Spooky Scary Fantendo Showcase 2020/TRI

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=Day 1 - Scurge: Hive II=
SIGNAL INCOMING
...
SIGNAL LINKED
Starship Denoria, this is Jenosa, been out here drifting for a long time
Jenosa? Wait, we thought you went missing after the Inos Incident?
Well I've been adrift and in suspended animation, speaking of which could I get a lift?
Uhh, right, well we better catch you up on things then Ms. Arma, you've been gone for fourteen years
Fourteen years...
Yes, and I'm afraid that your work against the Scurge is far from over
As long as there's a good pay at the end of the day I could consider another mission
Why did you not inform them of your condition?
The Council don't need to know about Inos
Is that not a breach of the agreement?
They won't prod into something that they're trying to cover up, I've got all the cards this time.
Scurge: Hive II is a sequel to the Action-Metroidvania, Scurge: Hive released for the GBA & DS. Scurge: Hive is in many ways a series inspired by Metroid with a similar premise and execution, however what distinguishes the original Scurge: Hive from Metroid was its Isometric perspective. Scurge: Hive II is a 3D Action-Metroidvania, bringing the series into true 3D. It also introduces a new mechanic to the series known as the Bio-Adaption which allows Jenosa Arma to take on some of the traits of the enemies she faces due to her prolonged infection with the Scurge.
So what are the Scurge? The Scurge are a viral bio-mass that appeared in the original Scurge: Hive and infected the planet Inos, they're able to infect biological organisms, interface with the Council's Bio-Mechanical Technologies and can even attack and control creatures that are made of pure energy that typically live in waste disposal areas. Infection typically means death however during the time of Scurge: Hive, the Council developed a bio-suit which Jenosa wears which was able to stave off infection, allowing her to be purged of up to 99% of her infection at Medical Bays.
Scurge: Hive's primary mechanic was this infection system which would gradually tick upwards to 100% at which point Jenosa would rapidly lose health unless she got to a Medical Bay to purge the infection. In Scurge: Hive II, the infection system makes a return although has been toned down significantly and now ties into the new Bio-Adaptation system. Infection no longer increases simply over time, but rather from direct exposure to pure Scurge and while at lower infection levels this means Jenosa has a considerable safety net from a cascade infection (the rapid loss of health at 100% infection) at higher infection levels this causes the Bio-Adaptations to become more powerful.
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=Day 2 - The Legend of Zelda: Virtue of the Farlands (Pt.1)=
It is written, only the one who wields the Triforce of Courage can bring balance and peace to the Farlands where great beasts roam free and a foul lingering spirit resides. Go forth noble warrior, you, who were chosen by the Goddesses themselves must bring about a new age to these forgotten tales.
The Legend of Zelda: Virtue of the Farlands is a Remake from the ground-up of the two Zelda CDi Games, Link: The Faces of Evil and Zelda: The Wand of Gamelon. Combining the two games together and reworking the plot to be able to be incorporated into the greater Zelda Timeline.
It is the great prospering era of Hyrule, following the events of the Legend of Zelda: Adventure of Link, the kingdom has flourished. Ganon's forces were driven off the mainland and Hyrule was able to expand, its culture rich with character and personality as travellers from foreign lands began to visit unveiling just how vast the world beyond truly was. The great and powerful King Harkinian rules over the land utilizing the Triforce's great magic. In the Farlands, a distant island made of two great family dynasties; the Koridian Penumbra and Gamelian Pact who worked together to bring unity to the island.
However the times of prosperity in the Farlands have come to a close as foul beasts from a Dark Realm seep into the Farlands and have corrupted the people and the land itself, twisting it and turning it afoul. The Gamelian Pact has all but collapsed as a result, though many citizens within its lands still retain their sanity, they're subjugated by corrupted lords and strange beasts. The Koridian Penumbra, a sect that grew from descendants of the Sheikah who'd become extinct on the mainland of Hyrule long ago utilized their lineage's powerful magic to create protective fields around their homes, however the constant struggle against the Demons of the Dark Realm has worn down the leaders of the Penumbra.
A messenger from the Koridian Penumbra, a Sheikah mage known as Gwonam seeks aid from King Harkinian. Realizing the great peril that could be brought about not only on the Farlands, Harkinian sends Link & Zelda to stop the spread of the Demons and bring peace back to the Farlands.
