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Corrobin
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I'm trying to program a story on Petit Computer 3D, with a robot as the antagonist, and base the gameplay system off the Tales series 2D gameplay systems.

Edited by Fates-Blade
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I have had a few ideas throughout my life, some of which have been pretty good in my opinion.

  • The main objective is to save as many civilians as possible during an attack on a city. Fantasy setting, where you play the guy that does the real work while the main party of adventurers fights the monsters and goes drinking afterward. Logistics of moving several people from one place to another, negotiating with nearby cities to take in refugees, gathering a fighting force to act as an escort, etc.
  • You play as a lich's servant/apprentice and learn magic between fetching him his scrolls and items, culminating in becoming a master wizard (or even lich) yourself. As a slight twist, he'd actually be a nice guy.
  • You play as a dragon from birth to adulthood, fighting adventurers and gathering a hoard.
  • Set in the future, you are charged with creating a robot army for the government to combat a hostile force from another world. Depending on how far in the future I want to go, could end up with dogfighting as well as ground battles. Think Fire Emblem but with robots in space that you create yourself. (I guess this is similar to Super Robot Wars, huh?)
Edited by De Geso
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Alright, so here me out.

Monsters.

Monsters are everywhere. Hide your kids, hide your wives, 'cause they monsters up in here. An elite squadron must now travel the globe and visit exotic historical landmarks like Alhambra and the Hagia Sofia in order to exterminate the monster menace. Who comprises this elite task force? A loon from Florida, a bald guy, and an engineer with a southern accent. Each of them has a name taken from the cast of the 1931 Dracula movies and three distinct skill trees. A tactical RPG experience which is absolutely filled with banter.

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I've had about a bajillion ideas for stories and gameplay ideas, so if this ever needs a bump I'll post about an idea of mine.

I've always wanted people to take the Fossil Fighters/Spectrobes ideas of turning fossils into collectible monsters further. Still not sure how I would put my own twist on it, though.

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An action/adventure platformer drawing inspiration from Spyro and Zelda. The land of Tatzea has two kingdoms: a cat one and a dog one. Each one has four gods that watch over and protect, and the gods' spirits are housed in a sacred jewel. When the cat jewel mysteriously shatters, the gods only have enough strength to call out to the last cat who contacted them: young Spritz, who had prayed about his sick sister. Spritz is the chosen one who must travel the land looking for the shards of the cat jewel and fighting the darkness that is a looming threat, and once he completes a section, the god will give him a new magic type. Complete the ice panther god's section for example, and get the ability to use ice magic, which will open previously unaccessable areas by letting you freeze a pond to walk across. Etc.

The dog kingdom may or may not be behind the cat jewel shattering, I didn't get that far yet.

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Alright, idea #593: A modern-day RPG about psychics. I didn't have much of a plot (there's an Eleven-esque girl who runs away from an evil organizations and gives the protag, and allies he chooses, psychic powers, which they use to fight the organization and get help), but I did have a main mechanic.

The Will meter, which is basically the MP meter, is both an escalation mechanic and a corruption meter. It starts at 0% at the start of the fight, but as you use abilities, it goes up. As it increases, the character it's attached to get bonuses to attack, defense, speed, etc. They also get bonuses to their skills, increasing their power and adding modifiers to them. Once you hit 100%, you can even use special limit-break-esque attacks. However, there's a maximum cap of 200%. Once you get higher than 150%, your character goes berserk, and starts using attacks indiscriminately, and their boosts are obscene. Once they hit 200%, they're stunned for a while, and then they wake up at 0%.

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Reformation: Final Fantasy X- Instead of the Charlie's Angels silly sequel to FFX, this would be a serious story set a few decades (three or four, I'd want Yuna to still be alive) after the end of the original game.

The premise would be, as the title directly states, something of an age of religious fervor. The demise of Sin, rather than lead tot the collapse of all religion in Spira and the rise of secularism, creates a crisis in the faith that results, in the short-term at least, in a rise in religiosity. That matches what happened in Europe with the start of the Protestant Reformation, the so-called "Age of Religious Wars" began between Catholics and the various Protestant groups. It isn't until decades after the Peace of Westphalia ends that the deist/atheist/secular Enlightenment period begins, which still had plenty of faith going on outside of a rarefied intellectual elite. Spira might still have its secular Machine Faction that X-2 gets, but it no Youth League and seeming ease moving away from Yevon. It'd be more competition between religious factions with differences in doctrine and prayer. Pit predestination against free will, prayer vs. action, ecstatic piety against stoic faith, there are a lot of things that could be played with.

