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Your mission - reboot old franchises as new genres


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You are tasked with rebooting an old, possibly dead, IP in a new format that still captures the spirit of the original game? What IPs do you pick, and how do you translate them into relevant modern forms?

 

I've got a few to start:

 

Rampage - these arcade classic city destruction games died on consoles during the Wii era. They were good, simple fun, albeit a relic of their time. I think that a modern 3D city sandbox/destruction game akin to Hulk: Ultimate Destruction or Prototype would really go over well.

 

Golden Sun - Persona 5 Strikers provides an excellent template for a Golden Sun action reboot, and even has a functional system for djinn-collection.

 

Guild Wars - The original 4-8 player CRPG with incredible build depth would translate really well into a Xenoblade Chronicles X style game. It can already be played with AI companions, so doubling down on that feels natural.

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Custom Robo is my go-to dream revival franchise, but I don't think it needs much in the way of reimagining. Port the GBA one onto the NSO, and then make a new one in a more real-world setting. I'd like it to be more AR focused on occasions, but AR is hard to work with, so probably just a Switch game is the best way to go. For a new genre, I'd focus on it being more community and MMO/mobile game based. You can play by yourself or online with friends. (Although to be fair, I think the creators of Custom Robo did that exact thing with their latest game....)

Edited by Use the Falchion
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Ice Climber: It was an NES 2D platformer of the kind where the horizontal edges of the screen are connected, like Balloon Fight. I'd revive it as a single-player 3D platformer (with maybe some potential for optional 2-player co-op) that incorporates actual mountaineering into its gameplay.

Kid Icarus: I'd revive it as a 3DS game with a much greater emphasis on story and funny moments, with each level being divided into a flying section, a ground section, and a boss fight.

Edited by vanguard333
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22 minutes ago, vanguard333 said:

Kid Icarus: I'd revive it as a 3DS game with a much greater emphasis on story and funny moments, with each level being divided into a flying section, a ground section, and a boss fight.

Wait.

FFT: I'd joke about Triangle Strategy, but if we were to reboot the Ivalice of FFT, let's try for strategy combat that has a higher level where you'd command troops on the overworld during the War of the Lions, with you trying to manouvre around it as Marche or as Delita trying to win your side of the conflict and keep Ovelia on side. You could have the smaller squads fight up close but let's make the combat more akin to real time.

Ghost Trick: could have some fun in 3D environments for exploring and searching for clues. Unfortunately I'm just thinking about it briefly as I haven't played it.

Shantae: What if it were DDR with Friday Night Funkin' styled story modes? Overly simple of an answer I know.

F-Zero: But now it's a racing game where the people race on foot. Nothing else changes.

Make Bully more like Persona in the interactions with other students

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My Mission, huh? Can you end this directive with General Pepper saying "We NEED your HELP Star Fox!"

My modern, Triple A Star Fox is modeled after Mass Effect 2. Gameplay includes classic arwing missions interspersed between third person shooting on-foot battles. You can customize Fox's abilities and weapon loadouts, customize the arwing with different upgrades. Over the course of the game, you go on missions to recruit the best pilots and technicians in the galaxy for the big Suicide Mission at the end, including of course the original members of Star Fox. The Great Fox is your Normandy, and it also needs the best crew and upgrades to survive the finale. There's role playing choices that have dramatic consequences on what people trust you enough to join your team. Between major missions you need to report to the Cornerian general (Pepper is very much dead, and his replacement doesn't care for Fox and his age of heroes). Your interactions with him cement the Paragon/Renegade dynamic. Is your version of Star Fox a by the books arm of the Cornerian fleet that honors your father's legacy, or is it a group willing to make the hard calls? Yes of course there's romance options. I am personally going to write the gay romance dialogue with Falco. You will swoon when Falco says "hey einstein, I was always on your side" and then they close the door for a make out sesh.

