From a first person perspective, you look over the remnants of a broken down, sleazy bar. A bystander cowers behind a pool table, broken glass litters the place, and there a small fire in a trash bin by an open emergency exit. As you are huffing and gasping and generally catching your breath, this dude appears, right? You know the type. The sort of man who rides a motorcycle, wears a black leather vest with a heavy metal motif on the back, and picks fights with people physically weaker than him on a Saturday night, just to boost his own lacking self-confidence. So, he gloats for a bit. Talks about what you were thinking, coming into his bar, and how he?s going to beat your ass until the sun comes up. Then, he winds up for a great big punch, and promptly knocks your lights out. The image goes fuzzy, the colour fades, and you fall like a chopped tree. Then, as you see the world from a sideways, ground-level perspective, the man kneels in front of you with a much more amiable expression on his face, and says, ?Well, that didn?t go very well, did it? Let?s try again.?
Pause
Rewind effect.
-until the sun comes up. Then, he winds up for a great big punch, and promptly, the world goes into slow-mo, the focal depth plummets, and you see a fist and an arm coming against you, connected to the very same man who clobbered you before. At this point, you?re given hints on how to fight, targeting body parts and attempting punches, throws, block, kicks and take-downs. This is a short summary of a game concept I thought up while trying to figure out if there were a way to make a first-person hand-to-hand fighting game interesting to play. It would feature a slow-motion effect which could be triggered at critical points during play, an upgrade system for punch strength, speed, endurance and the like. It would also feature a create-a-move mode, where you create one or many signature moves which you can utilize with a simple button push.
Thoughts? Ideas? Is this a horrible idea? Why/why not?
Pause
Rewind effect.
-until the sun comes up. Then, he winds up for a great big punch, and promptly, the world goes into slow-mo, the focal depth plummets, and you see a fist and an arm coming against you, connected to the very same man who clobbered you before. At this point, you?re given hints on how to fight, targeting body parts and attempting punches, throws, block, kicks and take-downs. This is a short summary of a game concept I thought up while trying to figure out if there were a way to make a first-person hand-to-hand fighting game interesting to play. It would feature a slow-motion effect which could be triggered at critical points during play, an upgrade system for punch strength, speed, endurance and the like. It would also feature a create-a-move mode, where you create one or many signature moves which you can utilize with a simple button push.
Thoughts? Ideas? Is this a horrible idea? Why/why not?