-This wouldn't ever happen however, since FFX is a small dumpster fire when it comes to the handling of religion.

 

I've had ideas for a Bokujo Monogatari (Harvest Moon/Story of Seasons) game.

My primary want would be to include a climate system which the player can manipulate. Things like temperature, humidity, wind speed, cloudiness (affecting the amount of sunlight plants are exposed to), and some fictional "moonlight absorption" as a way to control night length (which affects some plants IRL). Doing so would affect how plants grow, each plant having ideal conditions. The game would start with certain atmospheric and environmental conditions, but the player could modify them, albeit with the system rubberbanding back to the original if left alone after modification for an extended period of time.

I'd further complicate things with various qualities for plants, like sweetness, sourness, edible part size and quantity, each of which is affected independently by climate. If you the biggest grapes for instance, make conditions lush for them. But if you want grapes with maximum sweetness, then you want to put the grapes under stress, make it hot, make it dry, make the soil not the most fertile. Too much stress on the grapes would make them wilt however. Now try balancing what you want out of grapes with what you want from corn, and you run into a very complicated balancing act of having to make compromises to keep everything happy, and picking what you really want to excel.

And onto this, the ability to select for traits to pass onto the next generation of a crop. The game would allow for natural pollination, via birds, bees, and other animals as allowed onto a farm. Doing so is easier and doesn't require a time dedication, but results in the randomized blending of traits. Hand pollination by the farmer themselves would allow for the selective passing on of certain traits, but requires time being devoted to the task.

 

-The problem of all of the above, is while it adds nuance to the farming, it would be too overwhelming for many. Hence it would have to coexist with a "simple mode".

 

On a related note I had an idea for a Rune Factory plot/setting.:

Spoiler

When the game begins, the player character belongs to a special tribe isolated from the rest of the world. All of the tribe members are Earthmates, but certain ones are called "Spiritmates". Spiritmates are uniquely bonded to the natural world, and once they reach a certain age, they undergo a special event into the wilds. The player character is a Spiritmate and like others in their age group, sets out on their own for what could take months to complete. They roam around in a natural setting, and when it arises in them, nature overwhelms their being with ecstasy and awe.

The player gets to pick their location to explore for their coming-of-age. Then, entering a trance-like state with nature possessing sexual undertones, they select a number of different choices. These define how the player views nature.

At the end of the process, the player emerges from the trance, and besides them are two things: a mature and fully grown humanoid, and a human child. The grown person is a "Spirit of Nature", a being born of magical energies from the environment when nature interacts most deeply with a Spiritmate. Its gender, appearance, and personality are what the choices in the trance primarily decide. The Spiritmate whilst still in the trance, then with their newly created Spirit of Nature, magically created the newborn child in the depths of their union. Its appearance would be only somewhat affected by the choices from the trance.

This is part and parcel of the special tribe. Children born of two human parents are "Children of the Tribe", whilst those born of a Spirit and their particular Spiritmate -whom they keep a bond for life in normal circumstances- are called "Children of Nature". Children of Nature have special traits being of a Spirit parent, but are not always Spiritmates. The player character themselves is a Child of the Tribe, and is nonetheless a Spiritmate. Spiritmates and their Spirit can freely reproduce and have as many children as they want, or, the Spiritmate can choose to wed another human being as well if they only see their Spirit of Nature as a best friend.

 

After the Spiritmate and baby are born, so my plot idea ran, the player, their Spirit, and their baby return to the central village of the tribe. Months have passed since they left on their personal journey only now completed (much of it spent a protected coma during the trance when the Spirit and later baby were being formed). However, the player discovers something is terribly amiss, and seeing monsters ravaging the village with people in a panic, sets out to stop it. 

