Brave Earth Q&A 1

The game is still a very long way off, but to get people a better understanding of what the game is about, after seeing some misconceptions. These questions were taken from forums and from friends and rearranged and rewritten to help me convey more information. Feel free to bring up follow-up questions, as they may be used in a future Q&A, or, perhaps answered in later in footnotes, in non-Q&A style updates.

What’s the mood of the game?
This is going be a very serious game, thematically and play wise. While the game and dialog will not necessarily be always-stickuptheass-serious, the game will not be attempting to be funny like in IWBTG.

Which side does the game lean towards more, medieval action sidescroller, or Castlevania RPG? What does it do differently?
The game will be a classic example of a Metroidvania, so very much in the style of the Castlevania action RPGs. Fortunately though, the game will different through the use of heavier action elements with fighting game style mechanics and a movement back toward real level design rather than ‘hallways of X enemy’ should set the game apart from the rest of the crowd.

Is the story line epic?
This depends on your definition of epic! In terms of a very tense, powerful story, I certainly hope so. The potential is there, all it needs is for me to actually pull it off. What it won’t be is epic in terms of scope. I think the idea of world threatening plots to be way too overdone, when a smaller scale conflict can have a more personal feel to it. The events in the game will be important and dire to those involved, but the scope will be more focused.

Are there multiple endings?
As it stands right now, there will be three! Sadly I can’t go into much more detail! Though I will say that you will never be able to ‘screw’ your self out of the best ending, like you can in other games.

Can I like affect the plot or something?
Besides the above mentioned endings, no.

Will there be multiple playable characters?
The plan now is for there to be 2 playable characters and perhaps an unlockable one.

Will there be traits that we can select and change?
The only customization will be equipment. But with the amount of moves and attacks in the game, you should be able to play your own play style as opposed to artificially making one with numbers.

How do we get from one area to another? (eg. a consistent map like Super Metroid or portraits like Portrait of Ruin [or Super Mario])
Very much like Super Metroid, with some instant transport areas. There may be some areas set aside to play like a stage from a platformer level, but they will fit into the map.

Do I get a whip? … Can I jump-cancel it?
No but if you did, yes. You could jump-cancel it. I’m serious when I say the game has a fighting game style fighting system, very similar to the Guilty Gear system. This includes canceling some hits into jumps for air combos, and a full gatling system.

Wait, What sort of moves will the game have?
The button has 3 attack buttons, a character specific button and two menu buttons. These 3 attack buttons can be used standing, crouching and in the air, leading to a minimum of 9 different attacks. Further more, there are some ‘command normals’ that involve hitting a direction and a button (such as Forward B) that will give even MORE attacks. Naomi, the main character, will probably have between 11-15 normal attacks.

Atop that, there will be 3 to 4 special attacks, just like in Guilty Gear or Fighting Game. Naomi will be able to throw Fireballs and Dragon Punch style moves just like Ken or Ryu, as well as unspecified other moves.

Also multiple air jumps, dashes, air dashes and wall jumps and maybe more! There are a lot of moves!

Will Fairuzons be composing more music for the game?
YES. There may be some music by other authors if they are fitting and good, but likely he will be doing the entire soundtrack. No complaints here!

Will the difficulty match I Wanna Be The Guy?
This is a difficult question. But I’ll say no. The game is going to be hard if all goes well, but not the type of hard IWBTG was known for. I hope to make my game difficult in the same way God Hand or Ninja Gaiden(3d) are hard. Unforgiving enemies and a system of moves that rewards doing the right thing and the right time as opposed to stubbornness, knowledge of traps and pixel perfect platforming (but will still require some good platforming). This might be a funny statement, but I think while it will be ‘easier’, many people who completed IWBTG will not be able to beat it.

Will we be able to see many video game references?
Expect none. I will probably slip in a few subtle references that don’t break immersion, but don’t count on it. That way, you’ll be surprised and amused if they are in, but not disappointed if they aren’t. Again, this is NOT IWBTG.

… Huge ass bosses that are bigger than the damn screen?
… At least one.

Like a… Giant enemy crab?
… I’ve considered it.