When in the series does this take place? Well I want tutorial stages in the form of Flashbacks with Fox and Falco in their pilot academy days, testing out the first prototype arwings. Fox witnesses his father's death in a sudden, tragic accident and wakes up in a cold sweat. It's that dream again. In the present, Fox has given up the Great Fox and joins the Cornerian academy as a flying instructor for the now-standardized class of Arwing. But a new galactic threat thrusts him back into his old leadership role. As for what "timeline" we flash forward to, it's definitely after Assault, but I'm not especially concerned with the details. Every Star Fox game except for Assault is a functional reboot for the team, and I want the same for this game. Have fun cameos and references to previous games (and yeah, why not have Tricky join our team as our "krogan" party member that rams into all the enemies. That would be hilarious), but keep the focus on new characters to forge alliances with. DO NOT bring back Andross as the villain. I really want paragon/renegade decisions to impact who joins your team. Getting Falco to join a Paragon Fox or Krystal to join a Renegade Fox should take a ton of effort across the entire game. A Paragon playthrough has the full might of the Cornerian Army, while a renegade playthrough flies alongside Star Wolf's fleet of rogues. In particular the last non-optional story mission before the finale sequence should be the player accepting or rejecting the task to take down Star Wolf once and for all. After all, they also saved the galaxy once before.

Edited by Zapp Branniglenn
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F-Zero is now a rhythm game. Act in time to the music to dodge and overtake other cars, hit boost pads, avoid hazards, etc. Different race tracks have different music tracks, and different race features could lead to different mechanical features to keep things fresh. Plus the option for other rhythm mini-games that are not in a car, but just feature Captain Falcon doing Captain Falcon things.

Bejeweled is now a tactical, turn based stealth/heist game, which sees the player take control of an elite team of jewele thieves, pulling off ever bigger and more elaborate heists.

California Games  is now a visual novel and life sim. The games themselves are still there, but they're no longer the be all and end all, just a part of the life of the main characters. Matching the original game's release year, his would be set in 1987 California, and would heavily lean into the cultural aesthetic that that implies.

Fire Emblem is now a dating and child-raising simulator, with an emphasis on making good matches that will give the best genes to the children of said matches.

Wario Land is now a theme park sim game in which you must build up Wario Land to be the world's greatest theme park, while syphoning off as much of the profits as possible into your own personal bank account.

Lemmings is now a puzzle platformer. You play as a lemming, and your job is to show that your species isn't actually terminally stupid, as you solve all the puzzles and don't walk off a cliff even once.

9 hours ago, Fabulously Olivier said:

Guild Wars - The original 4-8 player CRPG with incredible build depth would translate really well into a Xenoblade Chronicles X style game. It can already be played with AI companions, so doubling down on that feels natural.

I'll go the opposite direction. Guild Wars is now a roguelike deckbuilder, along the lines of Slay the Spire (or possibly more along the lines of Monster Train due to the dual class thing, but not as many people have heard of that). Fully leaning into the idea of build depth and interesting skill combinations, and dropping the RPG elements entirely.

(Some of these were more serious than others.)

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6 hours ago, Zapp Branniglenn said:

My Mission, huh? Can you end this directive with General Pepper saying "We NEED your HELP Star Fox!"

My modern, Triple A Star Fox is modeled after Mass Effect 2. Gameplay includes classic arwing missions interspersed between third person shooting on-foot battles. You can customize Fox's abilities and weapon loadouts, customize the arwing with different upgrades. Over the course of the game, you go on missions to recruit the best pilots and technicians in the galaxy for the big Suicide Mission at the end, including of course the original members of Star Fox. The Great Fox is your Normandy, and it also needs the best crew and upgrades to survive the finale. There's role playing choices that have dramatic consequences on what people trust you enough to join your team. Between major missions you need to report to the Cornerian general (Pepper is very much dead, and his replacement doesn't care for Fox and his age of heroes). Your interactions with him cement the Paragon/Renegade dynamic. Is your version of Star Fox a by the books arm of the Cornerian fleet that honors your father's legacy, or is it a group willing to make the hard calls? Yes of course there's romance options. I am personally going to write the gay romance dialogue with Falco. You will swoon when Falco says "hey einstein, I was always on your side" and then they close the door for a make out sesh.