After a few introductory tutorial battles, the player with Spirit heads for an important plaza or shrine where the biggest turmoil is unfolding. The game then cuts here, and skips ahead to the player waking up elsewhere with the classic case of amnesia. Here, the player is introduced to a frontier village and its villagers, and naturally they take to farming when asked if they could help with that.

Completion of a dungeon in the environs surrounding the village ends with the player standing in a place of great natural beauty. The beauty is reflective of the energies of nature present, and their Spiritmate nature proves sensitive to it. They collapse into a trance, and they begin to have flashes of various scenes and such. It all ends then with a vision of somebody who they cannot make out, and an infant's cry. The player character awakes remembering they belong to the special tribe, they remember a lot of their life in it. But there are still gaps in their memory, they cannot recall their Spirit of Nature or newborn with it.

Returning to the frontier village, one villager, a traveler who performs labor there whilst the rest of their family is elsewhere, the player recognizes as familiar. Perhaps this villager once asked the player if they looked familiar too, only for a "you must be mistaken" to lead them to drop that line of inquiry. But now with memories restored, the player makes a few simple comments those of the tribe would understand. The villager then admits they are of the Tribe and is happy to see another tribe member.

They explain how after the monsters attacked, many fled for their lives whilst others stayed behind, with all the tribal lands overrun by aggressive monsters, not just the central village. Forced out of their peaceful, isolated world for that beyond it filled with ordinary humans, some remained hiding in the wilderness and sustain themselves there, away from other humans who they've been long told to stay away from. But others ventured into civilization and tried to adapt. This person is one of them, as did other family members of theirs. This person then tells them to keep the Tribe a secret between them.

Upon completion of the section dungeon in the environs beyond the frontier village, a trance similar to the first unfolds. This restores more of the player's memories, and they sharply recall the child they briefly had. Wanting for it, they don't know where it is or what has become of it. They also now meet a second Tribe member newly arrived in the frontier village, one who could sense the small wave in the magical environment that happened when the player entered a trance. This second person would be different from the first. The first would be about the player character's age and a Child of the Tribe who wasn't a Spiritmate. This second person would be a Spiritmate a generation older than the player character, their Spirit of Nature is not with them however, all of them seem to have stayed behind in the Tribe's isolated domain, they had to do something, but what they never said before they left.

Completion of the third dungeon results in the player re-obtaining their child after another trance. Somehow, it was summoned to them out of nowhere. The other Tribe members would recognize right away its a Child of Nature and thus lead them to definitively conclude the player is a Spiritmate. Nonetheless, they are unable to recall their Spirit, they remember there was a somebody in their life who was important to them, but they can't remember their name or what exactly they looked like. It's real annoying. A third NPC Tribe member is introduced at this time, one who is themselves a Child of Nature but not a Spiritmate.

The fourth dungeon ends in a final trance, during which the player is finally reunited with their Spirit of Nature. However, the Spirit is only strong enough to remain physically close to their Spiritmate. And, memories from the attack on the tribal village remain strangely lacking as they still do in the player. But together again with their child (who the second Tribe person takes primary care when first found), they can live on happily together in this frontier village.

 

So ends the 1st story arc, memories returned and Spirit and child reclaimed.

The 2nd story arc I won't outline so much. But its focus is on going back to the tribal lands and seeing what happened there, the once pristine and unaltered landscapes are physically brutalized and corrupted with dark magical toxicity. A fourth Tribe person is met too, a warrior Child of Nature Spiritmate who fights against the monsters to try to get back into the depths of the tribal lands. Amid the monsters them are mysterious humans, who raid the tribal lands, draining of its natural energies.The 2nd arc involves discovering a barrier has been placed on the central village, and then after considering breaking it, instead finding a way to get under it.

Beneath the barrier, as the final memories reveal, is a great evil all the Spirits of Nature gave themselves up to seal away. This evil, is just a "False Spirit" created by humans who wished to invade the tribal lands and pillage it of its great power. Rather than send physical humans with weapons who would be repelled by the Spirits as they always would, they tricked the Spirits with an imitation spirit they controlled. When the annual great gathering of the clans of the Tribe in the central village happened, the False Spirit and its tricked Spiritmate who it manipulated, accessed the great natural power source in the great shrine/altar or plaza. Thereby creating more false spirits, monsters, and using destructive magic.

