Skocz do zawartości

Zdjęcie

Another jade empire 2 suggestion thread... (compilation)


  • Zaloguj się, aby dodać odpowiedź
3 odpowiedzi w tym temacie

#1
Morogrem

Morogrem
  • Members
  • 166 postów
Okay, so here is a list of things that I think the new jade empire should have. Bear in mind, these are my opinions based on what I did in jade empire, how I played it, and my experience with the fighting genre since playing it, also bear in mind that... its been like 8 years since I played the game so it's likely that I may have forgotten things.

1) first and foremost, the story, it CANNOT follow the same bioware tropes of "evil X is rising, you must use kung fu/the force/ biotics to stop it," please go more the route of how mass effect went (the stories are vastly different to one another from game to game). Also PLEASE make it like the original jade empire and not dragon age 2 in that it entirely takes place in one city.... perhaps have it center around a city and the politics of said city ala DAO, but still allow us to travel far and wide. Heck you could even incorperate that time lapse thing you did with dragon age 2, though prefferably with more of the important events shown...
 
2) a style of combat that is both simmilar to jade empire's and yet still new (to jade empire): For instance, make the combat simmilar to the arkham franchise (hear me out), in that it actually feels like youre fighting, allow grabs, heavy punches, stuns, combos (to a limited degree, so its not just using the same ability over and over),  etc. to make the combat flow more. Enable rpg elements through xp which gives you the ability to unlock better versions of, more, or to enhance your abilities (more on that next). 
         2a) use a "form" system which allows different fighting styles. For instance, one fighting styles might be almost entirely made up of grabs and moves to use the enemies attacks against them, another could be a standard fightingstyle, very much akin to arkham, and another could be more suitable towards magic, in that it increases the amount of damage done through magic. 
        2b) make using the forms as easy as pushing a button the d-pad to switch from one to another on order, again to allow the game to flow.

3) make it so theres no classes. make the character able to do anything they want, and thus not be bound by anything  in the beginning. Make it so that the spec tree is very general, by this I mean, giving us the ability to increase damage to physical abilities or damage abilities, or allowing us to add a specific type of damage to the abilities we chose to use. allow us to let us chose our abilities ala diablo 3, and modify them the same/simmilar way.

#2
mmcv1987

mmcv1987
  • Members
  • 2 postów
The original game Nailed the concept real good it is gonna be hard to top this.
Several key point where this game can be improved using modern technology.
Graphics, Graphics, Graphics. ;)

The original Jade Empire was based on the Chinese novels journey to the west IIRC.
So story wise. the story has been told.(This means this is a no go, it is a real large game plenty of side quest if you take your time for them, also there is no set route to the main story.)

Graphics at the time the Original game came out it totally blew me away.
Points where a new game should spend some more time on just bringing it up to date.

Game play, this is real simple and yet it is hard it takes timing and thought when mixing forms.
There is a little room for improvement for instance reward players for having more styles and let them flow over more, remember know the basics are important. ;) (inside joke for those who played the game)

Game mechanics, there are only a few things that are important your basic good/bad choice.
and that there are only 3 stats makes this game have it's own unique feel.(Balance is important)
For a start the Original game did not have classes dear Morogrem it just had 3 stats and the choices you made path you took.(These sort of things make games stand on their own not another run of the mill game)

I do not recall how many times I played through this game to get it perfect, heck i even one's chose self sacrifice and let the bad guy win.
I own this game for several systems Morogrem you make the mistake most game developers make these days Including Bioware them self "Assumptions", I do agree with your point 2b, however assuming something as common as a d-pad is a mistake unless your pushing for a console only release

All must be considered it is a shame people set dead lines on game releases i know there needs to come bread on the table at some point but Jade Empire is just one of those games a sequel will be just an let down.
If Bioware does intend to make a game in the same style i'm not stopping them (how could I?) it's just that the story with jade empire has been told in such a manner a sequel is very hard, a prequel however or a remake....

As for you Morogrem you need to play jade empire some more, and after that you can view over both mine and your post and please do tell if you still feel the same way about the game. ;)

#3
Losbir

Losbir
  • Members
  • 3 postów
I agree that the combat needs an overhaul. The combat feels very bland in the original. Only two attacks and a harmonic combo which just isn't very rewarding makes the combat very monotonous and repetitive. However, despite enjoying the style of Arkham Asylum and City (I presume that's what you were talking about), I don't think that would be the best approach for JE2. Something more like Ninja Gaiden or MK: Shaolin Monks would feel better to me. In those, you must actually perform combos in order to do a combo. Instead of just timing button presses, you must have the right timing and order. It would feel like a free form fighting game. This would enhance the combat and make the fights rewarding to the player. Each style would have its own combos with different effects with some being faster and weaker or slower and stronger and each having its own feel. Each style would have greater range of possibilities instead of strong attack, weak attack.

I would also like to be able to actively control any character in the party instead of only the main character and have NPCs interact with whomever I control. So, running around town as Dawn Star could open up different dialog, quests, and perhaps non-interactive NPCs would have different comments. Maybe the companion quests could even be solo instead of relying primarily on the main character as usual. It could just be me, but I feel that this would immerse the player in the world more, give the world more character, and generally be refreshing since most RPGs focus entirely on the MC while the companions are just decoration, more or less.

#4
SunlightDancer

SunlightDancer
  • Members
  • 19 postów
Jade Empire's story wasn't really based on Journey to the West, just fyi. The world they created for Jade Empire was loosely based off of things in the text, but the story of Jade Empire has very few similarities to the story of Journey to the West. Meaning they can still adapt that story, or at least some of the characters, for a sequel story. And, honestly, I don't feel like they're at a loss for material for a second story. The original game mentions a lot about Horselords and the Celestial Bureaucracy, but we don't see a whole lot of either. Meaning they could play much bigger roles.

As for combat, they need to do a couple things. I think, first off, they need to let Health, Chi, and Focus regenerate. Give health a slow regeneration rate, while Chi would get a more substantial regeneration rate. Focus would regenerate with each hit your character did to an enemy, equal to damage dealt. So strong, slow attacks will regenerate more Focus in a single attack, but quick, weaker attacks may generate more Focus in a shorter amount of time.

Also, as said before, more variation with the combat styles. I like the idea of being able to control your party member, but I'd also like each party member to have completely unique fighting style. For example, a character based on Sun Wukong would have a primary fighting style involving a staff, but because he is Sun Wukong the staff would grow in length during attacks and maybe do some other cool magic stuff.

Personally, I found the magic styles especially disappointing last game. They were pretty much the exact same thing in different elements. I think with Avatar The Last Airbender, there's a definite example of combining elemental magic and martial arts in a beautiful way. Each element could have a different focus in combat: Fire would be very quick and mid-range and do burst damage, Water/Ice would also be mid-range but do AoE damage, Wind would be long-range against a single target, and Earth would have even more AoE potential than Water. Maybe even throw in a Wood element style, or Metal or Void, since there are often 5 elements in Chinese belief systems.

Also, give Transformation styles more ability/utility and diversity. The first time I played Jade Empire and I got to that first part with the Forest Shadow I held out hope I'd get a Fox Spirit transformation style. I think it would be especially awesome to get some more benevolent creatures for the transformation styles instead of just demons and junk. Maybe a dragon or something. I don't know.

Also, give the game some platforming. While playing Jade Empire I felt that, had they added a couple simple platforming elements, the game would be more fun and maybe last a bit longer.