Always-honest
Banned
Zelda-esque, but darker. And in the most insane artstyle on most powerful machine available
No fetch quests.
No fetch quests.
Honestly if every aspect of Resident Evil 2 in Remake 2 is given the same level of love and attention Resident Evil 1 got in Remake 1, with the same mentality driving it from a design point of view and it being current gen only, then that would be my absolute dream game.
I speedrun Remake 1 and Resident Evil 2 twice a year and have done for a decade.
A game mainly about some mercenary working for an eco terrorist group and it all goes to hell one day. Then some girl joins the party who later appears to be an ancient with special powers of some sort. And then we have this cool, long haired silver dude who is interested in said girl. And shit goes all the way crazy from there.
All of the above, in fucking generation 8 HD graphics.
Conquests of the Longbow (old Sierra point and click) was probably the best Robin Hood game I've played, don't think any other game really matches the Robin Hood experience.
Harry Potter Persona.
This and a proper MGS1 remake.
A Godzilla/Pacific Rim-inspired RTS
It would be an asymmetrical RTS: your military forces against a single kaiju, a single overwhelming foe against the larger but comparatively weaker military force. You must hold back and defeat massive kaiju while simulateously evacuating cities and researching new technology and defenses.
Rather than the usual offensive focus of most RTS's, here the gameplay would be more defensive: working to slow down and redirect the encroaching beasts, counter their increasingly devastating abilities, and manage your smaller weaker military forces while you gather enough funds and materials to construct powerful mechs strong enough to combat the kaiju. Your main goals, besides defeating the monsters, would be limiting civilian causalities and property damage. That's where the evacuation mechanics come into play. Choosing which areas to evacuate, where to direct citizens, how long those plans will take are linked to the military and defense tactics since you'd want to direct kaijus towards cleared areas and away from civilians.
Different kaiju would dictate your strategies and focus. Some may be aerial. Others attack from the water or burrow underground. Some may be fast but weak or large and slow or equipped with devstating abilities like EMPs, thermal blasts, regeneration, etc
A procedurally generated survival horror mystery inspired by The Thing
The core premise would revolve around five NPCs and the player in a secluded research base, where an alien presence has infiltrated and lurks. Like The Thing, the alien can assume the form of any NPC, and you must use clues and observation to discover who is human and who isn't. Through various means, you must find and kill the creature, but your actions and right or wrong choices would affect everyone's behaviors and moral, resulting in paranoia and violence.
How you would discover the alien would probably be akin to mix of Spy Party and Heavy Rain. Observing NPC behaviors throughout the days, learning their routines, watching for changes or weird acts, looking for clues in their rooms while they're somewhere else. However gameplay would be more than just observation; as your numbers dwindle and tension and distrust rises, you may need to take drastic measures to eradicate the threat or protect yourself from dangerous paranoid NPCs
A story-driven Metroidvania aboard a generation ship
Gameplay wise, it would be a Metroidvania-style story driven sci-fi game focused on exploration and discovery, with a tone and atmosphere inspired by movies like Pandora and Moon. Each playthrough, the player would awaken as a new randomly generated character, and you only have one goal: travel to the control room, check the ship logs, perform a diagnostic scan, and then return to your stasis pod. Complete that and your playthrough is over. You only have a limited time to complete this task before a biological failsafe kicks in and you black out
But it's not that simple. There's an entire sprawling ship to explore, and as you explore, your maps is filled in. Leave it behind for the next awakee to find before you black out, and the next person would be able to retrieve the map from the spot where you fainted
Exploring the ship would reveal a number of different stories, from the reasons of why we left Earth to the darker mysteries of the generation ship...like why exactly are you programmed to black out. There may even be random events that pop after certain intervals, like another stasis pod opened and empty, or the diagnostic scans detecting a foreign presence onboard the ship.
See I thought about MGS1 and it's one of my greatest of all time, but I don't believe a remake would successfully capture the nuances I loved about it.
Even if Kojima was still at Konami, Metal Gear enthused and they approached it ground up with the Fox Engine, I don't think it would capture the spirit of the first game. The ticking clock narrative, the playground enclosure of Shadow Moses, the Ten Little Indians takedown of the crew, the quirky English voiceovers lead by a not yet gruff parody Hayter.
Twin Snakes despite not being by Kojima and me actually quite appreciating it made me realise that nailing what MGS1 special is very elusive and probably not remakeable. If made today I imagine Kojima wouldn't want to make it as linear.
Harry Potter Persona.