When in the series does this take place? Well I want tutorial stages in the form of Flashbacks with Fox and Falco in their pilot academy days, testing out the first prototype arwings. Fox witnesses his father's death in a sudden, tragic accident and wakes up in a cold sweat. It's that dream again. In the present, Fox has given up the Great Fox and joins the Cornerian academy as a flying instructor for the now-standardized class of Arwing. But a new galactic threat thrusts him back into his old leadership role. As for what "timeline" we flash forward to, it's definitely after Assault, but I'm not especially concerned with the details. Every Star Fox game except for Assault is a functional reboot for the team, and I want the same for this game. Have fun cameos and references to previous games (and yeah, why not have Tricky join our team as our "krogan" party member that rams into all the enemies. That would be hilarious), but keep the focus on new characters to forge alliances with. DO NOT bring back Andross as the villain. I really want paragon/renegade decisions to impact who joins your team. Getting Falco to join a Paragon Fox or Krystal to join a Renegade Fox should take a ton of effort across the entire game. A Paragon playthrough has the full might of the Cornerian Army, while a renegade playthrough flies alongside Star Wolf's fleet of rogues. In particular the last non-optional story mission before the finale sequence should be the player accepting or rejecting the task to take down Star Wolf once and for all. After all, they also saved the galaxy once before.

Furry Mass Effect is an amazing elevator pitch. Delivered in a Mass Effect elevator, of course.

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Mother/Earthbound: Mother would be rebooted through a full 3D title called "Mother 3 Remake" that remakes the first 9th of the original Mother 3 with brand new 3D gameplay and visuals alongside a new form of combat that's a hybrid of turn-based combat and real-time action combat. It will be marketed as being faithful to the story of the original Mother 3, but something is amiss when Porky appears early and seems to be aware of the plot of the original Mother 3. After that, weird ghost-like creatures appear, Lucas defeats them, and Lucas' mother survives as a result. Thus, the reveal is made: despite the title, Mother 3 Remake is actually an alternate-timeline sequel to Mother 3. After Mother 3 Remake then comes Mother 3 Rebirth and a third game.

Spoiler

To be clear, this is just a joke.

 

Edited by vanguard333
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12 hours ago, vanguard333 said:

What do you think of my idea for rebooting Ice Climber?

I'm curious to see if the platforming would be as bouncy as SM64 jumping, that's where my mind is going.

Co-op could be cool as well though.

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I have a couple easy picks for this category:

The first is a new game starring Takamaru, imagined as a more modern BotW-esque open world adventure game with heavy Japanese flavor. The Mysterious Murasame Castle was already basically a cousin to Zelda in much the same way Kid Icarus was to Metroid. Thus, a modern game starring Nintendo's first samurai hero would logically take after modern Zelda albeit with its own twists, such as an emphasis on various kami including icons like kitsune, tanuki, oni, kappa, and tengu. The story I have in mind revolves around Takamaru fighting against the demonic forces of Shogun Akuma while searching for the missing Princess Sakura, whom Takamaru is sworn to protect as her yojimbo. Sakura vanishes when Akuma's forces attack her castle, leading Takamaru to believe she has been kidnapped by Akuma's forces. Shortly after setting out on his journey to find the princess, he meets a kunoichi named Hanakage who offers him her services as an informant and escort, and who leads him on the game's main quest of defeating Akuma's demonic guardians terrorizing each province, as well as four formidable elite samurai in Akuma's service. Takamaru at first distrusts Hanakage, but over the course of the game develops a friendship with her as she proves her loyalty time and again.

Spoiler

Unknown to Takamaru, Hanakage is in fact Princess Sakura herself (a concept not unlike Sheik in Ocarina of Time but much more developed), a truth he learns after Hanakage is captured by Akuma's forces later in the game. When the ruse is exposed, Sakura apologizes to Takamaru for deceiving him but states that it was necessary to conceal her true identity from Akuma's forces, and to travel the kingdom without drawing unwanted attention. Takamaru experiences complex feelings over the revelation, which agonizes Sakura as she always wanted to get closer to Takamaru but found it difficult to bond with him when they were princess and bodyguard as opposed to partners. Sakura reveals to Takamaru that her mother was in fact from the very ninja clan her kunoichi persona takes her name from, and so she considers Hanakage to be the other half of her identity. The irony is that she feels she can be more honest about herself as a kunoichi than as the princess.

The second would be Star Fox reimagined as a sci-fi adventure setting in the vein of Star Wars and Ratchet & Clank. One thing Star Fox Adventures did right is give us a chance to see Fox outside the cockpit of an Arwing; there's only so much you can do with a solely vehicle-focused game. An on-foot adventure title that lets us interact with the inhabitants of various planets and which gives Fox access to various weapons and gadgets seems like a promising direction in which to evolve the franchise.