It was at the great shrine that the hero was badly injured, and their Spirit came back after the player told them to send their child to safety, which they did, securely sealing them in nature itself and sending them traveling through it far away from the tribal lands. The Spirit then warped away the player and sealed in them a fragment of their being, before joining the other Spirits of Nature in sealing the evil. Through accessing the deep reservoirs of natural energies, the Spirit's fragment in the player pieced the memories of the player back together, unsealed their child, and then reconstituted themselves.

After the sealing of the evil, violent monsters continued in great numbers to roam the tribal lands. And the magical atmosphere became repressive to limit outside influences that could affect the seal, which had a secondary effect of making humans have headaches and feel uneasy over time the further they went into the tribal lands. With the False Spirit stopped, the evil humans sent in more monsters, evil human grunts, and mass-produced evil spirits to try to break the seal and collect all the natural energies they could. To fuel the evil group's dreams, and to one day make the tribal lands their own.

Defeating the great evil under the barrier is a great effort which the player character and others agree to undertake. The Spirits of Nature end up having to do more than just seal the evil, with they realize they must sacrifice themselves to destroy it. Thus, all of them including the player's Spirit give up their lives to destroy the evil and its human master who now shows themselves (yeah weak villains I know). But, the tribal lands are cleansed of evil in the end. They need time to heal from the scarring, but eventually the Tribe will be able to return and new Spirits of Nature can be born.

 

Two post-2nd arc mini-arcs would then be possible.

The first would be a simple journey of rediscovery in the tribal lands that lays the groundwork for the return a few decades from now. It ends with the player's Spirit of Nature coming back to life, but without their memories intact.

The second would resolve an outstanding problem from the second arc. What of all the power that was collected by evil? And what of the Tribe people who the player was told had been taken captive by evil? With others from the frontier village aware of this secretive stuff, they agree to help bring the player to the urban city where the evil group originated, and here, the player fights to free the imprisoned Tribe members from a laboratory, many now torturously experimented on and made to kill.

 

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A game where you play as a tribe of goblins or other monster races trying to survive in a world of bloodthirsty adventurers looking for their daily grind. If I were any good at DnD, this was always my idea for a campaign. Especially since the players could have fun helping me design/roleplay the antagonistic adventurer characters. But as a proper video game you could have base building and trap setting aspects. And ideally you're only up against a single party of heroes at a time, so the game would allow you to overwhelm them with sheer numbers and desperation in a way you don't ever see in games.

Another dream game of mine is just a Star Fox western RPG. Basically Mass Effect but with furries. I want to chat with my crew aboard the Great Fox, visit futuristic cities, do mercenary work both in the arwing and onfoot third person shooter sections, customize ships and weapons, clash with Star Wolf, and uncover Andross' latest plot. Watch this short film and tell me this series doesn't still have potential.

Edited by Glennstavos
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A fully instanced cooperative RPG with design philosophies similar to Guild Wars 1.

 

* Superhero theme.

 

* Side with heroes or villains.

 

* Fully instanced world, with 5-8 player parties. 

 

* Some persistent patrol instances that allow larger number of players to drop in and out and participate in dynamic events.

 

* Hundreds of skills to choose from, divided over multiple power sets (like super strength or psychic).

 

* Pick a primary power that cannot be changed and a secondary power that can be changed.

 

* Skill bar of 7-9 regular skills and 1 elite skill.

 

* Deep loot system with generous loot and RNG rerolls comparable to Diablo.

 

* Everyone gets their own loot. Absolutely no need vs. greed competition.

 

* Multiple arena PvP and faction PvP modes. All arena PvP standardizes gear stats and levels for competitive purposes.

 

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Toyland—Survival Horror

A security guard for a toy shop wakes up one day and finds herself in a world made entirely of toys. When she sees a young girl wandering around, she asks her if she can find her mommy, only to see the the girl has no face and that she’s actually a doll. Suddenly, swarms of dolls called Lovers appear, and they want to hug the security guard and never let her go. As she runs away and fights to escape this strange world, she is antagonized by a smaller, stitched-up doll named Emoy, who creeps into her pocket and gives vague statements about how she’ll be in Toyland forever.

