Spooky Scary Fantendo Showcase 2016/Presentations/Pyro Enterprises

Spooky Scary Showcase 2016The Pyro Enterprises Showcase 
Welcome, welcome, one and all, to the Pyro Enterprises Spooky Scary Showcase 2016! We've got a lot to show this time around, including one project I want the entire community's opinion on! We'll be starting now with said project!
==Day 1==
I like Paper Mario. In fact, my biggest and arguably most successful project is a Paper Mario game: Paper Mario 5: The Rise of Shadow. I tried to follow it up with Paper Mario: The Radiance Force... But I got bored with it quickly. That's the issue; I have so many plot ideas for a Paper Mario game, I can't decide on which one to do.
That's where you come in.
I will be listing the ideas I've had below, and in the comments, I'd like you to tell me which one I should go for. If you actually want Radiance Force, just say so!
===Paper Mario Conceptualization Poll===
Concept 1: Future
This plot and design takes a lot from Kirby: Planet Robobot, which from a visual standpoint is one of my favorite games of all time. The story starts off normal, with Mario and Peach enjoying some time together on a hot summer day and wondering about the future. That thought goes horribly wrong when a rift in space-time is literally cut open by a cybernetic assassin, who manages to knock out both Mario and Peach.
When Mario awakes, he finds himself in a vastly different place, a land full of machinery and technology. He is soon found by a synthetic creature that claims to recognize him; this digital being, named Ai, told Mario he was in the glorious world of the Prime Gear, who had become the ruler of the world by obtaining an ultimate power source from the past and changing history: the soul of the ruler of a once-great kingdom. Knowing Peach was in danger, Mario sets off across the futuristic world to save her and hopefully find a way to return time to normal.
Concept 2: The False Princess
Arguably the most fleshed-out plot of all these options, this one begins in what's essentially New Super Mario Bros. Peach is kidnapped by Bowser, and Mario has made his way to the final castle in order to save her. However, while the plumber is battling Bowser, something happens with Peach in her cage. When Mario finally defeats Bowser, he gladly takes Peach back to the Mushroom Kingdom, unaware that her broach has gone missing.
When Mario returns to the Mushroom Kingdom with the princess, all is well... at first. Mario soon discovers that the person he'd saved was in fact not Peach, but an imposter: a Peach lookalike named Princess Deka, looking for an opportune moment to usurp the Mushroom Kingdom throne and take Peach's place. Unable to fight who the kingdom believed was the princess, Mario set off to find the real Peach, with the kingdom convinced by Deka that Mario needed to be captured.
Elsewhere, Peach finds herself in another strange situation; she's been brought to some unknown kingdom populated by card-like creatures, put in a strange dress, and put inside a castle. The card people don't mean any harm to her... In fact, they believe she's actually Princess Deka, the ruler of their kingdom. When Peach's true identity is revealed to Cardsworth, Deka's apparent butler, the two begin to try to piece together Deka's plan and why she seems so obsessed with the princess of the Mushroom Kingdom.
Concept 3: Pirate Adventure
This game expands on Chapter 5 of Thousand-Year Door as well as the pirate levels in Color Splash. It begins with a lovely ocean cruise by the main heroic cast of Mario, Luigi, and Peach... Of course, it doesn't stay lovely for long. A strange aquatic-looking mage emerges from the water, the skies turning dark as tentacles of some strange substance climb out of the sea. The mage and tentacles are driven off by an absolutely massive pirate ship, so large that it contains an entire town.
Leaving their cruise ship, the three enter the town-boat hybrid. They are greeted by a woman in pirate garb, who introduces herself as Captain Coral, commander of the S.S. Superstar. Coral explains that the mage is attempting to awaken some deadly sea monster, and the crew of the Superstar plan to collect the fabled Sealing Stones from across the ocean to prevent this from happening. Mario and company agree, and the adventure is on.
So, with that done, tell me what you think of these! Which ones do you like, and which should I actually make next? You decide in the comments below, or in this poll!
<poll>Which plot should I go with?
Option 1 (Future)
Option 2 (The False Princess)
Option 3 (Pirates)
Option 4 (Continue with Radiance Force)
</poll>
Now, on with actual announcements!
===Star Sword Kiyomi===
I like Earthbound. I like Japanese mythology. I like JRPGs in general. You can see where this is going.
Kiyomi, loyal samurai under the employ of Lord Mitsaki, a powerful shogun. Her life is as full of strife and chaos as any actual samurai's life would be, but she's content just doing her duty. Just when it appears that peace is about to begin... the yokai strike. A race of creatures that defy categorization- they appear to be both aliens and spirits of sorts- they begin slowly invading the land. Armed with a powerful weapon made from meteoric iron, Kiyomi sets off to end the yokai threat.
Star Sword Kiyomi is a spiritual successor to Earthbound in every sense of the word, though some elements are taken from Mother 3 and Toby Fox's Earthbound Halloween Hack. There's the return of HP and SP odometers that drain or increase over time instead of instantly, limited inventory space between party members, unorthodox playstyles, and even a tiered PSI system, though it's called Astra in this game.
I am going to be taking the game above and beyond in at least one way, however.