The Farlands is a vast an expansive land that is split up into many small regions which are inhabited by a wide variety of creatures as well as various species both found on the Mainland of Hyrule and exclusively on the Farlands Island itself. The landmass is comprised of the major Farlands island as well as several smaller islands and islets across the coast most notable Arkmagoh Island in the East and Sournura Island in the West.
The Sheikah that reside on the Farlands are quite distinct from the mainland Sheikah that once lived in Hyrule, having given up their outright forms of secrecy they tend towards a heavier utilization of magic and have flourished as a result, having some of the largest cities on the island. The Gamelians are a human-like race that appear exclusively on the island, similar in appearance to Hylians, they're easily distinguishable for their shorter but wider ears which point downwards instead of upwards like a Hylians. The Gamelians are a proud race that were one of the first intelligent races to find their way onto the island, although their lives have been in shambles as a result of the Demons their once great castles still stand, only uninhabited or cursed.
Though the Sheikah and Gamelians are the dominant species in the Farlands several others reside here as well. Zora's found on the Southern parts of the island are notable for appearing distinctly different to the mainland Zora with the most notable feature being their lack of hostility towards other races, it's believed they originated from a different sub-set of Zora to the River Zora of Hyrule as the Farlands Zora are capable of swimming in open waters. Farlands Zora are a strange group, their very distinct culture has made itself quite prominent and noticeable across the land and their devotion to a Goddess of the Ocean known as Javuleen lead to this difference in culture.
Near the Heilsung Peaks exists a rather strange and unique species, the very dimorphic Gorundo are a race that thrives in the heat and are considered physically, the strongest of all races. The men of the race were once mistaken for beasts due to their immense size and lumbering physique, able to live off the very earth beneath them when food was unavailable. The female Gorundo however are just as imposing, their distinct attire that developed from ancestors who dwelt in deserts long ago has lead to them developing a unique fighting style using twin Scimitars which is considered unmatched by regular knights. The Gorundo are quite a friendly race in spite of their imposing appearances and often will trade rare minerals to the other races.
In the North of the Farlands resides the Aru-Ainu a strange species that were once known as Wolf-Folk by early Sheikah Settlers. The Aru-Ainu are adapted to living in dry environments and although were for a long time nomadic, have established a settlement out on the Mesas of the North where they have built great stone and clay structures. A significant part of the Aru-Ainu culture is the Hunt a common sighting for many who visit the area are the great swaths of Aru-Ainu men and women chasing the great creatures of the Plains in the North with spears and bows often displaying their incredible hunting tactics and enduring speed which allows them to very effectively take out large creatures that the other races struggle with.
On the Southern part of the landmass, in a small village off the coast of the Shuythoi Lake live the Topota a curious looking race, appearing Reptilian in nature, they are one of the more primitive races within the Farlands although still play an important role as their low metabolism allows them to travel huge distances able to survive weeks without food. Their stocky bodies are able to store nutrients for them to feed off when food is scarce and they're even notable for eating their own tails to re-cooperate the nutrients within it. The Topota are the great traders of the Farlands, travelling from settlement to settlement selling goods in hopes for amassing a great wealth of Rupees, however many will often lose said wealth through games and simple entertainment. It's believed the Bombchu was invented in the Farlands just to entertain the Topota and get Rupees out of them.
=Day 3 - The Legend of Zelda: Virtue of the Farlands (Pt.2)=
What is a Zelda Game without its equipment. Early on in Link & Zelda's adventures they'll be able to obtain a few returning Items from the Zelda series that will allow them to explore more easily and access new areas.
Among the Sheikah, a common form of magic is manifesting light, an innate weakness of Demons as such Magical Lanterns are often used, able to retain a flame even in the deepest, darkest caverns. Though usually less effective than just using a regular old sword or magical attack, the Lantern can dispel minor Demons quite easily and cause the tougher ones to lower their guard, it can also scare off the spirits of the dead.
Although to the Zora their scales don't seem special, there is a unique magical quality about them, a scale that appears around the crest of their heads which is distinguishable for its spiral pattern possesses magic which allows non-Zoras to dive for much longer than usual, the qualities of the scale are limited, however many Zora often craft the scales into fine jewellery to provide both a fashion and utility.
