Anthropomorphic
Genre: Action, Adventure, Horror, Fantasy, rpg, blood & gore.
Audience: Anyone with a hunger for epic boss fights and high gameplay versatility throughout every playthrough, 18+.
Platforms: Xbox, PC, Ps4, Switch.
Who would’ve thought a fallen angel’s blade would fall into your hands? As crazed as it sounds, you now became the wielder of the Blade of Abbadon, the destroyer blade as they call it in old books is a powerful weapon, and as things go, to create… there is the need to destroy, with your newborn power, fight through the horde of Beings invading the earth and use their very power against them.
Gameplay
-Mechanics
There are multiple core features in Anthropomorphic, such as:
Power within: Ever since this calamity started people began to realize something, the fewer humans, the stronger the remaining become; This gives the player one of the first gameplay choices, either protect the remaining few, or destroy them and become a godlike being through evil deeds, the main difference between the two is, in one you will have backup if anything happens to go wrong, on the other one, if you happen to make a mistake, it’ll be much more punishing, but the player will be much more powerful.
Blade of Abbadon: This blade is a relic, your individual power is transmutation, this allows for you to harvest your foes guts, skins, organs and parts to shift your blade into a wide variety of uses, but beware, it’s not permanent and you will lose the blade’s base features if you do for the time the transmutation is in use.
There are multiple houses of enemies in Anthropomorphic, amongst them you can find:
Lesser beings: these are the lowest forms in each house, generally weak and not very useful for things other than armor crafting.
Creatures: these are the mid ranged beings inside each house, useful for resource harvesting with transmutation purposes but not so much for armor crafting and such.
Deities: these beings are forms of mass destruction and immense power, they all possess a relic, each relic will award the player with unique modifiers and effects, among them you can find things like the heart of Tarrasque, granting the player a few minutes of all but physical damage immunities on a cooldown reset, things like the wings of lucifer that grant the player the ability to fly, the eye of the Beholder, which grants the ability to control any creature or lesser being for a period of 5 minutes, the list goes on, it’s important to point out the relics occupy one of 5 different slots and the player is only able to use one of each type.
-Crafting: Much like the games name, you engage in Anthropomorphism, utilizing the parts of dead enemies to craft living armors and items, your armors will provide a wide range of abilities depending on the parts of creatures they are made, for example a helmet made from the skull of a mindflayer the scales of a wyvern and a hood made of the robes of a Nazgul will grant the player one ability from each, and of course, the grim sense of humor of the mindflayer to accompany through your travels, as he helps you by letting you know about the multiple inferior beings surrounding you, and jabbering about how insulting it is to be confined within a helmet.
-World
As crazed as it sounds, the world isn’t quite “destroyed” as it seems, since the multiple houses of beings have wonderfully stablished across the globe, raising massive structures and morphing the landscape to their liking, few parts are left that look humane or earth-like, but the view is most certainly stunning, if you take away the hordes of ghouls running through the fields and the flesh eating giant demons hunting anything that breathes and tearing it apart limb by limb.
The player interacts in multiple ways with the world, things like crashing a tower above such demons to see them fall to the ground as you raise your wings and create a beam of destruction with your Ancient-alien tech infused Abbadon blade to vanquish the creature to the depths of the Tartarus are most certainly a possibility.
-Sound
The music of the game aims to be epic and empowering towards the player.
https://www.youtube.com/watch?v=QN3BntTh7fE&index=10&list=PLDA8AB0D75771F1DA
Composer: John williams
https://www.youtube.com/watch?v=0mDoGBhjprk&list=PLA69C1EEA3355844F&index=9
Composer: Motoi Sakuraba
https://www.youtube.com/watch?v=mTAoZWSKiXI
Composer: Monolord
Overall Anthropomorphic is a game where you decide what you will be, how you will look like and how you will kill your enemies, either by guttering them into multiple pieces, or by raining heavenly beams of light from the skies, versatility and the sense that your character is what you would actually be inside a world like that is what the game aims to achieve the most.
Image credit goes to: unknown artist, pinterest.
Vessel
Genre: Rts, commander, Action, Rpg, multiplayer.
Platform: PC, Xbox, Switch.