Love number 3. Kicked a similar idea around in my head as a kid when I was dreaming of making games. Didn't have the generation idea, just the premise/mystery on an 'arc'/only (?) person awake type thing.1)
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THIS. I would love to play a GI Joe game with massive battles where each character has their unique weapons/stats. Such a huge cast of characters to pull from and just going full on over-the-top action would be amazing.A GI Joe game that mixes Marvel Heroes with Gears of War.
Yeah that's why it's a "dream game." It's probably impossible to nail it exactly as you'd want it, the same with RE2make.
A tactical shooter where you fight monsters instead of terrorists.
The gameplay of Rainbow 6 Raven Shield mixed with the setting of XCOM.
Zelda-esque, but darker. And in the most insane artstyle on most powerful machine available
No fetch quests.
It would be kinda hard to pinpoint the specific genre, since my scope seems to be encompassing several aspects from a few genres. Hell, the 'dynamic ecosystem' may as well spawn a new 'ecosystem simulator' genre entirely. But to simplify, I'd say by and large, it is an RPG more focused on action. Exploration is entirely up to the players.
I always pictured them as groups of people with different ethnics and economical lifestyles. For instance, one tribe who make their living of hunting animals are nomadic by nature and are typically temperamental. On the other hand, another tribe that trades materials with other tribes are wealthy and live in a massive city. As such, the personalities of the bachelorettes reflect the tribe they come from. I haven't thought of the story, but I've been thinking about rivalry among some of the tribes and it's up to the player character to quell it or pick a side.
As for the large theropods levelling the towns, I think it could work as a randomized event and the player will be notified when checking the bulletin board. This would then work as a side quest. The towns don't have to be fully destructible. Just as long as some random villagers are being tossed around and eaten, I think that will suffice. Anyway, if the player fails, the town and its villagers are desolated. In the grand scheme of things, the bachelorette will be unavailable and the tribe won't be involved in the main story line, in which they could be helpful or enemies.
The 'dynamic ecosystem' bit is probably the most complicated and ambitious part, though. I always wanted a game where the animals react realistically like they would in the wild. I will describe another example to try and re-illustrate my point. A pack of raptors slowly stalk a lone bull mammoth. When they strike, they work in unity as a pack. Dynamic is probably not the right word to describe it. Basically, animal behavior in a living, breathing world as in real life.
Think of the past few Far Cry games. They have a fairly simple ecosystem with predators hunting prey and all. Well, imagine it taken to the next step. What if you have all that but further expanded? I would think of it as being part of a National Geographic documentary. You can watch as a Tyrannosaurus ambushes a pack of wooly mammoths for instance.
However, the world of my dream project is very different from the world of The Witcher 3. The latter is mostly focused on the rural areas and large cities. The monsters are just sort of there for Geralt to do his thing. He is a monster slayer for hire after all. The monsters have no special place in the world. On the other hand, my project is filled with many species of wildlife and they all form a ecosystem. They are not there just for the sake of it, they are there to make the island feel like a wonderful but dangerous place to explore. I don't mean to be bringing up examples again, but if you watched King Kong, just imagine Skull Island which you can explore. If the world was considerably smaller, I feel it would diminish the immersion of being in a living, breathing world.
Exploration is entirely up to the players. There are many interesting places to find and each sector of the island is filled with species not found elsewhere. Take for example the Allosaurus. To avoid the larger predators, Allosaurus mostly resides in the jungle areas, where it uses ambush attacks on prey. However, players are not forced to explore the island if they choose not to with the exception of quests.
Think of Just Cause and its sandbox design, but this encompasses animals in a sandbox.
The villages are mostly basic wooden houses while only the large cities are brick structures.
As for guns, remember that the tribes are isolated from the rest of the world, so their technology is primitive.
As for the combat, my vision is more melee focused. Different weapons have different attributes and are more effective against certain enemies. Swords hit hard and fast but axe hit harder but slower. Bows are handy to kill smaller prey from range and are the only logical way to bring down a Tyrannosaurus aside from spears and bombs.
Hunting parties are formed to take down animals which are otherwise too difficult to take down on your own. Examples would be large theropods like Tyrannosaurus and Spinosaurus or the huge sauropods like Brachiosaurus. Before other members will agree to even join, they will request for a significant amount of the cut. You are then given the choice to agree if you find it reasonable or bargain if you find it outrageous. Why risk their lives you ask? Well, meat and hide can be used for food or sold to merchants for a high price. That's how one of the tribes, the hunting tribe live.