There's also my Mega Man X remake project, which would reimagine the series in 3D as more of a sandbox-style game.

Spoiler

To accomodate the larger worlds, each game has more story and is expanded to three Acts, each of which feature their own set of eight Maverick bosses. This means in contrast to the traditional 8 bosses per game, you now have 24 bosses. The characters are also expanded on and developed further, and obviously plenty of new characters join the ensemble, including the dozens of new bosses that would be created for the series. The most significant additions to the roster would be Lift, Drift, the Four Sisters (Sal, Undine, Sylphy, and Yokai), and Zeta, who together with X, Zero, and eventually Axl form the core team of heroes for the series. I would also add a fourth X-Hunter named Finesse and perhaps a third Soul Eraser to accompany Berkana and Gareth (probably a thief or archer of some kind, to compliment Berkana being based on a mage and Gareth on a knight).

The term "Shadow Hunter", introduced in Xtreme to describe Geemel and Zain, now denotes the majority of Mavericks in service to Sigma, including Vile, the X-Hunters, the Soul Erasers, Double, and Dynamo. They effectively become the evil counterpart organization to the Maverick Hunters as well as their archnemeses, organizing or otherwise playing a role in many of the Maverick attacks and other crises the MH have to deal with including the original Maverick War, the Doppler War, the Repliforce War, and the Eurasia Colony crisis. Starting around X6, the Shadow Hunters' influence begins to wane as the organization breaks apart, giving way to the New Generation movement masterminded by Isoc (himself a former Shadow Hunter) and initially lead by Lumine, as well as several smaller Maverick factions including Epsilon's Rebellion Army.

A major detail my remake series would introduce is the Reploid Registration System, which assigns numbers to Reploids produced under legitimate circumstances to identify them as legal citizens (basically the equivalent of social security numbers). Reploids who lack this number are suspect in the eyes of the law, and many turn out to be Mavericks (including a good portion of the Shadow Hunters). However, there are a few exceptions, the three most notable being X, Zero, and Zeta who were all produced well before Reploids and the RRS existed and so are granted RRNs retroactively. There could also be a few initially unregistered Reploids who submit themselves for registration later on, the most obvious being Axl (who might have been destined for one anyway).

This comes into play with Double, who starts out as an unfinished experimental design by Gate that ends up escaping and later being finished by Isoc and inducted into the Shadow Hunters. Double is given the ability to absorb DNA from any Reploid he kills and use that DNA to alter his form, making him a prototype of sorts to Axl. However, Double can only store one DNA code at a time, whereas Axl is able to store several at once (and the New Generation chips introduced after have many DNA codes stored on them by default). His round, friendly-looking alter ego was once an engineer for Sky Lagoon who was lured to Double so the assassin could steal his DNA and take his form, allowing him to sabotage Sky Lagoon and infiltrate the Maverick Hunters without suspicion since he had the mechanic's RRN.

 

Edited by Lord_Brand
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8 hours ago, Awoken Dayni said:

I'm curious to see if the platforming would be as bouncy as SM64 jumping, that's where my mind is going.

Co-op could be cool as well though.

Hm... I'm not sure if it would be as bouncy as Super Mario 64 jumping; the platforming would naturally be a little on the cartoony end, like most 3D platformers, but I would also want players to think through their approach and incorporate elements of actual mountaineering as well as teamwork between the two characters.

Oh, yeah; I forgot to mention possible co-op. I fixed that.

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  • 2 weeks later...

Suikoden - as an SRPG, maybe even fire Emblem style. It has war between countries setting already, with whopping 108 possible recruits. if FE protagonist can win continental war with less than 50 faces, why not with 108

Megaman X - 3D fast-paced action RPG. Castlevania had done it, Resident evil had become Devil May Cry, and Prince of persia was a slow platforming game before 2000s before becoming a fully fledged 3D platformer with sick action battle (before they butcher it)

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7 hours ago, joevar said:

Megaman X - 3D fast-paced action RPG. Castlevania had done it, Resident evil had become Devil May Cry, and Prince of persia was a slow platforming game before 2000s before becoming a fully fledged 3D platformer with sick action battle (before they butcher it)

That is pretty close to what I have in mind for my 3D remake series.