As you can see, I'm going to be going places with this game's art I really haven't done before. Screenshots up the wazoo.
Expect more soon.
===Atlantys===
This one has an odd background. I wasn't planning on making this one until very recently, when I actually started doing research into a game I never thought I would get into... and now I am. There are actually two projects of that description.
This one deserves special credit for , who introduced me to the Etrian Odyssey series. Emcee, I guess you know where I'm going with this.
The realm of Atlantis was just something humankind thought of as a fictional story, crafted by the Greek genius Plato. Of course, it was fake. We proved it. It's likely that Plato based his story off of another island nation.
But that old fable turned out to be way more relevant to humanity's future than we ever thought.
We managed to flood the entire world. There are only a few islands above the surface of the sea; the rest of humanity has to reside on man-made floating shelters. We can only barely get by on catching the sealife we catch and the water we desalinify. We need relics of the old world... The world we call Atlantys.
That's where the Atlantyans come in. The brave young men and women who have trained to have the strength, durability, and lung capacity to reach the old world. They brave the perils to bring back the supplies we need to keep surviving.
...But there's a difference between surviving and living.
Atlantys is a top-down roguelite RPG heavily based on Etrian Odyssey. You as the player construct a party of 4 Atlantyans and venture down into the depths of the ocean to help improve the lives of your colony: one that acts as your home base and is a place to rest between dives.
Diving is an important aspect of this game; we wanted to make the ocean seem like a place players would want to be. As such, we've taken some environmental cues from the Endless Ocean series, making normal dives peaceful and with soft music and simple controls. Dives can be a fun place to relax, but be wary of the party's O2.
Of course, you don't play a roguelike to relax. That's where things change if you swim into the regions of the ocean where Ruins exist; the remnants of human culture. Ruins contain supervaluable objects and items; far more than any one fishing dive or simple exploration. However, they're also inhabited by monsters, which turns things into essentially Etrian Odyssey but with combat based around the swimming controls. Remember, not only are you dealing with HP (Health Points) and AP (Action Points), but also OX (Oxygen). Don't run out of your slowly depleting oxygen, or your party member will drown... and die permanently.
Class is also important when deciding to dive underseas. They run the gamut from offensive classes like the agile yet frail Spearsweeper, to exploratory classes like the Scavenger, which relies on finding items, to support classes like the HP, AP, and OXY-restoring Oxymancer. However, all of your classes have advantages and disadvantages; that heavily armored Bronzeguard may have the offensive and defensive qualities to stand up to tough enemies, but that heavy suit is going to take a toll on their OXY depletion...
Hopefully, you've enjoyed Atlantys and the rest of Day 1! Please keep voting on the Paper Mario poll, and give me your criticism and thoughts! Until then, see you around!
==Day 2==
Time for more things.
===Heroforce: Revision===
Heroforce is one of my proudest creations, and what I believe to have started a new genre here on Fantendo. What's even more surprising to me is that one of the most popular games in recent memory, Overwatch, relies on a similar formula. However, after playing Overwatch for myself and looking at the roster, I can say with a straight face that the cast of Heroforce... needs a revision.
Some characters will stay as is, some characters will have their roles changed with new moves and abilities, and others will be cut entirely. I might be actually redesigning a couple to match this revision. Yes, this is one of the biggest changes to the game as a whole, even though the gameplay itself won't change a whole lot.
Not even series mascot Fera is immune to the changes that the Revision is bringing. She was intended to be the main character from the start, and as such, I wanted her to be a jack-of-all-trades, capable of doing anything but not as well as other heroes. Looking back, however, I found her moveset as-is to be too hodgepodge, with very little coherence to a set role on the battlefield.
Fera's role has changed from the jack-of-all-trades to what I call a "beacon character". She's the one who's meant to lead her team in charges against the enemy, and this is only compounded by her passive ability, [Teamwork]. This special ability increases the offensive and defensive stats of Fera and any nearby allies by 10% per ally; if the entire team of 6 is within range, that's a whopping 150% buff to the entire squad.
Passives are a major reason for the rework, and were actually inspired by Bravely Default as opposed to Overwatch. Every Hero has a passive ability that impacts their gameplay, and there will actually be a Hero coming soon that explores this concept further; a Kirby-like vampire that absorbs the Passives of enemy Heroes she kills.
Anyways, [Teamwork] ties into Fera's new role as the beacon; she is designed to lead full-team attacks on the enemy, using her Passive to buff them and her healing skill Adrenaline Rush to keep them as active as possible. Of course, she can handle herself in combat as well, using her Pole Vault, Crescent Sweep, and Dragoon Jump abilities to strike at heavy power. She retains her ultimate Overdrive ability, Shield Rush, but this also has another useful side effect; the bonuses provided by [Teamwork] gain a heavy speed boost as well. Use Shield Rush to literally carry your entire team into an enemy encampment for an exceedingly fast ambush attack!
