Wednesday, March 21, 2012

Game Proposal: The Darkling

Games are continuously evolving, as is the idea of choice. It is supposed to express consequence not only for the character, but for the player as well. Truth be told, I always wanted to see an older platformer/ fighting game that incorporated this (such as Streets of Rage, although the only choice they give in the end is weather or not to be the final boss' right-hand man). I propose such a game, which I dub "The Darkling."

"Darkling" is heavily inspired by comic-book heroes/ anti-heroes, such as Batman and Rorschach from "Watchmen." The game would be a side-scroller in which you control "The Darkling," a vigilante with his own personal agenda in an investigation involving a girl he saves, fueled by his own delusional vendetta, rather than the justice in which he fights for. As time progresses, he inadvertently starts a gang war between a gang harboring a killer and himself, bringing about consequences not only for himself, but those around him.

The gameplay would be simple, but allow for growing diversity. It would be a linear side-scroller, having you go from point A to point B, rather than a Metroid-Vania style of gameplay (a side-scroller in which the player is given a non-linear map in which areas become more available over time, in the style of Metroid and Castlevania, hence the name). In the beginning, you are given basic moves: moving, jumping, ducking, punching, kicking, and blocking. Over time, the more people you fight and save, the more experience you get to unlock new moves and increase your stats, based on aspects such as speed and power. For example, your character can eventually unlock combos or the ability to counterattack.

Logically speaking, you earn more experience points and a higher score through fighting enemies rather than saving people. However, therein lies the kicker: the "better" you do, the worse things become in the story. Your actions affect transpiring events and the relationships of other characters. The idea of settling a score (both figuratively and literally) bringing repercussions is inherent in your actions and the score you accumulate over time, showing that "winning" isn't necessarily winning, and the age-old idea that those who follow through on acts of revenge can get what they want, but will end up with more than they bargained for. Are you willing to let go and stop when you've completed what you need to, attempting to end things on a happy note? Or will you go further to get what you want, at any cost? These are the choices inherent in being a hero or a vigilante.

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