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The World Layout
Overview
All of these levels take place within the SF universe. The levels are located all over the world and can range from sprawling urban areas to desolate rural locations. Exotic settings from previous SF games will return with noticeable changes. For example Hong Kong, Japan, New York, Chicago and Africa will be revisited along with all-new locals. All of the levels should look as stylized as the characters in the game, yet be non-specific as to the exact date. Physical details such as cars, logos and even fashion should be rendered with minimal detail. This way the sensory details hitting the gamer as they play make the world seem realistic, but if you look closely you will notice that details are caricatured of the real world. The world the game occupies should always appeal to the players senses. Sights, sounds everything has to be stylized, an illusion of the real world rendered in a traditional SF look. The purpose is to make the player think that traffic (or a tank) is really moving around them through audio cues. Have the occasional airplane fly overhead and onlooker stop to watch the action.
World Layout Detail #1
The levels should all have accurate visual cues according to the SF universe. The beginning of each game in story mode (days 1 and 2 regardless of team selected) would feature visual cues to a neutral city where no rival factions have disrupted daily life. For example a level set in Japan at the dojo where Ken and Ryu learned from their master would be slightly decrepit. The surrounding forest would begin creeping into the dojo and the temple layout would be in slight disarray. Fans of the series would notice the burial mound and headstone of Gouken located in a far corner of the background. A level set in urban Japan would perhaps feature a high school in the background from Rival Schools, or E. Hondas own dojo on a side street.
World Layout Detail #2 All of the levels in the War are dynamic and changing. Depending on what team controls the level and the time of day the players team arrives then the level will be changed. In the case of a level occupied by Mad Gear then riot police, explosions and overturned cars would litter the background of an urban setting. In a Japan level for example, if the player were visiting the same Japan described above but under Mad Gear rule, then the high school would be on fire and E. Honda and his students would be fighting gang members in the background.
In levels controlled by lawful groups we would see military police stationed in the background. They are keeping an eye on the peace or responding to a distress call. These changes would be applied to every level depending on who controls it. The level background and detail should begin showing more changes as the days progress. In the latter levels (days 5, 6 and 7) then the levels should show an extreme amount of distress from the controlling and attacking factions. Even in levels controlled by lawful groups the influence of Mad Gear should be present in the details such as graffiti, overturned cars or smoke in the background. After all, this is the Mad Gear War and no nation is safe. The player has to be reminded at all times that choosing your fights carefully effects the outcome of the game. Winning each battle is the key to winning the war.
The Physical World Overview
The War features the key locations from previous Street Fighter Universe games. That means that the city landmarks can have a distinctive Japan, England or American feel. Exotic locations such as Brazil, Thailand or Africa can also be rendered in a distinctive feel. That is so the world can have a timeless quality about it and not be presented in exact detail.
To be accurate as to when the War takes place within the SF universe this game is set immediately following the events in SF III. The game world would mark the return of Vega and Belger as the main villains while the Illuminati is being exposed.
Key Locations
Metro City / Thailand / Scotland / Japan / The United States / England / Europe / Eurasia / Australia
Travel
Initially the map of the game is limited to your home town which varies from team to team. After a level is completed the entire world map opens up and the player can see which cities connect, and more important, who controls each city. Each city represents one level. The player can then move between interconnected cities all over the world. A logo representing the team will be transported over the map via plane or train. Logos representing opponents or allies are scattered all over the world.
Scale
Most of the gameplay will take place in a series of 1-on-1 battles in a 2D perspective. Traditional scale for fighters and screen space from previous Street Fighter games will be preserved. There will be slight scaling of the screen itself when a super attack connects similar to the Street Fighter III engine.
Items
You may unlock various items for your team or available characters depending on whom you beat each level with and whom you beat the game with. Items vary from simple costume changes to more complex and hidden team combinations becoming available. The player can keep track of items, endings and characters unlocked by accessing their file in the story mode screen. Biographies and alternate items are listed in the character files.
Weather
There are variations in the weather on each level. That is unlike other fighting games where the level is always the same, in the War the same level can be presented in different times of day as well as with different weather effects such as fog or rain.
Day and Night
This game is based on cues from the game system internal clock. If the player starts a game in the morning, then the very first level will be played at approximately the morning in whichever city they begin. As the game progresses the day will turn darker or lighter depending on which way they move through the world map.
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