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Operation Flashpoint- A good realistic RTS akin to a "Modern Day" Men of War would be something great to see. (So a RTS with more of a focus on micromanging soldiers/vehicles than base-building/resource gathering like an almost isometric tactical shooter, down to vehicles being able to have individual components damaged and their own inventories.)

Commandos - I honestly think a TPS Tactical shooter-ish style spin-off could work,  (similar to the zoomed in third person view in Desperados 2/Helldorado if you've played those.) with a focus on third person stealth and switching between the individual commandos similar to the isometric games with with the "Personal" touch of third person.

 

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Castlevania: I would make a 3D Metroidvania (think games like the Metroid Prime Trilogy and Dark Souls 1). The game would star a Belmont sometime around the 16th Century (i.e. the age of pikes and early guns), and the story would be non-canon but still respectful of the original Castlevania lore.

For the gameplay, first things first: the whip. Before working on anything else; before making a single level or boss fight, I would first iron out all the gameplay surrounding the use of the whip and make sure it was fun to use, since it's the primary form of combat. I would make sure that using the whip for combat is fluid and almost like something out of the show (see the video in the spoiler tag for an example of the whip combat in the show to see what I mean). Furthermore, I would make it that the whip isn't just for combat; it also acts like the grappling hook from Wind Waker (but more fluid) in being useful for swinging across gaps and retrieving distant objects among other things.

Spoiler

 

To be clear, the combat would not revolve around building up combos or anything like that; this is not a hack-&-slash. Ideally, there will be nothing mindless about the combat: the combat revolves around having to be smart about what you're fighting; spamming the whip or other items will lead to defeat. To help, there's a bestiary that provides hints about how to fight the various monsters.

There would of course be other items that can be used for combat: a short sword, throwing knives, throwing crosses (which I recently learned was an actual thing historically; they were basically two metal spikes forged into the shape of a cross), holy water, etc.

Aside from combat, there would also be exploration (naturally, since it would be a Metroidvania). I don't know if the game would take place solely within the titular Castlevania or also take place in Wallachian locations outside the castle. The exploration would make extensive use of the three dimensions.

Edited by vanguard333
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2 hours ago, vanguard333 said:

Castlevania: I would make a 3D Metroidvania (think games like the Metroid Prime Trilogy and Dark Souls 1). The game would star a Belmont sometime around the 16th Century (i.e. the age of pikes and early guns), and the story would be non-canon but still respectful of the original Castlevania lore.

For the gameplay, first things first: the whip. Before working on anything else; before making a single level or boss fight, I would first iron out all the gameplay surrounding the use of the whip and make sure it was fun to use, since it's the primary form of combat. I would make sure that using the whip for combat is fluid and almost like something out of the show (see the video in the spoiler tag for an example of the whip combat in the show to see what I mean). Furthermore, I would make it that the whip isn't just for combat; it also acts like the grappling hook from Wind Waker (but more fluid) in being useful for swinging across gaps and retrieving distant objects among other things.

  Reveal hidden contents

 

To be clear, the combat would not revolve around building up combos or anything like that; this is not a hack-&-slash. Ideally, there will be nothing mindless about the combat: the combat revolves around having to be smart about what you're fighting; spamming the whip or other items will lead to defeat. To help, there's a bestiary that provides hints about how to fight the various monsters.

There would of course be other items that can be used for combat: a short sword, throwing knives, throwing stars (which I recently learned was an actual thing historically; they were basically two metal spikes forged into the shape of a cross), holy water, etc.

Aside from combat, there would also be exploration (naturally, since it would be a Metroidvania). I don't know if the game would take place solely within the titular Castlevania or also take place in Wallachian locations outside the castle. The exploration would make extensive use of the three dimensions.

Castlevannia Tactics. A Fire Emblem inspired strategy rgp focused on the unseen defeat of Dracula in 1999!

