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Turn-based strategy RPG with grids. Most of the normal conventions of these games would stay in place, like moving characters one at a time and taking turns. The difference would be the ability to do more on offense and defense than hitting and taking a hit. You would have distinct options which would turn the fighting almost into a fighting game like Street Fighter. Characters would split into short range, long range and characters capable of both.

Defensive options are as follows:

Block=Character blocks the majority of an attacks damage and the character gets pushed one space back that is blocking.You cannot block if a character is already in the space behind you. Used for long and short range attacks.

Dodging=Character dodges the attack moving into the space to his right or left. Cannot be used if characters are already in those spaces. Usable for long range attacks only.

Parry=Parrying allows a charcter being attacked at short range to move one space behind his attacker. This defensive character can now combo attack the original attacker.

Counter-Attack=You do not defend yourself against your opponents attack but you attack them following it.

The way the system works is through two methods. One is because everything is on timed bars going across the screen, kind of like Guitar Hero. You must time your presses to the various choices available. For the attacker, a choice must be made for attack and then an anticipation of the opponents defensive choice. The defender then has to choose through timed presses his defensive choice and a possible offensive choice following this. Before this is executed the original attacker will pick his own defensive and then offensive choice. I'm sure this all sounds crazy as I write it, but in a nutshell, it does the following:

-It speeds up the battles of turn-based strategy by making you choose on the fly what choices to make at times.
-It emphasizes good unit placement
-It goes away from learning many different moves because all characters will either have a basic set of learned short range attacks, long range attacks or both.
-It also goes away with weaknesses and strengths. They play a very small part in gameplay and instead being a good defender and smart attacker will be your strengths and if you don't possess them, your downfall.

Just on a side-note, I made this up because I was interested in a turn-based strategy featuring Capcom's cast of characters vs. SEGA's cast of characters. It has since spread to including Nintendo, Namco, Midway and Konami.

Think Smash Bros. fan-service + Advance Wars gameplay + Guitar Hero coordination = this game. 



Tag: Became a freaking mod and a complete douche, coincidentally, at the same time.