In contrast to Fera being the beacon that the entire team follows, Lucius is a lone wolf in the ultimate sense of the word. Post-revision, he's now a powerful glass cannon who relies on assassination and agility alongside his Dragon Ball Z-inspired plasma moves. How does being a lone wolf benefit you? Why, with his Passive, [Lone Wolf], which grants him 150% offensive stats and agility... if he's far away from the rest of his team. Sure, you can't get backup or have most healing support Heroes following you at risk of losing the bonus, but his solo power increases by orders of magnitude.
Lucius Revised has now become the true polar opposite of Fera Revised. While Fera leads her team in head-first as a powerful legion, Lucius is meant to flank the enemy from the sides or from any angle he can get, using his [Lone Wolf]-boosted attacks to deal heavy damage... or to manipulate the enemy's movement back into the charging onslaught.
As for his actual moves, Lucius excels at range. His Plasma Scatter and Plasma Sphere are both viable options at close range, but the Plasma Sniper and Plasma Cannon Overdrive moves are almost purely meant to be ranged, with the power increasing the longer the range is. His agility is also enhanced by his Teleportation move, which acts similarly to Reaper's teleport in Overwatch; select a target and teleport there after a short delay.
As you can see, I'm no longer creating Heroes just because I had a cool design for them. The Revision is going to ensure that all characters have a place in competitive play, and that everyone has a role that they fit into, rather than simply a hodgepodge of skills.
===Mighty No. 9 XL===
I have made my disdain for Mighty No. 9 in the past. Not necessarily for being a badly-made game, but for being what on the surface looks like a scam. It's a shame that this series probably won't go anywhere, because there are some genuinely cool things in MN9, and that's why I'm making a sequel. Not to spite it, but because in a weird sort of way, I love it.
Mighty No. 9 XL takes place about three years after the events of the original game. Society has recovered from the robot attacks of the original game, Sanda Incorporated has grown immensely, and Beck and Call have become sort of a crime-fighting duo. One day, Dr. White and his creations are invited to speak at a scientific convention, where a nanoroboticist prodigy and life-long fan of White, Dr. Kirtsen Greye, takes the stage.
Dr. Greye introduces Fyber, a nanobot-based structure based on her idol White's work in the field of Xel technology, and introduces the Amps, powerful robots made with Fyber technology in mind. When she tries activating them, however, the Fyber goes haywire, causing Greye's Amps to go crazed with power and seemingly consuming the doctor herself. Beck and Call help the civilians evacuate, and Dr. White and Sanda decide their plan of action: release Beck and the other Mighty Numbers to stop Kirtsen's rampaging Amps and find out where she's gone.
That's right, the first major change is the introduction of multiple playable characters. Beck plays almost identically to his previous incarnation, but he's been sped up and gained the ability to wall jump (while losing the ability to grab ledges). This is something all 10 playable characters- Beck, Call, and the 8 Mighty Numbers- can do, though each has their own stats and play style. In addition, Beck's main abilities have been altered; he can now charge up his pellet attacks to create a stronger piercing shot, and his dash attack no longer grants buffs but helps to restore a bit of HP and weapon energy.
Remember the online mode of the original? Nobody does. It was a laggy, broken mess. Well, that's fixed; not only is there a time trial online mode that will actually work, but the game can actually be played in co-op locally or online! Mix and match characters to create your ideal team of Mighty Numbers!
===Wario: Master of Deception===
Aha a secret
A special project based as a sequel to one of my favorite games ever, Wario: Master of Disguise. Don't kill me for saying this, but it's honestly the only Metroidvania I've ever played. Considering Sam's got his own special community project going on with the Year of Wario, I figured it'd only be fair to add my own game to the pile of WAA.
The plot begins with Wario sleeping on his couch, dreaming of swimming within an ocean of gold and eating raw cloves of garlic; his dream life. When he finally wakes up, he's shocked, as all the objects in his house have vanished, even the couch he was sleeping on. Falling to the ground, he noticed a letter left by somebody named the Black Cat... He reads it over, his forehead turning red from anger.
The Black Cat introduces herself as "the world's greatest thief", and orders Wario to come to her and bring his invention, the Telmet, if he wants to see the rest of his belongings. Enraged, Wario takes the Telmet and runs off into the city. Hours pass, and an exhausted Wario climbs atop a building and arrives to find a woman in black with a mask on. Ordering Wario to give her the Telmet, he angrily rushes towards her, knocking her back. She drops a small mask-shaped gem, which Wario immediately picks up out of pure greed. Enraged, the Black Cat demands Wario give her both the gem and the helmet, stating that the gem is the source of her thievery and deception skills. He refuses, running back to his apartment at mach-speed.
Master of Deception is, gameplay-wise, extremely similar to the original Master of Disguise. It's a Metroidvania game based around collecting tons of treasure, fighting enemies, and solving puzzles with Wario's various disguises. Need to traverse over water or get rid of some fire? Switch over to the Freezy Wario Guise! Need to interact with spectral objects or light up something? Use the Candle Wario Guise! Need bombs for no discernable reason? Activate the Explosive Wario Guise!
Wario: Master of Deception is coming soon. And that's all for tonight, so I will also be coming soon... tomorrow!
==Day 3==
Let's not waste any time jumping right into today's showcase!