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10 hours ago, Lord_Brand said:

That is pretty close to what I have in mind for my 3D remake series.

we have megaman legend, but i cant remember it has platforming like, say, prince of persia warrior within, so i want it like that. or maybe a mix of Crash bandicoot for corridor platforming

9 hours ago, Samz707 said:

Commandos - I honestly think a TPS Tactical shooter-ish style spin-off could work,  (similar to the zoomed in third person view in Desperados 2/Helldorado if you've played those.) with a focus on third person stealth and switching between the individual commandos similar to the isometric games with with the "Personal" touch of third person.

ooh i played both commandos and desperados, and also never complete them sadly. but i can already imagine it as TPS

4 hours ago, vanguard333 said:

Castlevania: I would make a 3D Metroidvania (think games like the Metroid Prime Trilogy and Dark Souls 1). The game would star a Belmont sometime around the 16th Century (i.e. the age of pikes and early guns), and the story would be non-canon but still respectful of the original Castlevania lore.

For the gameplay, first things first: the whip. Before working on anything else; before making a single level or boss fight, I would first iron out all the gameplay surrounding the use of the whip and make sure it was fun to use, since it's the primary form of combat. I would make sure that using the whip for combat is fluid and almost like something out of the show (see the video in the spoiler tag for an example of the whip combat in the show to see what I mean). Furthermore, I would make it that the whip isn't just for combat; it also acts like the grappling hook from Wind Waker (but more fluid) in being useful for swinging across gaps and retrieving distant objects among other things.

are you by any chance, havent played/seen castlavnia on PS2 and PS3 ? those are 3D metroidvania. my friend comment that the ps2 one at least good enough for its times. and the ps3 one has potential in the first installment (they had kojima involved in it for some reason to up the quality!)

Edited by joevar
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3 hours ago, joevar said:

we have megaman legend, but i cant remember it has platforming like, say, prince of persia warrior within, so i want it like that. or maybe a mix of Crash bandicoot for corridor platforming

I recall Legends 2 has a bit of platforming, but Legends is mostly an Action RPG with tank controls. What I envision is something much more dynamic.

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6 hours ago, joevar said:

are you by any chance, havent played/seen castlavnia on PS2 and PS3 ? those are 3D metroidvania. my friend comment that the ps2 one at least good enough for its times. and the ps3 one has potential in the first installment (they had kojima involved in it for some reason to up the quality!)

No, I have not played them. I have heard of them though, and, from what I've heard, they play very differently from what I described; playing more like a hack-&-slash.

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9 minutes ago, vanguard333 said:

No, I have not played them. I have heard of them though, and, from what I've heard, they play very differently from what I described; playing more like a hack-&-slash.

closer to DMC if we want to make comparison. but translating corridor-like metroidvania as is into 3D design will not make any sense, i think. thats why it become like that (more combat focused). whereas metroidvania is more heavy on platformer than action. but its still 3D metroidvania with whips nonetheless

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1 minute ago, joevar said:

closer to DMC if we want to make comparison. but translating corridor-like metroidvania as is into 3D design will not make any sense, i think. thats why it become like that (more combat focused). whereas metroidvania is more heavy on platformer than action. but its still 3D metroidvania with whips nonetheless

I think one could still translate a Metroidvania into 3D design; for just one example (well, technically three examples), the Metroid Prime games demonstrated that it is possible to make a 3D Metroidvania. The emphasis on platforming is one reason I suggested making the whip also be useful for platforming.

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On 7/30/2022 at 7:42 AM, joevar said:

Suikoden - as an SRPG, maybe even fire Emblem style. It has war between countries setting already, with whopping 108 possible recruits. if FE protagonist can win continental war with less than 50 faces, why not with 108

 

There IS a Suikoden tactics. Although I believe they didn't end up having 108 recruitable characters. Yeah, kind of the one thing that makes Suikoden identifiably Suikoden. Narratively it takes place in the world of Suikoden 4, for the most part after that game's events.

Quote

Megaman X - 3D fast-paced action RPG. Castlevania had done it, Resident evil had become Devil May Cry, and Prince of persia was a slow platforming game before 2000s before becoming a fully fledged 3D platformer with sick action battle (before they butcher it)

Mega Man X Command Mission is a 3D RPG. Though it's turn based with random battles. I mention it because its battle system is more tactile than selecting simply Attack from a menu. The way you expend weapon energy is pretty neat, the action trigger special moves have unique action commands, and many other features are modeled off of Final Fantasy 10 (and hey if you're going to copy someone, copy the best).

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