Lazlo Society Videogame
Posted: Fri Jan 23, 2009 1:12 am
This idea has been cluttering up my brain for years -- it's time to get it out!
I saw it as an Action RPG style game, like X-Men Legends, DC Heroes, and Hunter the Reckoning. Probably it should be set in December 2006, when the Society retook Cypress Cove. That would explain why there are screens full of enemies. There would be three basic character types: normals (Bert and Holister), vampires (Bloodbane, Celeste), and psychics (AdamaGeist and Shadowstalker). Vampires would be really strong in melee combat, but have limited powers, need to kill enemies to heal, and can't go on daylight missions. Normals would probably be strongest in ranged combat (Holister's shotgun and Bert's M-16) but have no special powers. IIRC, KonThaak was there in spirit form only, so maybe characters could summon him to clear the screen of enemies once per stage or something.
I think the normals' guns will have unlimited ammo, but their grenades will be limited; plus, incorporeal enemies can only be hurt by psychic powers. (In the sequel, that may include rune weapons and ghosthunter guns.) The only psychic in town I that know uses guns is Shadowstalker (MP-5?), which makes him the most versatile character -- but I'm okay with that.
(Sequel characters will be more problematic. Caliburn and Pendragon have vampire melee damage, normals firepower, and some psionics; Willie has vampire strength, normals firepower, and he's faster than other characters except Nemesis; Ghostspider has vampire damage and psychic powers, including teleport; Eilonwy is blind -- she'd be able to see the monsters, but not the level!)
Ideally, several missions would take place simultaneously. For instance, if you send Bert and Adama to the church, you'll have to use a different pair to investigate the mansion. The Society should gain experience and level up as one, so you don't get hosed for not using certain characters. They are psychics, so naturally if you need a special power to get through a stage, any character with that power will insist on going.
I saw it as an Action RPG style game, like X-Men Legends, DC Heroes, and Hunter the Reckoning. Probably it should be set in December 2006, when the Society retook Cypress Cove. That would explain why there are screens full of enemies. There would be three basic character types: normals (Bert and Holister), vampires (Bloodbane, Celeste), and psychics (AdamaGeist and Shadowstalker). Vampires would be really strong in melee combat, but have limited powers, need to kill enemies to heal, and can't go on daylight missions. Normals would probably be strongest in ranged combat (Holister's shotgun and Bert's M-16) but have no special powers. IIRC, KonThaak was there in spirit form only, so maybe characters could summon him to clear the screen of enemies once per stage or something.
I think the normals' guns will have unlimited ammo, but their grenades will be limited; plus, incorporeal enemies can only be hurt by psychic powers. (In the sequel, that may include rune weapons and ghosthunter guns.) The only psychic in town I that know uses guns is Shadowstalker (MP-5?), which makes him the most versatile character -- but I'm okay with that.
(Sequel characters will be more problematic. Caliburn and Pendragon have vampire melee damage, normals firepower, and some psionics; Willie has vampire strength, normals firepower, and he's faster than other characters except Nemesis; Ghostspider has vampire damage and psychic powers, including teleport; Eilonwy is blind -- she'd be able to see the monsters, but not the level!)
Ideally, several missions would take place simultaneously. For instance, if you send Bert and Adama to the church, you'll have to use a different pair to investigate the mansion. The Society should gain experience and level up as one, so you don't get hosed for not using certain characters. They are psychics, so naturally if you need a special power to get through a stage, any character with that power will insist on going.