===Re:Surge===
Project Surge Log: May 15th, 2100Project Surge is complete! Finally, we have created a device with the ability to see through time itself! With this, time travel is within our reach! The boss is happy, as we all are, and Surge will be going online tomorrow.
Project Surge Log: May 16th, 2100How did we not plan for this? Surge managed to interface with its counterparts across the space-time continuum, and somehow, far in the future, somebody managed to hack it. So now, it's going haywire. I can feel time itself changing and shattering as we speak...
Project Surge Log: May 16th, 2100The skies are cracking. Time has essentially crashed, and Surge's chaotic AI is the only thing in control of it. It's also hijacked the lab's data on nanorobotics and seems to be studying them. I'm scared.
Project Surge Log: May 16th, 2100It's been fifteen years since the incident. Society has collapsed from Surge destroying time and letting loose a roboticization virus it seems to have fabricated from the nanorobotics data it stole. People are exhibiting strange effects and abilities linked to Surge's time crash. Earth is not what it once was. This is my last log; I'm done with everything to do with this project.
Project Surge Log: May 16th, 2100no no no no NO
Re:Surge is what happens when you lack any ideas on what to do for a Super Smash Bros. game and then make an original IP off of the ideas you do have. The game is set about 200 years after the time-manipulating AI, Surge, goes haywire and causes an apocalypse by essentially breaking time itself. Society has devolved into a Mad Max-style survival of the fittest environment, though the roboticized lifeforms caused by Surge's accidental technovirus do their best to live a more peaceful, luxurious life under the AI they call their deity.
The game is, in essence, a successor to both Super Smash Bros. Melee and the failed successor to that, Air Dash Online. Gameplay is faster than most real Smash games, and wavedashing is an important aspect of gameplay. However, instead of just being a physics exploit, Re:Surge's air dash ability is an easy-to-grasp core component of the game that newcomers are instructed on how to perform. In fact, every character has a unique air dodge and therefore a unique air dash, ranging from a bouncy dash that bounces off of the ground to a damaging slide on the ground to a pressure-powered dash that sprays a trail of poison.
It plays like Melee, but the characters are rather unorthodox compared to actual Smash games. There are some classic characters (including a character that acts as a combination of both Marth and Fox), but plenty others play in far more unique ways.
This is Gyne, tomboyish mechanic and the first character we can reveal. She's simpler to grasp than some of the stranger characters, having moves inspired by both Mario and Captain Falcon, and is an all-around average character that fights better in the air then she does on the ground. She lacks projectiles, but her Neutral Special, Ascending Strike, is a powerful close-range attack that's basically what happens if the Falcon Punch was an uppercut and knocked people upwards.
Now might be a good idea to go into Re:Surge's main mechanic: the Timebreak Gauge. Every character has a green bar over the HUD that fills up slowly over time by dealing damage, and more quickly when taking it. When this bar is full, the player can trigger a Timebreak, which essentially triggers Bayonetta's Witch Time ability on the entire stage, save the player that used it. Timebreak is the opportunity for players to really deal heavy damage, unleashing massive combos or simply charging up powerful strikes without threat of being countered.
Countering is another difference between Smash and Re:Surge. Shielding and dodging are a complete thing of the past, and airdodging is relegated to its own button so that wavedashing is still possible. Instead, all characters possess a counter as a defensive ability, meaning offense is greatly rewarded over defense. The days of simply dodging back and forth endlessly are over; countering attacks is the biggest source of defensive potential.
Hopefully, you're looking forward to Re:Surge as much as I am!
===BlackLight===
BlackLight is Pyro Enterprises' take on classic JRPGs, relying on a job and class system that allows the player to customize their party as they see fit. More accurately, they can customize two parties. The main selling point of BlackLight is that each save file consoles of two stories; Light Story and Dark Story. Both of these are their own adventure, and you'll often come across the other party in your travels. In fact, you'll often fight them, meaning that you'll be battling against the formidable class setups that you yourself have created.
On that note, I'm here to discuss some of the classes that you'll be able to outfit the Heroes of Light and Darkness with; this will let you know not only what they allow you to do, but also to counter them if the other party is using them in a fight.
The Executioner was based off of the ideal of a debuffing class made useful. Normally, status effects are relegated to mages, and are often considered unuseful simply because they're too niche or that enemies are often immune to them. Not so with the Executioner, which is a slow, bulky, offensive melee job that is built around dealing heavy damage- some of the strongest in the game- and inflicting statuses. Cripple a target with Tendon Slash and inflict Paralysis, strike with Carotid Slice and inflict Mute, or use Artery Strike and deliver a quick and dirty Bleed effect. If that's not powerful enough, it also possesses the extremely deadly Guillotine ability; one use of this ability instantly slaughters any entity on the field with under 12% maximum HP, even allies and bosses. The main weakness of the Executioner is its bare minimum speed, as most things in the game can outspeed it. If the enemy party has an Executioner, be sure to set raise defenses or prepare effects to negate statuses.