Within the game's first dungeon, the Vibrant Mangroves you will find nestled amongst the webs of great arachnids an unfortunate bird that had met its end. The Mighty Roc are a rare sight across the world, massive birds whose feathers are imbued with magical properties, gifting those that use them an incredibly acrobatic jump, described as feeling like one is jumping off a cloud itself. Only the truly courageous and wise can hope to come across such a rare feather.
Two Playable Heroes
Unlike the previous Zelda Games which solely feature Link as the playable character, The Legend of Zelda: Virtue of the Farlands incorporates the playable characters from Wand of Gamelon and Faces of Evil, allowing the player to play as both Link and Zelda together. Each character has their own playstyle which reflects the type of abilities they possess. The player is freely able to swap between the two characters at will and the game will have the other character provide back-up.
Link, the Royal Knight - Link's playstyle revolves around Sword & Shield Combat, striking with quick stabs and brutal slashes, Link is able to tear through enemy armour with impressive power. He is also capable of blocking and even reflecting some attacks with his trusty shield.
Zelda, the Spirit of Hylia - Zelda's playstyle is one of Magic and Maneuverability. Although lacking in direct combat prowess with her standard attacks, Zelda is able to channel the power of being a reincarnation of Hylia into various magic, utilizing various spells that fall under the signs of Din, Nayru & Farore respectively. Zelda also is much more efficient at dodging, able to keep her distance from her enemies and get the drop on them with a surprise attack.
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=Day 4 - The Tribulations of Chulu: Book of Untold Horrors=
On the Moon of Outpost Gamma, sits the ancient shrines of the Do'mkai people, a long extinct race that once resided in this region of the Galaxy. Though little excavation has been done into the site, many researchers know of the ancient beliefs the Do'mkai held, speaking of ancient forgotten tongues which possessed a great fouling magic when spoken.
Should one come across the words sealed away by the Do'mkai in the ancient ruins it would surely bring about a great unraveling power unto the land and possibly far beyond.	
The Tribulations of Chulu: Book of Untold Horrors is an upcoming Action-Adventure Game that's part of Fantendoverse Tau, it stars a new character, Chulu, a Human-Snail Dragon Hybrid as she travels to the Moon of Outpost Gamma and uncovers the long forgotten words of the Do'mkai whilst also unearthing an ancient sect of the Do'mkai that seek the Book of Untold Horrors which allows one to read the words without going mad at the sight.
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=Day 5 - Doom: Sentinel (Pt.1)=
In the First Night, the Foul Beasts of the dee Abyss cried out in terror his name, bellowing across the roaring tide
In the Second Night, the creatures that scream in amalgamated pain cried out in mercy his name, howling into the skull-faced Moon
In the Third Night, those that dwell amongst green and verdant, chanted his name in a sinful harmony, great smoke rising through the canopy
The harrowing screams from the deep, those devoured by the great beast of three, Beg for him to render their blood upon those cursed stones
Now the Spectral Infinium that has reigned upon their worlds quakes in fear, a great and horrible bastion is marching upon the Demonic Hordes and the shackles of Urdak have begun to break.
Doom: Sentinel is the upcoming seventh main entry in the Doom Franchise, with Earth free from its shackle of the Makyr the Doom Slayer turns his gaze to Demonic Forces which have torn open great rifts in the galaxy. Knowing of past injustices by the Sentinels to enslave other planets on behalf of the Makyrs the Doom Slayer amasses a great united force of Earth to take the fight back to the Demons once more and free the strange and wondrous alien worlds that have been scarred and ravaged by the Demonic Hordes and seal the rifts created by the Demons to halt the siphoning of souls.
What good is a Doom Game without some weapons? Doom: Sentinel boasts the largest assortment of weapons in the series thus far with many returning weapons from the previous games and a deluge of new ones to rip and tear the demons with. Here is a peek at some old and new weapons;
*EDS Pistol - The Earth Defensive Slayer (EDS) Pistol is a low-grade but reliable weapon, it uses a special battery that leeches electrons from the surrounding environment to power itself. The weapon might not deal much damage initially but it can be upgraded in a wide variety of ways and act as a swiss-army knife of a weapon.
