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 Resident Evil Versus Game Theory

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Mass Distraction
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PostSubject: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 14, 2013 9:29 am

The ideas below are the combination of both PWNERX and AWDCP

PLOT:
Neo-Umbrella, after it's failed attempt at the destruction of the United States government, studies the skills of those who have thwarted Umbrella's, Tricell's, and the "Organizations" plans in the past. The Head Researches at Neo-Umbrella decide to use actual footage of the Survivors skills against B.O.W.'s and Zombies to create a virtually reality training program for new Neo-Umbrella soldier recruits called White Knight, which will allow them to train against the best so their own skills can be successfully augmented. Activating White Knight, the Survivors are placed in a version of a reconstructed Raccoon City. However, the program becomes corrupt and takes over the entire facility's electronics, killing the Soldiers attached to White Knight and using the facilities defense mechanisms to kill the other personnel. Due to the top secret files and experiments contained in the facility, and how they can be lost if White Knight turns hostile, Neo-Umbrella sends in their best soldier, simply known as Agent, to enter the program via the VR program and destroy it from the inside out.

Now relieving the events of the past, Agent will have to face off against some of the most terrible monsters in RE history. However, he will also have to defeat the ones that took Umbrella down...

ENDING:
After Agent destroys White Knight, a mysterious voice reveals that the entire thing was actually apart of the simulation, including Agent. This entire thing was to see one of the various results White Knight might do when activated. As Agent and the whole VR world disintegrates, the mysterious voice announces to initiate the true White Knight program.

MODES:
Campaign (Unlockable Campaigns For All Characters (NOTE: All Campaigns Besides Agent's Are Fairly Short))
Versus (RE Character vs. Re Character)
Challenge Mode (Complete Certain RE-Related Challenges To Obtain Rewards)

MAIN CHARACTER:
Agent

CHARACTERS IN VERSUS MODE:
Agent
Barry Burton
Chris Redfield
Rebecca Chambers
Jill Valentine
Carlos Oleveira
Nicholai Genovaef
Albert Wesker
HUNK
Claire Redfield
Leon S. Kennedy
Ada Wong
Steve Burnside
Ark Thompson
Billy Coen

UNLOCKABLE CHARACTERS:
White Knight: (Complete Agent's Campaign)
Alt. Agent: (Defeat 10 Challenges as Agent)
Sheva Alomar: (Win with Chris Redfield 5 times)
Mickhail Vector: (Win with Nicholai and Carlos 3 times each)
Goblin 6: (Win with HUNK 4 times)
Wolfpack: (Win with Goblin 6 and HUNK 8 times)
Tofu: (Win with all Wolfpack members 6 times)
Brad Vickers: (Defeat the NEMESIS boss Canonically)
Rodrigo Ruaval: (Win with Steve Burnside 4 times)
Jake Muller: (Defeat Albert Wesker with Chris Redfield to end a match)
Jack Krauser (Defeat Ada with Leon S. Kennedy)
ECHO 6: (Defeat all Wolfpack members at least once)
Sherry Birkin: (Win with Jake Muller 6 times)
Vincent: (Defeat 100 zombies as Ark Thompson in Challenge Mode)
Bruce McGivern: (Win with Leon S. Kennedy 4 times)
Fong Ling: (Win with Bruce McGivern 4 times)

NOTE: All characters have different skill sets and abilities.

MAPS:
Raccoon City Streets (Default)
Raccoon City Sewers
Raccoon City Zoo
R.P.D Police Department
Raccoon City Hall

UNLOCKABLE MAPS:
Rockfort Island: Win the standard map with Claire, Steve, Chris, and Wesker at least once
Antarctica Facility: Win the Rockfort Island map with Chris, Claire, Steve, and Wesker 1 time
Spencer Mansion: Win with Jill, Wesker, Barry, Chris, and Rebecca at least once
Raccoon City Underground Labs: Win the standard map with anyone 2 times
The Village: Win with Jack, Ada, Leon, and Wesker at least once.

VERSUS SCENARIOS:
Nightmare: (FOG on, ZOMBIES on, HUNTERS on, LICKERS on, CERBERUS on, G-William on, PERIMITER: UNDERGROUND LAB ONLY)
Hellfire 2: (FIRE on, ZOMBIES on, LICKERS on, CERBERUS on, PERIMITER: APPLE INN ONLY)
Killer Instinct: (ALL B.O.W.S. on, ALL BOSSES on, FIRE on, UNDERGROUND LAB/MANSION LAB ONLY)
etc....