(Or maybe a little boy shrunk down in a daycare would make more sense?)

As the protagonist, you must rely entirely on your wits, instincts and resourcefulness. If you plan poorly and get yourself into a tough spot where you can’t run, there’s no way out of it.

Edited by Perkilator
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  • 1 month later...

Fighter Megamix: Marvel vs. Capcom vs. SNK

A three-way superstar battle against three companies that have crossed over with each other, and with a few special guests with games also developed by Capcom! And here’s the roster:

Spoiler

Capcom

Ryu

Chun-Li

Necro

Sakura

M. Bison

Mega Man and Roll

Guts Man

Zero

Morrigan

Dimitri

Firebrand

Tessa

Jill Valentine*

Kyosuke

Momo Karuizawa

Strider Hiryu

Jin Saotome

Son-Son

Dr. Wily

Mike Haggar

 

SNK

Terry Bogard

Kyo Kusanagi

Iori Yagami

Geese Howard

Rock Howard

Yuri Sakazaki

Robert Garcia

Rugal

Nakoruru

Joe Higashi

Fio Germi

Kula Diamond

Athena Asamiya

Mai Shiranui

Duck King

Leona

Wolfgang Krauser

Chang and Choi

Kim Kaphwan

Billy Kane

 

MARVEL

Iron Man

Captain America

Hulk

Wolverine

Spider-Man

Cyclops

Gambit

Iron Fist

Blade

Psylocke

Thor

Blackheart

Jubilee

Dr. Doom

Shuma Gorath

Juggernaut

Dr. Octopus

Magneto

Kingpin

Punisher

 

Jojo’s Bizzare Adventure

Jotaro Kujo

Noriaki Kakyoin

Muhammad Avdol

Jean Pierre Polnareff

Joseph Joestar (Part II)

Alessi

 

Total Fighters: 66

 

*Plays how she does in MvC2.

The gameplay can consist of 1-on-1, 2-on-2, or 3-on-3 team styles

 

1-on-1: 3 rounds, best two out of three wins.

2-on-2: Each characters uses a round, and both teams can call an assist character in battle. Ends when all characters on either team are KO’d.

3-on-3: Teams of 3 that ends when either team have all their characters KO’d.

 

Grooves (from the Capcom vs. SNK series)

Capcom Groove: Teammates can be switched out at the player’s will, and the Hyper Combo gauge fills up to three levels. When the character you’re playing is KO’d, a teammate will take their place automatically

SNK Groove: Teammates are chosen to take a KO’d fighter’s place by the player from a list that appears after a KO. Same applies for the player who KO’d the opposing team’s KO’d fighter. Fighters can slowly charge up their Hyper Combo gauge by holding down a button whenever it’s safe.

T.O.P. System: A section of your fighter’s health bar can be used for beneficial stat boosts such as:

-Increased attack

-Gradual regeneration (but not pas the T.O.P. section)

-Increased speed

-Faster meter buildup (SNK Groove only)

Regardless of which Groove you pick, you can choose the order of fighters before each match.

Edited by Perkilator
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  • 3 weeks later...

Many.

The latest idea that I had was a mix between robots and arena fights + money/stats management, where the player gets to build their own robot and equip it with new parts as they defeat other robot enemies in the arena.

While outside fights, the player would be able to train their robot, pick up new jobs to earn money on the meantime, spend time on repairs etc., although these free time actions would be limited. It'd have a similar aesthetic to Medabots. The combat would be on timed turns, similar to FF, Chrono Trigger etc. but hopefully you'd see the robots trading blows on the meantime, instead of having them look at each other menacingly for half a minute before doing anything interesting.

Oh yeah and there'd be different builds/classes for robots and the game should encourage adaptability over a supreme build that conquers all, similar to a rock paper scissors system.

Edited by Rapier
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On 10/7/2019 at 10:43 PM, Perkilator said:

Guts Man

I would main the lower backside off of Guts Man.

On 10/29/2019 at 11:56 AM, Perkilator said:

Say, is there a thread for a hypothetical FE fighting game?

I think there was at some point, but it's probably dead right now.