Audience: People with a grim sense of humor, anyone that loves to be the bad guy, mostly sarcastic people and evil-doers by nature; 18+
In Vessel, become the destroyer, embrace insanity; You’ll be given a human, what you put into it, or what you turn it to is all up to you… just know it’s not going to be something good, whether it’s as simple as a zombie or as twisted as turning him into a living gateway to hell, the choice is yours to make, control your army and ravage the world against 2 other factions.
Gameplay
The game features 3 branches for the player to pick:
-The Cultist
-The Geneticist
-The Warlock
Each one of them will be given 5 possible types of creations to turn their human into, once the choice is made every branching decision the player is given will be around the creation type he chose, some examples could be, if the player chose to be a cultist and then chose fealty to the elder ones, he will most likely start his playthrough as one of 5 types of elder being vessels, these will branch out into another 3 types of sub-races that will branch out into one of two designated elder gods spawning to bring forth chaos and destruction to the known universe.
For the player to keep branching he will have to progress on his research about his branch, meaning he will have to unlock every single possible path to then pick one of them.
The way unlocking works varies between each one, but will generally be a certain amount of resources, objectives and destruction requisites.
Game Phases
The game phases are simple, first, you choose what will your human be, after that is done, most of your playthrough will be focused on controlling your vessel, meaning, if you became a werewolf, you now need to feast on the citizens of a city of your choosing, once inside the city, you’ll be given a set of stretch goals to achieve in order to progress, once those are done, the player will move forward to choosing what sub-type is next, this will go on until the player reaches the last tier, in which he will be given all of the world to play around with until no life is left, after that, he either succeeds or fails at his task and is given all of his scores.
The catch is, there will be other 2 players aiming for the same thing, so eventually the game will come down to facing and destroying your rivals in massive battles where you command your army of lesser beings and take on the front lines yourself, this is not a game where ties are possible, either win, or face absolute obliteration.
Death
Death works on a peculiar way on Vessel, if you happen to die and you already possess other lesser creatures under your wing, you will be given the option to choose amongst them to keep on playing or forfeit your match. However, if you do pick a lesser creature the game will carry on as usual, but you will have suffered a possible mayor setback towards the end goal. No one in his sane mind would want to face Yog-Sothoth as a mere imp overlord, yet again, are you sane?
Camera and in-game interface
The camera will be 3rd person, and the interface will feature a set of abilities for your vessel and a command wheel for your army, the player will also be given the choice to engage in tactical view, but this will set his vessel as a bot for the time being, not being able to command it’s abilities directly and limiting it to only movement choices.
Genre: RPG, Open world, non-linear, blood & gore, Dark-Fantasy.
Audience: For everyone interested in a vast, well-polished open world and a rich vast combination of interconnected gameplay choices that polish the way you interact with it. 18+
Platforms: PC, XBOX, PS4
Disclaimer: I'll focus on more conceptual things rather than detailed mechanic explanations and whatnot.
In Swordcerer, you'll start of as a nobody that just discovered his magical affinity, able to shift his soul essence into powerful blades, you will become a Swordcerer.
The world is vast and the first choice the player will be given is, where is he from, able to pick amongst one of the 12 kingdoms that reside on it, this will be the first mayor influencer in his gameplay trayectory, as kingdoms are not all friends, nor share the same coin nor belong to the same faction.
Gameplay:
Swordcerer has many gameplay features, and below i'll start to explain the core ones.
-Factions:
the world is divided into 4 mayor factions, containing 3 kingdoms each, not all factions are allies nor share the same gold, this means that what the player picks as his homeland will affect on how he traverses throughout the land, since enemy factions will attack on sight, will have heavily guarded borders and will not alllow the player to trade with the coins he posesses, meaning he will need to take in jobs inside each faction to gain currency from them, or ask for certain types of payments on his quests, altogether factions also define which type of soul fuze the player can learn, this will be explained further in the class section.
The factions are:
-Paragons of Light-
The paragons of light are rightgeous Swordcerers, or so they believe; their homes are the 3 kingdoms of the east reaches of the continent, each of them having a particular magic prowess, Light, mono-elemental or White magic, their currency is the Suncoin.
-Northwatch-
Fearsome Swordcerers, envoys of destruction; Living in the north, their magical prowess is grotesque and powerful, Blood, Chaos or Nether magic they are and their currency is the velvetstone.
-Void Waters-
Trickery and untrustworthy the Void Waters live in the Southern Ethereal sea's multiple isles, they delve into dark uses of magic such as Necrotic, Void and Illusion magic, they work on all the currencies.