*Quern-Biter - A powerful medium-sized weapon that was refashioned from abandoned Makyr technology found on Earth, the weapon is able to generate extremely high temperature Plasma Bolts which can be fired similar to a crossbow and cleave through enemies while also creating a point where the Doom Slayer can get up close and attack the demons with ease.
*Plasma Rifle - An Earth Defensive variant of the standard UAC Plasma Rifle, it has been outfitted with an enhanced cooling system allowing for greater sustained fire, the energy projectiles created are coated in a web of Hydrogen atoms which cause the projectiles to bounce if they hit an energy shield or surface.
*The Moby - A large shoulder mounted cannon that originates from the planet Hiedengaal, it emits a sonar burst which is extremely effective against human-altered demons due to their increased sensitivity to sound. The burst of noise also can be charged creating a vacuum which pulls enemies in before letting out the sonar burst.
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=Day 6 - Doom: Sentinel (Pt.2) & The Legend of Zelda: Virtue of the Farlands (Pt.3)=
By popular request we will be further exploring into the games Doom: Sentinel and The Legend of Zelda: Virtue of the Farlands.
Doom: Sentinel
What is a Doom Game without its enemies, the foul denizens of Hell that the Doom Slayer shoots, blows up, grapples, slices, crushes, chainsaws, punches and obliterates into thousands of giblets. Today will be touching on some returning enemies as well as some new ones.
*Imp - A lowly demon, considered not much more than humans among the greater demons of Hell, they make up for their general weakness by attacking in swarms, hurling fireballs and getting up close to attack with their sharp claws. Among their kind the Alpha's of a pack have distinct long spines on their back, killing the Alpha can cause their pack to become uncoordinated.
*Vulgar - The Vulgar are considered a blight by the other demons, festering in the Pits of Destitution they are deceptive in their abilities, able to blink as they move, disappearing and re-appearing in an instant. They are also highly mobile thanks to their monkey-like build and hand-shaped feet.
*Swarmer [New!] - Those cursed under the oceans of Hiedengaal become Swarmers, a foul and vicious creature that attack in large groups, gnashing with their teeth, they're uncoordinated and attack in a horde based on blood. They can quickly turn on the Demons and have little in the way of allegiance except to one another.
*Cephalon [New!] - Originating from a hybrid of Demon and a particularly cruel cephalopod-like creature on Hiedengaal this lumbering creature is an ace at disguise, able to change its colour and texture to match its surroundings. It's outfitted with cybernetic enhancements to improve its vision and give its tentacles an electrifying quality. They will typically attack in pairs one distracting the player while the other hides and waits to ambush.
The Legend of Zelda: Virtue of the Farlands
For VotF we'll be learning about some of the locations that appear across the Farlands;
*Valley of Gib - Originally a vibrant and bustling series of towns existed along the river that runs out to sea in this region, however after the appearance of the Demons from the realms beyond, the area was plunged into a perpetual darkness. No light shines in the region and even objects with a heavenly aura about them are weakened. The land has turned desolate and wasteland-ish with large craggy features formed by massive monsters that lurk throughout the region.
*Grande Zora River - The Grande Zora River is considered a landmark of the Farlands and is the longest singular river known to Hyrule. The surrounding marshy fields are wet and filled with life that dwells within them. The river prominently divides the land in two although small islands can be found in the river and the river splits off several times at small ponds. The Zora believe that in the ancient past a great spiritual dragon who was related to Lord Jabu-Jabu found itself weakened after battle with the Demons and came to rest along where the River now sits, eventually passing from its injuries, leaving behind a large crevice where the water now flows.
*Washubri Swamp - The great and vast Washubri Swamps are a maze to those not familiar with the area, originally a Steamboat, one of the first of its kind would sail along the Swamp however it was abandoned when Demons took over the territory and repurposed it as a large fortress in the northern lake. According to some the Washubri Swamp contains a location where the land is white from salt and the only trees that grow are large twisted mangroves which bent into strange shapes.
Category:Showcases
Category:Spooky Scary Fantendo Showcase
Category:Spooky Scary Fantendo Showcase 2020