***

So, speaking of Mega Man. I had this idea for a Mega Man ZX style game, where you would be able to navigate this great big complex world through the medium of side scrolling action. The world would not be as strictly continuous, there would be a lot of different islands that you would take a boat between or something. It was super duper open- you could either kill, capture or reform most of the bosses, but you could also ignore the main conflict altogether and instead travel the world, collecting the fittest fish to add to your hatchery and make a living as a sushi chef.

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  • 4 weeks later...

Hoo boy, my fan game ideas alone could fill entire books. A sampling for now:

  • Hyrule Wars: Basically to Fire Emblem what Hyrule Warriors is to Dynasty Warriors.
  • Zelda Fantasy 1-6: Mods for the first six Final Fantasy titles that replace most of the FF characters, items, and locations with those from the Zelda series, with some mechanical tweaks. If you've played Filly Fantasy VI, you get the idea of how this works.
  • Triforce Tournament - A Soul Calibur-esque fighting game for the Zelda series. Fighters from across Hyrule compete to win shards of the Triforce. Each fighter has multiple weapons and costumes to choose from.
  • The Legend of Zelda Kingdom Creator - A Super Mario Maker-esque title for Zelda that goes one step further, giving you the tools to create not just dungeons but your own kingdom.
  • A Crash Bandicoot game featuring Crash, Tawna, Coco, Crunch, Neo Cortex, N. Brio, N. Gin, and Nina Cortex as playable characters, traveling to different planets to steal gems and crystals from a new villain, Emperor N. Vade. The bandicoots and doctors split off into two crews, each with their own story mode.
  • A Spyro game set in the Dragon Empire, a villainous counterpart to the Dragon Realms seen in Spyro 1. The Imperial Dragon tribes are the Warmongers, Sorcerers, Beastmasters, Nightmare Weavers, and Machinists. Emperor Zardrak leads them in a bid to conquer the world by force. Commander Pyros, the former Chief Warmonger, leads a rebellion against Zardrak, which Spyro and his friends of course join.
  • Ratchet & Clank: Battle of the Sixes, a sixfold story set after Into the Nexus. A sextet of supervillains known as The SiniStar Six prove too much for Ratchet & Clank to handle on their own, so Talwyn forms the Polaris Protectors with Ratchet, Clank, and Sasha. Captain Qwark and his newly-recruited sidekick quickly join as well. Despite her misgivings towards Vendra and Neftin Progg for their murder of Cronk and Zephyr, Talwyn reluctantly enlists them. Ace Hardlight, who is now a bounty hunter and mercenary by trade, signs up to score the sizeable bounty on the SiniStar Six's collective heads, and finds himself partnered up with one of his former teammates from his hero days. Even Dr. Nefarious extends an offer of alliance to the Protectors, out of a desire to exact revenge against the SiniStar Six for stealing his plans and turning him back into a squishy. Thus the game stars not one but six playable duos: Ratchet & Clank, Talwyn & Sasha, Captain Qwark & his new sidekick, Dr. Nefarious & Lawrence, Ace Hardlight & his former comrade, and Vendra & Neftin Progg. Their paths cross and intertwine during their battles against the SiniStar Six, and each duo's relationship develops over the course of the game, dealing with tension, facing hardships, and reforging their bonds of family, friendship, and dubious employment.
  • While not really a game per se, I've thought of a crossover comic for Ratchet and Jak that sees Ratchet & Clank follow Dr. Nefarious to Jak and Daxter's world using the Dimensionator, where they discover the evil doctor has been busy setting up a new laboratory, building new weapons and robots powered by Eco, and testing them out in raids on Haven City. To make matters worse, Nefarious has captured Jak and transformed him into Metal Jak using a Dark Eco-powered Bi-O-Bliterator! Ratchet & Clank have their work cut out for them, but when the dust settles, they'll have a powerful new friend on their side.
  • Sly 5, which picks up where Sly 4 leaves off. The time travel theme is explored further with new eras, including the time of Sly's father and even the future, where we meet one of Sly's descendents. We learn that the Penelope in Sly 4 is not the original but an evil clone or robotic twin, who replaced the true good Penelope during her absence. Clockwerk's origins are revealed.
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