From offense to support, we have the Lunamancer job. Most healers are dedicated towards simply restoring HP and healing damage that's already been done, but the Lunamancer is meant to prevent the need for HP restoration at all. Its Lunar Light skills don't heal X amount of HP to the target, but apply a layer of protective shielding that can take X amount of damage. While the armor takes the damage that the target would normally take, it can't be used to heal them and actually absorbs healing skills as well to help replenish it. These shields can be used on characters with low health to maintain their HP or simply to bulk up characters with full health. The Lunamancer also comes equipped with the ability to use Celestial-class magic, which has the ability to pierce defenses, even the armor that it can create. Lunamancers are frail, and rely on their own Lunar Light to maintain survival, so battling one becomes far easier with piercing abilities.
The Copycat is almost a joke class. It has pitiful stats and only one ability. Why would you ever use this? Because that single move is Copy, which transforms the user into the target, with slightly lower stats and an exact duplicate movepool. The Copycat thrives not on its own abilities, but that of the enemy, turning their powerful techniques against them. This also works if the enemy is a member of the enemy party, and copying them will give you access to more than just stats and skill, but also duplicate their weapons as long as you maintain their form. The single downside to transformation is that the user's HP and MP totals do not increase when transformed, so while you can attain the power of a boss, you cannot get their HP to back up the massive firepower. Keep this in mind when battling enemy Copycats.
Lastly, we have the Anarchist job. You may be familiar with the average, generic thief class most JRPGs possess. And you'd be semi-right in thinking that the Anarchist is one as well; however, the Anarchist is based around my personal disdain for these jobs, as they rarely have the capacity to do anything useful in combat aside from stealing. The Anarchist is certainly able to steal from opponents, but you'll be getting a lot more than gold and items, with the main drops from theft being Components. Components are items that Anarchists are capable of fusing to create bombs of many varieties, lending them plenty of versatility on the battlefield. They can create elemental bombs, healing potion-bombs, stat-lowering smoke bombs, and more. It's also a highly speedy and agile job, as most thief classes are. They have low defense, so kill them quick before they have the chance to use too many bombs on you.
And these are just a handful!
===Heroforce Newcomers===
Remember my new mantra when designing Heroforce- everything has to have a set goal in mind. The new characters I'll be revealing follow this as well, showcasing the new focus and dedication that I've set for myself.
Gelat'n is a frog-like member of the Amphiblor race, notable for the thick mucus they excrete as well as their surprisingly royalty-like demeanor and taste. Gelat'n himself fills a role on the battlefield that serves as both a hinderance and a blessing; he's built to jump around the battlefield constantly, avoiding as much damage as possible as well as laying his thick mucus on the ground with his Puddle Trap move. The Puddle Trap vastly slows down the movements of any enemies in it, as well as preventing them from jumping. This becomes even more formidable when his Overdrive, Acid Flush, is activated, causing the Puddle Traps he creates to turn acidic and gain a damage over time effect.
Gelat'n's Passive is [Wall Jump], which allows him to cling to walls for a short time before falling off. While on the wall, he can shoot at his foes or jump towards another wall, aided by his Frogjet move that causes him to dash forwards and his Tounge Grapple move that targets the nearest ledge and pulls him towards it. By continuously wall-jumping, grappling, and dashing, a good Gelat'n can avoid tons of attacks and serves as a major nuisance for the enemy team, even if he isn't doing much in terms of damage. He's still able to do some damage with his Bounce Mine, a proximity mine-like attack, but it does more knockback than damage and mostly helps to get the frog back into the air.
While Gelat'n stays in the fray and doesn't do much damage, instead relying on being a general nuisance and hindering the enemy. In contrast, Khyberian hunter extraordinaire Fenris and his loyal Sectrahound Toxin are designed to deal heavy damage while staying far away. At the very least, Fenris is. He's a sniper character, using his bowgun to lob spikes at enemies far away and debilitating foes with his Breakshot, which inflicts Break on contact. Break is an exceedingly deadly status ailment, and it causes the person suffering it to be unable to defend from incoming attacks. Like any good hunter, he can also lay down Traps for his foes, which keep them in place and alert him when triggered. Fenris's Passive is [Master Tracker] enabling him to see enemies through walls for a few seconds if he sees them before they duck out of view. This assists him in sniping and taking out targets, though a savvy player can also alert the team to their presence.
Of course, Fenris is a character that fights on 2 fronts; Toxin, his dog-like friend, hunts on her own and seeks out enemies to flank, ambush, and kill mercilessly. She has her own HP, and is capable of dying. If that happens, she will be out of action for a full minute. Luckily, she can heal easily by consuming health packs and regains HP over time by being near Fenris. The player can only control Toxin through the use of two abilities; Come Here and Fetch. Come Here is relatively simple, in that it forces Toxin to run to Fenris for healing (and dog treats), but Fetch is far more versatile. If an enemy is within Fenris's line of sight, Fetch will force Toxin to lock onto them, chasing them down and permanently triggering [Master Tracker] until the confrontation is over. Using Fetch when Toxin is already locked onto a target will instead make her use Critical Lunge, a lunging attack that does heavy damage, but it will only target the enemy she's focused on.