CHARACTER LOADOUTS:
Basically, you pick a combination of a Melee, Sidearm, and Long Weapon from previous RE games.
(EXAMPLE: Knife, Samurai Edge (Standard), M870). And, Depending on the guns initial clip size, you will get for Primary weapon, 1 clip and a half, while side arms get 2 clips depending on power. All weapons are balanced, and have advantages/disadvantages.

Each character also has a Unique Brutal Kill and a Unique Skill to aid them in combat.

So, what do you all think?
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 14, 2013 12:24 pm

Agent could be like some kind of Government Spyware virus to basicallyu gather Info on the White Knight Supercomputer. Genius!
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 14, 2013 1:18 pm

PWNERX wrote:
Agent could be like some kind of Government Spyware virus to basicallyu gather Info on the White Knight Supercomputer. Genius!

Thanks Very Happy
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 14, 2013 9:38 pm

Are we talking like a Mortal Kombat style fighting game or something along the lines of ORC? Either way straying too far from the original subject matter just never works.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyFri Feb 15, 2013 6:30 am

AWDCP wrote:
Campaign (Unlockable Campaigns For All Characters (NOTE: All Campaigns Besides Agent's Are Fairly Short))
Not to poop on your ideas or anything but even if they were short, writing and programming all that while having actual variation and plot coherence would be more trouble than it's worth. They already kinda did this with Outbreak and as we all know, those didn't sell all that well. Even then the 8 characters and their own stories those games had was pretty much a limit one game should have.

Also having Agent as the main character with such a plot would not make the overall plot of the series confusing at all.


Btw. If they really went all out with something like this, that map amount is abysmally small. That's not even half of the locations in the games.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyFri Feb 15, 2013 7:02 am

Mass Distraction wrote:
AWDCP wrote:
Campaign (Unlockable Campaigns For All Characters (NOTE: All Campaigns Besides Agent's Are Fairly Short))
Not to poop on your ideas or anything but even if they were short, writing and programming all that while having actual variation and plot coherence would be more trouble than it's worth. They already kinda did this with Outbreak and as we all know, those didn't sell all that well. Even then the 8 characters and their own stories those games had was pretty much a limit one game should have.

Also having Agent as the main character with such a plot would not make the overall plot of the series confusing at all.


Btw. If they really went all out with something like this, that map amount is abysmally small. That's not even half of the locations in the games.

Yeah, your right about the Campaigns. Probably just have Agent with a campaign, while everyone else is playable/unlockable through Versus and Challenge.

So you liked the idea of Agent? Or disliked?

Also, I couldn't really think up a lot of locations. You can add some more if you wish. Smile (P.S. I don't think your pooping on my ideas or anything, I appreciate feedback. That's why when I get my game to beta testing I'm going to give you guys a demo, because you all give me great feedback and criticism)
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyFri Feb 15, 2013 7:41 am

Other locations than the ones you mentioned? Raccoon Forest (RE:O), Dead Factory (RE3, ORC), Raccoon University (RE:O), Raccoon Art Gallery (RE:CR), Apple Inn (RE:O), Umbrella Training Facility (RE0), Sheena Island (RES), Mixcoatl (DSC), Russian Umbrella Facility (UC), Salazar Castle (RE4), The Base (RE4), Kijuju (RE5), Terragrigia (RER), Harvardville Airport (Degeneration), Spencer Rain (RE:DA), Edonia (RE6), Tall Oaks (RE6), Lanshiang (RE6), Queen Zenobia/Semiramis/Dido (RER), Eastern Slav Republic (Damnation), New Spencer Mansion (LiN)... I might've missed something but that's basically the biggest ones.

AWDCP wrote:
So you liked the idea of Agent? Or disliked?
I was obviously being sarcastic.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyFri Feb 15, 2013 8:19 am

Mass Distraction wrote:
AWDCP wrote:
Campaign (Unlockable Campaigns For All Characters (NOTE: All Campaigns Besides Agent's Are Fairly Short))
Not to poop on your ideas or anything but even if they were short, writing and programming all that while having actual variation and plot coherence would be more trouble than it's worth. They already kinda did this with Outbreak and as we all know, those didn't sell all that well. Even then the 8 characters and their own stories those games had was pretty much a limit one game should have.

Also having Agent as the main character with such a plot would not make the overall plot of the series confusing at all.


Btw. If they really went all out with something like this, that map amount is abysmally small. That's not even half of the locations in the games.