-Second Order-
They seek knowledge above all, the sages of the west delve into the rarest and most complex magical prowess’s such as Multi-Elemental, Enchanting and Ethereal magic, due to their fixation on studies and discovery their currency is based on the value of materials.
As previously stated the player's origin will affect how the rest of his playthrough feels like, I will now explain how and why.
The most important thing to point out is the fact that, even if, there are all sorts of magical users in every faction and kingdom, it will be harder for the player to envelop in them due to the class progression system, which i'll explain further on, the currency is also a major factor, among other things like terrain and cultural values, picking a faction will be one of the mayor choices given to the player, inside that, picking a kingdom will have a bigger toll on early game progression more than anything.
Difficulty:
So I’m aiming for a different approach on difficulty, the way it will be handled is, it will be a variable factor inside the game, meaning it will vary between kingdoms, civilized and wild areas, war scorched land and the overall level of prowess in the area you are inside of, for example, in a war scorched land, the player will likely not find many creatures or people, but the ones that he does will be really powerful foes, since they are able to survive even in the most harsh of environments.
Combat:
The goal with combat is to make it frenetic, thrilling and at the later phases of the game epic and powerful.
All melee, and some spellcasting, but mostly melee magic combat and summoning is the main goal of the combat system, allowing the different classes to have a wide variety of utility perks and a soul infused magical blade of their affinity.
Environment:
Terrains and weather will be a mayor input and gamechanger, creatures, dungeons, monster lairs, Swordcerers and things such as cold, dampness, mobility impairments due to environmental queues such as storms will all be a major factor in difficulty and progression.
Enemies vary a lot, and other mages will sometimes seek the same artifacts you search for, or aim to gain the same goals you do, giving the player the choice of either winning a fair fight, killing them, tricking them or working alongside them.
NPC interaction is complex and will aim for the player to feel part of a living, breathing world, rather than the world being focused solely on their actions.
Class Progression:
There isn't such a thing as a fixed class, think of it more like a tier-based class system, what i mean by this is the player’s choice of either focusing on 1, 2, 3 and so on magical prowess’s will have a mayor toll on how his spells work, because he won't be able to cap on either.
The more you fragment your prowess’s, the less knowledge you'll be able to possess on each of them; A nether-mancer that also knows mono-elemental magic won't be able to unlock the last tier of either of his proficiencies, subsequently, the fragmented your knowledge is, the lower tiers you'll be able to achieve on each.
Now the way the player trains these proficiencies is also very particular, at the beginning of the game, the player will be very weak and will have to either search for a master or just start using his spell roster and afterwards find a compendium type artifact to gain a specialty.
If he finds his adequate master, he is given the choice to join him on his travels or buy lesser lessons to gain a specialty, if he decides to join his master in his journey, it is likely that he will be prompted to finish a task to be accepted as an apprentice, on success he will join, on failure he will be denied free studies and be given the option to buy tomes and artifacts from the Swordcerer, if he succeeds, as he journeys with his new master a passive modifier will be applied to the player, think of it as a milestone system, each time a milestone is reached the player will be granted new spells, the first being the magical affinity of his master, meaning if your master is a necromancer, you will acquire a proficiency on necromancy as your first specialization.
After this the progression will be based on spell usage, artifact discovery, magical tome possession and the possibility of learning from an arch-Swordcerer later, which will allow for the player to learn the last tiers of his magical prowess the same way he gained it in the first place instead of having to search for spell tomes and artifacts to learn it.
Having said that, I think it’s clear why Faction and kingdom picking is so crucial for the player, since it will affect the nature of such tomes, artifacts and mages lurking the lands on which he resides.
The game will feature a big roster of skills that will work the same way classes do, meaning you can’t be a master-blacksmith-hunter-farmer-mercenary-burglar, but you can choose to be a master blacksmith or a renowned hunter-leatherworker if you so choose.
Visual Style:
I aim for a hyper-realistic look in the game, the setting will be a dark medieval fantasy land.
Image credit: unknown artist, pinterest.
Audio:
Orchestral music.
https://www.youtube.com/watch?v=_iF7lkXKHlA
Song: Goëtia.
Composer: Peter Gundry.
Género: God Sim, city builder, RPG, Axonometric view, RTS.
Audiencia: Personas que buscan una experiencia relajante y divertida.