Fenris's Overdrive is known as Treat, and is deceptively powerful. It automatically empowers Toxin to super strength regardless the distance between the two, increasing her max HP, defense, offense, and speed by 250% for 20 seconds. It also causes her to howl loudly when the move is activated, revealing her position and hinting to the enemy team that they should probably be running for their lives. Treat-empowered Toxin is a vicious hunting beast, and that's not even getting into the fact that she can often chase people into the bulk of the enemy squad.
And with that, we're done here! See ya tomorrow!
==Day 4==
We've almost gone through with everything we'd planned for the showcase! Guess that's what happens when you expect it to only be 4 days long...
===Re:Surge Character Spotlight===
Yesterday, we discussed Re:Surge's general gameplay as well as the plot and one of the characters. Today, we'll be looking more at the roster, discussing characters and their movesets.
First off is Gyne, revealed and discussed yesterday. Gyne is a Junker, a human who scrounges through the wastelands of society to collect scrap metal and other things to survive. The main area where Gyne stands out is her skill in repairing things and in metalworking; she's one of if not the best mechanic left on the planet. She is also one of thousands of people across the world infected by Surge's technovirus, and has visible robotic parts that she actually bears as a mark of pride.
Compared to other characters, Gyne is more conventional, acting as a combination of Mario and Captain Falcon. She's a short little powerhouse who fights better in the air than she does on the ground, her aerials being faster than her moves on the ground. Her Neutral Special, Ascending Strike, assists with this, being a charged Falcon Punch-like uppercut that knocks people into the air. Her side special is Flame Dash, which is essentially a Falcon Kick that lacks its downward slant in midair, instead putting Gyne in freefall. Gyne's other two specials, Upwards and Rotowrench, are simply ignited variants on Mario's specials, so they should be easy to get the hang of. Gyne's Dash is Normal; her airdodge and airdash basically work exactly how they did in Melee, and she has about Captain Falcon's dash length.
Our second character is Noctyz, a fully roboticized character who wanders the world. None know why he travels; some say it's to spread the technovirus, others say it's a classic hero's journey, and others say he's just bored. One thing is certain about Noctyz; he's exceedingly powerful and quick to blows.
Noctyz's moveset takes inspiration from three sources: Ganondorf from Smash Bros., M. Bison from Street Fighter, and Dio from the JoJo's Bizarre Adventure games. He's a slowish heavyweight character with extreme offensive capability, though unlike Ganondorf and much like Bison and Dio, he is able to teleport with his up special, Umbra. His neutral special is Vendetta, at first appears to be another charging attack much like Ganondorf's Warlock Punch, but when fully charged it actually becomes a flurry attack that rapidly attacks the opponent, much like Dio's infamous "MUDA MUDA" rapid punching. His side special is Phantom, which is a slow invulnerable dash towards the enemy, and his down special is Revenant, which acts as a reflector when used on the ground or causes Noctyz to float when used in the air. Noctyz's Dash is Spectral, causing him to dash slower than usual but also completely removing his hitboxes, making him phase through objects while dashing.
Our final character for today is Nasami. Formerly the daughter of a Japanese store worker, the time crash has basically caused the people of her hometown and beyond to revere her as a shrine maiden. As a child, she enjoys the attention, but really just wants to lead a normal life with her mother, who's begun profiting off of her newfound role in life. Nasami's also partially infected with the technovirus, her cybernetic parts offering her energy manipulation abilities some see as divine in origin.
Nasami is incredibly projectile oriented, giving her a bullet hell-like flair not really seen in Smash Bros. before. Her neutral special is Persuasion Needle, which causes her to spawn three arrow-like projectiles that linger in the air for a second before targeting the nearest opponent and lunging at them. She can only have one batch out at a time to prevent spamming, but this limit is negated during a Timebreak, letting her spam as much as she wants. Her side special is Exorcising Border, which generates a shield-like projectile that fires directly forward, nullifying projectiles that it hits and dealing damage on contact. Her up special is Fantasy Seal, spawning a temporary platform beneath her feet that damages enemies on contact. Lastly, her down special is Duplex Barrier, which spawns a ring of small projectiles around her that she then fires off in all directions. It does little damage, but is certain to disorient opponents. Nasami's Dash is Burst, allowing her to dodge constantly in short bursts to disorient her foes.
Shoutout to fellow users Monstermanchego and Plazzap for suggesting (inadvertantly) Noctyz and Nasami!
===Deusai: Myth of Sacred Island===
Wh-Where am I?Oh, so you aren't from here? That's odd. You don't normally find newcomers on Deusai. It's quite hard to find most of the time.Where am I?!Sheesh, lighten up. You've washed ashore on the island of Deusai. It's a little paradise that me and a couple of... I hesitate to say friends live. You're lucky, you know. Not many people find their way here.Well, I'm sorry, Miss...Ercirine. But people call me Erci.But I need to get back home. If you could just escort me to the nearest dock or port-Well, I'm sorry, my friend, but Deusai for the most part is a one-way trip. You can arrive and you can stay here all you like, but getting off is... almost impossible.What?! You've got to be joking!No jokes or tricks here. Welcome to the island, sister.
Deusai is another game that I have to credit someone else with; that someone is Plazzap, who's a great friend and wound up introducing me to the Touhou series. Deusai is sort of my take on the bullet hell series, and things are quite a bit different.