I have to disagree with Outbreak not being a commercial success. The first game got good reviews and sold a decent amount of copies. File #2 wasn't as well recieved but that was because Capcom was attempting to release basically the same game with 4 or 5 new scenarios.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyFri Feb 15, 2013 8:27 am

ChickenHeart wrote:
Mass Distraction wrote:
AWDCP wrote:
Campaign (Unlockable Campaigns For All Characters (NOTE: All Campaigns Besides Agent's Are Fairly Short))
Not to poop on your ideas or anything but even if they were short, writing and programming all that while having actual variation and plot coherence would be more trouble than it's worth. They already kinda did this with Outbreak and as we all know, those didn't sell all that well. Even then the 8 characters and their own stories those games had was pretty much a limit one game should have.

Also having Agent as the main character with such a plot would not make the overall plot of the series confusing at all.


Btw. If they really went all out with something like this, that map amount is abysmally small. That's not even half of the locations in the games.

I have to disagree with Outbreak not being a commercial success. The first game got good reviews and sold a decent amount of copies. File #2 wasn't as well recieved but that was because Capcom was attempting to release basically the same game with 4 or 5 new scenarios.
They weren't flops, sure, but they still fell under Capcom's expectations. After those they went and changed the gameplay style for good from the fixed angles to OTS as a final attempt to make the series sell again. They would've stopped with the series if RE4 hadn't taken the market by surprise.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Feb 27, 2013 8:56 am

Mass Distraction wrote:
Other locations than the ones you mentioned? Raccoon Forest (RE:O), Dead Factory (RE3, ORC), Raccoon University (RE:O), Raccoon Art Gallery (RE:CR), Apple Inn (RE:O), Umbrella Training Facility (RE0), Sheena Island (RES), Mixcoatl (DSC), Russian Umbrella Facility (UC), Salazar Castle (RE4), The Base (RE4), Kijuju (RE5), Terragrigia (RER), Harvardville Airport (Degeneration), Spencer Rain (RE:DA), Edonia (RE6), Tall Oaks (RE6), Lanshiang (RE6), Queen Zenobia/Semiramis/Dido (RER), Eastern Slav Republic (Damnation), New Spencer Mansion (LiN)... I might've missed something but that's basically the biggest ones.

AWDCP wrote:
So you liked the idea of Agent? Or disliked?
I was obviously being sarcastic.

With the map idea's, the entire Raccoon City is essentially all these areas (Not the one outside R.C.) are in one Giant ass map. Imagine the woods as a helluva easy place to get lost in, and even find the old cabin/old hospital/Training facility/Mansion/Train/Sewers/Dead Factory/Zoo/ Apple Inn/ you get the picture.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Feb 27, 2013 11:16 am

I'd buy it.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Feb 27, 2013 11:30 am

00biohazard wrote:
I'd buy it.
Isn't that the case with practically anything that has "Resident Evil" on it Razz


@PWNERX: I only mentioned those Raccoon locations because half of the stages OP posted were just that. I merely expanded on that.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Feb 27, 2013 12:18 pm

Mass Distraction wrote:
00biohazard wrote:
I'd buy it.
Isn't that the case with practically anything that has "Resident Evil" on it.
That's why spin offs like ORC sells to begin with.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Feb 27, 2013 12:52 pm

Mercy wrote:
Mass Distraction wrote:
00biohazard wrote:
I'd buy it.
Isn't that the case with practically anything that has "Resident Evil" on it.
That's why spin offs like ORC sells to begin with.
Exactly. Point proven.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 28, 2013 6:02 am

Players being Agent should have a decent customization option to at least make Agent different with most players, with different clothing, and other apperal. Also, inside the game, there should be two control schemes: RE New Gen, or RE TANK; essentially, Tank would be the original camera and controls (except a bit similiar to New Gen because of where the attack will actually hit). New Gen is just RE 4 controls. Offline players get the Attache Case, Online players will get a quick, albiet 8 spaced inventory. Offline players get to upgrade weapons, Online will have preset weapons (as in the weapons you pick have normal stats.) Unless, of coarse, you pick the custom game option where you can choose custom weapons and stats.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 28, 2013 6:56 am

PWNERX wrote:
Players being Agent should have a decent customization option to at least make Agent different with most players, with different clothing, and other apperal. Also, inside the game, there should be two control schemes: RE New Gen, or RE TANK; essentially, Tank would be the original camera and controls (except a bit similiar to New Gen because of where the attack will actually hit). New Gen is just RE 4 controls. Offline players get the Attache Case, Online players will get a quick, albiet 8 spaced inventory. Offline players get to upgrade weapons, Online will have preset weapons (as in the weapons you pick have normal stats.) Unless, of coarse, you pick the custom game option where you can choose custom weapons and stats.

