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Tuesday, July 17, 2012

In Humanity Lies Hope: Introduction

It's high time I introduced some new ideas on this blog, so let's begin with an idea I've been turning over in my head for over a year and a half now. Despite the large amount of time I've had this idea in mind, it's honestly not very well-formed, so this isn't a concept I'll have huge, in-depth posts on like I do for Rambling or Spectrum.

Some of you are probably quite relieved by this!

Anyway, "In Humanity Lies Hope" is imagined to be an RPG that looks like a Tales game and plays like Dissidia: Final Fantasy. It takes place in a world of demihumans, and it is a game plot that runs on curiosity and the desire for freedom rather than a world-threatening danger. Like Star Ocean: The Second Story (and other games,) the game has two main characters, both dog demihumans: Haruki, a shiba-inu-inspired archer who is quiet and sheltered, and Tess, a collie-inspired street-thief with a noble spirit.

Combat takes place in large, interactive, three-dimensional battlefields, as in Dissidia. The maximum party size is four characters, but you only control one, although you can switch who you are controlling at any time. The remaining characters in the party are either controlled by the A.I., directed by a Tales-inspired set of directives you can set in the Options menu and change during battle, or by up to three other people. I'm a big fan of multiplayer RPGs, and it's my personal opinion we really need more of them!

In a way, I intend the plot of "In Humanity Lies Hope" to be a mystery story. Mysteries drive the characters to leave their homes and embark on this journey. Mysteries drive the religions of the world, and mysteries inspire the ones who turn against these religions as well. Mysteries will, I hope, pull the player into the story. Who is right about the nature of the world? What is the real plan being woven within the shadows? Why do the worshiped gods have such familiar forms? And most important of we all turn pink or blue in the afterlife?

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