The story of the first game in this planned mini-series begins with Calypso, a Greek swordfighter, being caught in a heavy rainstorm and shipwrecked. She awakes on an island, being resuscitated by a young girl. The young girl introduces herself as Erci, and explains that the island is a land of the divine, and that nothing on the island is capable of leaving... save possibly the gods, the strongest beings on Deusai. Determined to leave, Calypso sets off in search of one of these gods to ask them to help her leave, armed with nothing but her sword and a pair of wings conjured for her by her new friend Erci.
That sword part is important. While Touhou is a typical shmup in terms of combating enemies, Calypso is armed with only her sword; she has no ranged abilities most of the time. She can deal damage to enemies through melee strikes, and she can reflect some of the larger bullets by hitting them with perfect timing, but otherwise she is consistently at a range disadvantage. Luckily, she has other options.
While Touhou possesses a gauge that allows the user to generate screen-clearing bombs, Deusai possesses a generalized Special meter, which powers various techniques such as a sword beam-bestowing super mode, ranged drones, evasive dashes, and even lasers. These can all be purchased in the small settlement Calypso visits between missions, which also allows access to side missions and other side activities.
Of course, the bullet hell is still strong with this one, and odds are I'll be constructing "screenshots" for this game alongside Star Sword Kiyomi.
Thanks again to Plazz for this game coming to fruition!
===Heroforce Newcomers Part 2===
Time to end today with two more characters for Revised Heroforce!
Posimari began life as a character who was meant to be an adorable little alien who scouted the battlefield from above, and then somehow managed to evolve into a femme fatale butterfly assassin. Her third incarnation has become something else entirely, as this Nymphaline specimen has quite literally become a monarch: a dominating presence on the battlefield who uses her powers to negate enemy attacks. In fact, she actually possesses a timing-based counter for one of her normal attacks.
Posimari has a lot of countering moves; her Stand Guard grants her the ability to deflect all projectiles that hit her towards her target, her Royal Declaration move creates a truce zone nullifying all damage within, and her Retaliate move causes her to stand still for a few seconds, dealing all the damage she took during the charge period in a burst attack. She can also focus the damage on herself with her Eyes on The Queen move, which forces nearby enemies to lock onto her.
To ensure she remains alive, Posimari has the Passive [Undermine], which causes her to heal by performing any sort of counterattack. Her Overdrive is Royal Onslaught, which causes her to enter a special state called Onslaught. During this time period, any time an ally is attacked, Posimari will teleport to their position and perform a Retaliate on the offending party. Posimari as a whole is a dangerous character not through conventional means, but because attacking her might be a deadly mistake.
Posimari is a character who makes defense her offense, and Captain Phiridae is a character who makes offense his defense. This small pirate bears a powerful cybernetic claw with a rocket launcher, and can be compared to the Soldier from Team Fortress 2 or to Pharah from Overwatch. His rockets and cannonballs pack a major punch, but they're clearly visible from distances and can be avoided.
While he is powerful, Phiridae is actually a defense-oriented character, using his "specialty cannonballs" to support the team. His Bramble Shot ability erects a physical barrier at the impact site, while the Bolster Shot ups the actual defense stat of allies in the blast zone. If the situation calls for more desperate measures, he can use his Backshot ability to knock himself backwards and the enemy forwards, giving him more room to breathe. Lastly, his Volley move launches an airstrike some ways away from the user, and his Overdrive Super Volley fires a ton of them on a chosen area of the map. Quite ironically, Phiridae's Passive is [Bioshell], which grants him complete and total immunity to explosion and fire-based damage... but not the knockback.
Anyways, that's all for today! We'll finally end this off tomorrow!
==Day 5==
The final day! If this were Majora's Mask, we'd all be dead by this point. So cheer yourself up and read onward!
===Re:Surge Character Spotlight 2===
Another character segment for Re:Surge, featuring two more characters who feature a little more heavily into the plot. They also have one thing in common that Smash Bros. doesn't see a lot of: poison.
Senick is the leader of the Noxide Gang, a band of powerful bandits who ravage the remnants of society, doing raids and what not. Their calling sign? Poison. Their universal poison is a compound of nearly every toxic element they could get their hands on, and they not only attack the remaining humans with it, but also robots and roboticized humans. Senick is the conniving, crafty head of the gang, and his signature weapon is his selection of blades laced in poison. His supposed desire to pillage and plunder seems to be an aftereffect of the toxin on his brain...
Senick is comparable to Sheik in a couple ways: he attacks with and throws short blades in rapid succession, he's heavily agile and can cling on walls, and has a smoke bomb ability. However, he's also got plenty of differences. For one, he's almost always squatting or crouching, making him a shockingly small target that can avoid plenty of attacks just by idling. His neutral special is Poisoned Blades, which causes him to throw a small knife forward a short distance, poisoning the target. By holding the button, he can pull out up to three knives, and releasing causes him to throw all of the knives in his hand rapidly. His down special is Noxious Gas, a smoke bomb that also poisons enemies with the initial impact, and his up special is Knifedrive, an upwards slash that garners him semi-decent height. Lastly, Senick's side special is Sweep Kick, and is a 360-degree kick that knocks enemies hit by it up into the air, ready to receive a beating. Senick's Dash is Poisonous, which has the downside of being slower than most air dashes and as such more easily interceptable, but also generates a short-lived burst of poison; wavedashing repeatedly can lead to a decent amount of the stage being poisoned.