Plataforma: PC
En "Planes of Existence" tu objetivo es llevar una civilización a un estado utópico, puedes elegir entre 4 civilizaciones, los Ascendidos, los Autómatas, los Vicios y por ultimo, la Horda.
Mecánicas:
El usuario es otorgado una cantidad de puntos de creación, recurso autosostenible si es administrado correctamente, ya que se regeneran mediante el avanze de su civilización y el transcurso del tiempo en la partida, cosa tal, que no son finitos, pero el progreso se vera afectado por el manejo óptimo de dichos puntos.
La condición de victoria se puede definir en una de dos condiciones bastante sencillas:
-1) Dominio completo del planeta, ya sea mediante esclavización de las demás civilizaciones o destrucción de ellas.
-2) Alcanzar un estado utópico, alcanzando la mejora máxima de todos los 9 tipos de estructuras de cada civilización.
Las 4 civilizaciones tienen 4 diferentes mecánicas y por lo tanto las funciones de sus 9 edificios o "lotes", sus mejoras y sus 9 recursos varían entre clase.
-Los Ascendidos utilizan material biológico para crear estructuras mecánicas, por ende sus estructuras son en su gran mayoría científicas y sus armas son biológicas.
-Los Autómatas son estructuras cibernéticas intercomunicadas, es decir que cada estructura o lote es una mente propia, carecen de unidades móviles y no necesitan alimento y bebida para subsistir, se puede pensar de ellos como una mentalidad de colmena, donde cada estructura tiene un costo de operaciones básico que incrementa según sus capacidades se extienden.
-Los Vicios son criaturas retorcidas, se subdividen en 7 casas primarias, cada una cumpliendo una función básica para la sostenibilidad de su estructura social, los vicios son una civilización bélica y arrazan con las civilizaciones adyacentes mediante se expanden.
-La Horda es una sociedad pacifica, nómadas, sus estructuras son titanes, los cuales ayudan a la población con las necesidades y la protección, cada titán empieza como un elemental no mas grande que un adulto de la tribu y sus mejoras le permiten ascender a el estado "titán" donde son estructuras completas andantes.
-El Mapa:
-Los mapas son formados aleatoriamente entre partidas, y contienen todos los diferentes tipos de bioma:
Bosques, Desiertos, Pantanos, Montañas, Tundras y Yermo.
-Cada mapa posee 3 tipos de recursos que varían según el bioma:
Flora, Fauna y Minerales.
-Los climas varían según el bioma.
Las Estructuras:
Las estructuras se subdividen en 3 tipos diferentes:
-Progresión Cultural/tecnológica
-Militar
-Recolección/Procesamiento
Estas subdivisiones varían dependiendo de la civilización que el usuario escoja en la partida, esto no quiere decir que se ve forzado a utilizar uno o dos subclases de estructura, sino a que su distribución es diferente; Ej: la Horda contiene mas estructuras de recolección que militares, mientras que los Vicios poseen mas estructuras militares.
La progresión de estructuras fuerza al usuario a tener que expandir su civilización, ya que, incluso si todas las estructuras requieren de los recursos básicos que están dispersos en todos los biomas, las mejoras requieren de tipos de recursos especializados.
Controles:
Numpad: permite elegir entre el roster de lotes y recursos disponibles al usuario.
Mouse: Herramienta principal, mover el cursor.
Click Derecho: Seleccionar, dirigir y posicionar.
Click Izquierdo: Permite ver el menú de opciones entre los lotes.
Tab: Cambio entre Roster de recursos y roster de lotes.
W, A, S, D: Movimiento de Cámara.
Esc.: Menú, cancelar acción.
Shift+CD: Selección múltiple por clase(Ej: Todos los recolectores)
Interfaz:
-Esquina superior derecha: Reloj,Clima y Bioma
-Centro Superior: Cantidad de puntos de creación y modificador de regeneración representados por una barra ornamentada con energía en el centro (varia de ornamento y color dependiendo de la civilización).
-Esquina superior izquierda: Dropdown tab. con la lista y cantidad de recursos que posee la civilización
-Esquina inferior derecha: Botón de mapa, representado por un Planeta.
-Centro inferior: Barra de lotes y recursos con sus respectivos números y un pequeño botón de selección entre barra de recursos o lotes.
-Esquina inferior izquierda: Avatar que muestra la unidad o estructura en selección y tiene una rueda de opciones disponibles.