#that post may be inconherent also for the fact I can't decide what would be better suited
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fullofsunsetwhispers · 2 years ago
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what sorta game would xs be? adventure? rpg? beatemup? indie point and click? pokemon-like?
Well, there are two already existing xs games. One of them is a typical beatemup in which you also have to take account of your surroundings because there are a lot of traps. The other is also a beatemup, but with more plot and it's multiplayer. XS VA's have more to say in that one. You can interact with objects and throw them at your opponent. The only difference between the two is that showdowns in the former one look like a series of mini-games. You have dance-offs, boat rides, goo-zombies simulations, and a tic-tac-toe showdown. In the latter - at least for me it looks more chaotic, for the fact a lot of characters tend to run across your screen.
But if I were to design the third game of this franchise, I would opt for a mix of an indie point-and-click with showdowns having mechanics similar to the pokemon game. That way you could either lose or gain a wu (or more wus). However, as a fan of platformer games, I would say it would be interesting to see showdowns that involve chasing in the way it is presented in newer Rayman games!
(Btw Rayman Legends music levels are bangers yo) (and Rayman's ability to shrink? Yo that would be any xs character using the changing chopsticks) So, yeah I'm of opinion that a new xs game should include more exploring either by clicking on objects or by simply finding hidden corridors or caves. Rayman sea levels? Just give Rai, Kimiko, Clay or Omi gills of hamachi and you're set on the water adventure! Jack's fishbots (jackie hun those are dolphins but ok I'll let you be) and later Dyris as bosses to defeat. Nice.
Deadly vines with thorns are chasing you? Welcome to Gigi the heylin seed's level! Have fun exploring the catacombs and attacking the plants. Consider it Plants vs zombies sequel lol
Each playable character would have their own inventory in which there would be 3 wus stored (and maybe some healing items?) Fighting isn't necessarily needed (for a fact we have that in original games) I would be more thrilled to have more chasing sequences and puzzles (for example you have to learn from interacting with game elements how to open the wu vault or maybe in a new wu location there are several ancient traps and you have to deactivate them OR YOU ARE AT JACK'S PLACE and you have to find a way how to deactivate booby traps in order to move forward)
Aaand if you want to cross through guarded doors you have to find a way to make the guards leave their stations. For example, set a little fire one room away. If the guards are chase's cats you can throw a ball of wool so they could be more focused on their play rather than their job (but first you have to find that wool and take it with you!). Or you have to play statues with some of Chase's jungle cats (and Cyclops) because once they spot you - you get a hit. In order to get a pass through them, you have to use a shroud of shadows (however! the catch is, it can last only for a couple of seconds when you move. If you want to recharge the invincibility you have to move still for a while. if you fail to do so and the enemy sees you, welp you have to run away and do the same all over again. (See Ratatouille pixar game for reference - the mini games with a chicken, cats, dogs etc)
For funny parts of the game, it would be neat to interact with NPCs. Remember that time Omi got lost in New York? That alien fanatic dude from My homie Omi episode? Let him sell us something - that would be hilarious lol. As a matter of fact, I think Chucky Choo would be a nice shop owner. Yeah, his stuff is expensive but that would give some power-ups. For the first time, he would scam us, sure, but with the plot progression, he would become an ally. Actually, every location should have a shopkeeper. Vlad could find himself in that role, I think. He would sell babushkas' cream for Dojo's scales problem lol and maybe hot drinks that would give monks' a speed-up!
Ok, I'm just throwing more ideas and it turns out it's more of a babble rather than a coherent post, so let me summarize. That idea of putting xs universe into Rayman games came from my realization that in every Rayman level everything moves, collapses, and changes place. In order not to die you have to jump from one platform to another at a right time. In the XS cartoon, something similar occurs - that's why monks and heylins have to be pretty flexible and mind their surroundings. Those who were more focused on their opponent usually got interrupted by something that crashed into them or the opponent pushed them resulting in their falling down etc. So, you can find that in Rayman games.
That was my rant, thanks for reading.
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