hit Japan until January 24, 2008. This news was subsequently followed by the sound of my heart BREAKING IN TWO.

In brighter news, it was also revealed yesterday that Sonic the Hedgehog will be a playable character in the game. More info and videos can be found at the main SSBB site, but as you may have guess Sonic is incredibly fast.

Review: The Legend of Zelda - The Phantom Hourglass

Game: The Legend of Zelda: The Phantom Hourglass

System: Nintendo DS

Premise: The latest iteration in the Legend of Zelda series serves as a sequel to LoZ: The Wind Waker. As the game starts the player finds Link and Tetra exploring the high seas when they happen upon a creepy old ship. Upon trying to board it, Tetra is kidnapped and Link falls into the ocean below, only to awaken upon a mysterious island. There he learns of the Ocean King and the evil monster Bellum and sets out with the Fairy Ciela and the roguish captain Linebeck to save Tetra and restore peace to the seas.

Visuals and Audio: As always, one should be wary of 3-D games on portable systems as they usually end up looking grainy and unrealistic, especially when paired with modern console visuals. Fortunately, PH's cartoon-like graphics and attention to detail make it a portable 3-D game that is very fun to watch. Typical Zelda fare can be expected to from the music and sounds; while there is not anything to be terribly impressed with fans of the series will certainly not be wanting for their favorite tunes.

The Good: Nintendo has incorporated the use of the stylus into many of their familiar franchises with mixed results, but it seems like they have finally refined it with PH. Players use the stylus to move, use items, talk, and do everything else that is not associated with pulling up a menu, and it works flawlessly. Also, this game is longer and features more gameplay than any other portable Zelda title, allowing players to prolong the enjoyment of both the tried-and-true Zelda formula and the original control system.

The Bad: Players looking for a challenging Zelda game will be disappointed, though one can imagine they have been that way since the days of Zelda on the N64. While there is a reason the Zelda formula is so tried-and-true, some deviation from the model would definitely be appreciated as far as puzzles and bosses are concerned. Is one really difficult final boss too much to ask?

Why You Should Play This Game:
1. To see that a 3-D DS game can actually look good and use the stylus effectively.
2. New wi-fi capabilities let you trade with and battle your friends.
3. It's a Zelda game. I know a similar reason was used for Metroid, but I make no pretense about the fact that I am an unabashed Nintendo fanboy.

Rating: 12 out of 14 Heart Containers.