That's nice. I hadn't thought of making Agent customizable Very Happy . Nice addition PWNERX!

@Mass How would Agent be messing up the RE storyline? Technically, they dont exist because the whole game is a scenario of what would happen if White Knight got activated. Agent is just a computer program. Also, good job adding the maps, appreciate it.

@Chicken Heart Have you ever played Mortal Kombat: Shaolin Monks? Then the roaming system is like that, except you can visit all the RE places (Data ports take you to different maps).
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 28, 2013 8:00 am

AWDCP wrote:
@Mass How would Agent be messing up the RE storyline? Technically, they dont exist because the whole game is a scenario of what would happen if White Knight got activated. Agent is just a computer program. Also, good job adding the maps, appreciate it.
I thought you were talking about the unlockable character from RE6, Agent. That would have been confusing as hell. At least the character should have a different name to not make any connections to the character of the same name.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 28, 2013 8:20 am

Mass Distraction wrote:
AWDCP wrote:
@Mass How would Agent be messing up the RE storyline? Technically, they dont exist because the whole game is a scenario of what would happen if White Knight got activated. Agent is just a computer program. Also, good job adding the maps, appreciate it.
I thought you were talking about the unlockable character from RE6, Agent. That would have been confusing as hell. At least the character should have a different name to not make any connections to the character of the same name.
Hmmmm... how bout Agent VIPER?
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyThu Feb 28, 2013 9:22 am

Why Viper? Or was that just from the top of your head?

Couldn't the name then be just "Viper" then? Not that it would really matter, though.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyFri Mar 01, 2013 1:30 am

Mass Distraction wrote:
Why Viper?

Resident Evil Versus Game Theory Randyorton
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyTue Mar 05, 2013 11:46 am

The title could be Resident Evil: Operation Red Wolf.
Viper cuz it is a awesome name.
Cobra was used.
Python was a bit cheezy.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyTue Mar 05, 2013 2:19 pm

Never even touched RE:ORC, never will. That being said, I might give this game a chance if the game play looked and played smooth, NON-LINEAR AREAS, zombies only die with head shots, otherwise they turn into crimson heads, and if half of the character's campaigns focused on survival game play; Meaning you're limited on resources, you can't just shoot your way through everything and you have to try to use the environment to your advantage.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Mar 06, 2013 12:13 pm

Crimson_Wolf wrote:
Never even touched RE:ORC, never will. That being said, I might give this game a chance if the game play looked and played smooth, NON-LINEAR AREAS, zombies only die with head shots, otherwise they turn into crimson heads, and if half of the character's campaigns focused on survival game play; Meaning you're limited on resources, you can't just shoot your way through everything and you have to try to use the environment to your advantage.
YEp. Thats what Im going on here. Events are kind of hard. Have to do the Script.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Mar 06, 2013 12:27 pm

PWNERX wrote:
Crimson_Wolf wrote:
Never even touched RE:ORC, never will. That being said, I might give this game a chance if the game play looked and played smooth, NON-LINEAR AREAS, zombies only die with head shots, otherwise they turn into crimson heads, and if half of the character's campaigns focused on survival game play; Meaning you're limited on resources, you can't just shoot your way through everything and you have to try to use the environment to your advantage.
YEp. Thats what Im going on here. Events are kind of hard. Have to do the Script.

You know how to code with gamescript? If you do, so do I! We will have to work together on a game PWN.
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PostSubject: Re: Resident Evil Versus Game Theory   Resident Evil Versus Game Theory EmptyWed Mar 06, 2013 12:30 pm

AWDCP wrote:
PWNERX wrote:
Crimson_Wolf wrote:
Never even touched RE:ORC, never will. That being said, I might give this game a chance if the game play looked and played smooth, NON-LINEAR AREAS, zombies only die with head shots, otherwise they turn into crimson heads, and if half of the character's campaigns focused on survival game play; Meaning you're limited on resources, you can't just shoot your way through everything and you have to try to use the environment to your advantage.
YEp. Thats what Im going on here. Events are kind of hard. Have to do the Script.

You know how to code with gamescript? If you do, so do I! We will have to work together on a game PWN.
Only if you live within the Maine regions!! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA! Laughing Laughing Laughing Laughing Laughing Laughing Laughing Laughing Laughing
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