His second command is his little sister, Sulphine. Whereas Senick seems to have abandoned his humanity and morality long ago, Sulphine is probably the most sane member of the Noxide Gang... but that still isn't saying much. Her weapon of choice is bombs loaded with a powdered version of the gang's universal poison, and offensively she's a force to be reckoned with. Still, she seems to hate pillaging and stealing from the less fortunate, and seems to only want her bigger brother back.
Sulphine is marginally close to Link in terms of her inspiration, but only because of her weaponry, her poisonous bombs. her neutral special, Bomb Stash, pulls one out, and basically spawns it as an item that she can then throw as such. The explosion does damage, but it also creates a puff of poisonous gas around the blast zone that lingers for a while; the cloud is big, but Sulphine can't pull out another bomb while it remains. Her up special is Twirl Bomb, which detonates the region around her, propelling her up in a Screw Attack-like somersault and damaging enemies around the blast zone. Her side special is Incendiary Bomb, which causes her to roll a small grenade along the ground that explodes into fire on contact, and her down special is Sticky Bomb, comparable to Snake's C4 in Brawl. Sulphine's Dash is Explosive, causing her to rocket forward and deal damage while dashing, but also having a minor bit of input delay on her dashes.
Some things to note on how poison in this game works; it is, of course, a damage-over-time effect. However, if somebody capable of inflicting poison uses a Timebreak and slows down time, their poison will remain ticking at the same rate, causing it to build up comparatively faster. In addition, clouds of poison can be detonated for heavy damage by any fire-based attack, even if the cloud wasn't yours to begin with...
Hopefully these characters- and Re:Surge in general- sound compelling and fun!
===Kirby: Robobot Revenge===
Wait, this wasn't on the-
Hi!
...Well I can't stay mad at that face for long.
Yes, Kirby: Robobot Revenge will be ending its hiatus soon. On top of that, it'll feature custom sprited screenshots as well, just like Deusai and Star Sword Kiyomi! That's about all I have to say on this game, just a little but important announcement.
===Heroforce Newcomers 3===
Alright, our last thing for the showcase. Tonight, to show you just how far the Revision is going, the "new" characters will be ones that have appeared before, but with redesigns to show just how much they've changed.
Mahoroa: parody of evil overlords, powerful dark mage, and... Heroforce's first transgender character. Yeah, while this character began life as an intentional expy of Magolor, I wanted to distance him from the Kirby character to give him more of his own identity. A redesign was in order, but the one I thought was best looked a bit too feminine. I figured I'd roll with it, and now Mahoroa identifies as a woman in-universe. Don't think she's any less powerful, though.
Mahoroa was based directly off of a final boss, and she has the skills to prove it. She's an offensive character meant to attack on the front lines, dealing heavy ranged damage with her Necro Spheres and Homing Sphere abilities and driving off close assailants with her Shatterstar ability. She can also keep firing off these moves as need be by using her Soul ability, which consumes a little of her health to refresh all her cooldowns. This ties into her incredibly strong Passive of [Second Phase], which basically grants her a stat boost and infinite ability usage for ten seconds after she is "killed"; once those 10 seconds are up, she dies for real. Her Overdrive is Starcutter, which fires a massive sweeping sword beam across the player's line of sight; it's extremely strong and can be an insta-kill. With all these skills combined, Mahoroa is a girl players will enjoy throwing into direct combat.
Gargan, formerly known as Gog until he became an actual character, is another Hero that I felt had a weird, hodgepodgey moveset that little me just threw together. Ice rockets, grappling hooks, gatling guns, drills, etc. Gargan has been completely revised, receiving a smaller redesign to show this.
Gargan's main role is heavy melee damage. That doesn't mean he's slow, just that he deals heavy damage up close. He can use his Shoulder Charge move to get to enemies faster or his Grapple move to pull them to him, and then wail away with his Dynasty Warrior-like combos and slaughter opponents. If an enemy is at range, he can fire an Ignishot to launch and ignite foes, and he can also use Block to nullify incoming damage for a second. His Overdrive is Rage, which grants him invincibility and causes him to repeatedly spam his melee attacks for a few seconds, and his Passive is [Bounty Hunter], which rewards him with more Ability power when he kills an enemy.
Now, with that done, we have just one thing remaining...
===Finale- Paper Poll Results===
In 3rd place, we have Option 3, Pirate Adventure, with 4 points.
In 2nd place, we have Option 1, Future, with 5 points.
And in 1st place with a whopping 9 points... Option 2, The False Princess, will become the next Paper Mario game in my little series!
Thank you so much for all your support and votes, and I'll see you in the next showcase!
Category:Showcases
Category:Pyro Enterprizes
Category:Spooky Scary Fantendo Showcase 2016