It was the early 2000s, and someone had convinced the gaming industry that cel-shaded graphics somehow imitated comic books, although I have never read a comic with art similar to cel-shading save cartoon tie-in comics. Still, cel-shading was in vogue with everyone but Zelda fans, and Majesco fell victim to it when they decided to make a game called Drake and the 99 Dragons.
Although not quite as infamous as other bad games, Drake of the 99 Dragons is a stain on Majesco's history, a history already pock-marked with all sorts of ups and downs, but Drake stands out in a way that the Nacho Libre tie-in DS game and The Daring Game for Girls do not. Mainly in that, they were actually trying to make a really good game with Drake, but failed utterly.
The boxart certainly masks the contents within, and while it probably won't lure you into taking it off the shelf, this game hides all the components of yet another terrible game, one so bad it managed to supplant Aquaman: Battle for Atlantis as the go-to terrible Xbox game. But the question of course is... is it really that bad? Well, I feel it's only appropriate that I dissect the game in a manner befitting the arbitrary number in the game's title. Here are 99 problems with Drake and the 99 Dragons.
PROBLEM #1: IT'S CREATION
...As much as I'd love to leave that hanging, I do have stuff to say about that subject. Drake of the 99 Dragons was not conceived simply as a game, but as a launching point for an entire franchise (Problem #2). As we have seen recently with the cases like Mighty No. 9 (which is at least 9 times better than Drake), you cannot try to build an entire franchise before you've actually set down the proper groundwork. The success of things like Pokemon has emboldened many game companies to try and launch a franchise off the back of a video game, but the thing is, multimedia franchises like those are a surprise. It's not like He-Man where you can build a franchise off of toys or Star Wars that spun-off from a blockbuster hit. Video Games are a flimsy base and even the aforementioned Pokemon caught most of the mainstream with its TV show. This all might've not even been relevant if the creators of Drake, Idol FX, weren't trying to rush it all out at once to get the ball rolling, leaving Majesco with 6 months to make a game (Problem #3). Considering the short time frame and the demands, Majesco did a rather competent job at making a game, in that it is playable. They made a functional machine, but added nothing to make it more than that.
Unsurprisingly, making the linchpin of your franchise a game you rush out the door meant the Drake of the 99 Dragons brand never took off, even though they did release a single comic (Problem #4), which has art that even uses proper shading rather than aping the cel-shaded aesthetic the game uses to be more comic-like! Still, its as close as you'd probably get without making the comic look like a cartoon, although the comic seems to do a better job at being what it tries to be than the game, albeit still turning out as nothing exceptional.
We shan't dawdle too much on the extraneous factors though, as Drake brings more than enough problems with the game itself.
PROBLEM #5: DRAKE
Our central character, Drake (who I constantly want to call Jake, perhaps due to some memory of American Dragon Jake Long) is pretty much meant to be the thing that draws you into this game. Drake is so generically edgy its painful, and even people who like characters like Reaper from Overwatch or the main character of Hatred might be turned off by Drake, partly because those two at least do and say things to earn it. Drake has, I suppose, the design of a badass. He wears a trenchcoat and holds two guns, and that's really all you need for such a formula. Everything beyond that only serves to tear him down and make him less interesting than his already cliche appearance. You'll notice there that Drake has the hard lines of a Batman: The Animated Series character, and if the game had been trying to ape that style, it does it pretty decently, although surprisingly the Batman: The Animated Series game for Xbox (where you fight a Chinese enemy even!) goes for less angular and more detailed models than this game. However, Drake is hard lines and his face is as rigid as stone. Throughout the game, no matter what happens, he will keep the same vacant, open-mouthed expression on his face, whether he's sad, mad, or happy (Problem #6).
Clearly, this is Drake utterly devastated that his clan has just been decimated and their sacred artifact was stolen, right? Drake does, admittedly, close that mouth sometimes, but his expression is usually that same goldfish stare, as if someone had placed a tiki mask on a person's neck and hoped no one would notice. I should also mention that Drake is undead, hence the white eyes and grey skin, although he looks that way even before he dies and in a flashback to before he even got the power to live on past death, which couldn't have been that hard to correct and ultimately has come from laziness on the part of the programmers (Problem #7). Still, maybe this design won't put you off somehow, and you still think trenchcoats and guns is enough.
Then, you'll need to hear him speak. You'd probably expect something gravelly or grim, but Drake sounds like he's doing a movie trailer voice the whole time (Problem #8), and it of course has an emotional range to match his facial expressions. He doesn't sound heroic or like an anti-hero, it really just sounds like a guy reading a script and trying to sell something to you. Despite having such a voice, Drake's voice often is very quiet and hard to make out behind the music and the sound effect (Problem #9), and if you think this could be rectified in the options menu, you'll be happy to see it only has options for the Music Volume and Sound Effects Volume, meaning you can never truly pull character voices out from under the cacophony (Problem #10). I should also mention here that the options menu is pretty much just sound based (Problem #11), so you can't edit your controls (although it was thankfully inverted by default, my preferred method but not liked by most people) or put on subtitles or anything like that.
Perhaps the worst part of Drake are his one-liners (Problem #12), which, while not appearing during gameplay, make up the bulk of the game's cutscenes and are so bad they'd make James Bond swear off doing puns forever. Things like "House of the Dreaming Cloud? I'm your wake-up call." or when setting a motorcycle on fire: "Fight fire... with fire. Now that's what I call a burnout."
"Thugs, this is a one-way street... TO HELL." and of course, just saying things like "Peekaboo" or "Hi and Goodbye." when he enters an area to shoot it up. Notice the lack of exclamation points, as he delivers these one-liners with very little energy. Not to mention the fact that a few of his one-liners are completely orphaned from their set-up a few cutscenes ago and make no sense without the long forgotten context.
Naturally though, you must be wondering by now, what is the story behind Drake and the 99 Dragons?
PROBLEM #13: The Story
Drake's story is about avenging the death of the 99 Dragons clan, the death of his master, and recovering the Soul Portal Artifact, the blame for all three falling on the shoulders of a man named Tang, who is trying to collect the souls of the dead to use them to power a cyborg army that I guess he's going to use to take over the world.
Most every aspect of this simple plot is problematic though. First of all, Drake, supposedly the most lethal and effective of the 99 Dragons, is of course the only member we ever really know anything about it, and we don't really see how effective Drake is save after he's given god-like powers in his afterlife. (Problem #14). So we're already running on a bunch of assumptions that the game just tells us, but maybe we'll find out about the 99 Dragons, right? Heck, a few missions have us saving their captured souls from the enemy! ...And then promptly forgetting them. The 99 Dragons have an almost zero presence in this game and really, Drake seems more concerned for the artifact and his master rather than the death of the other clan members. The 99 Dragons are pointless (Problem #15), despite sharing the title with Drake and perhaps trying to entice you with the promise of 99 things, when I'm sure you only collect at most 20 of their souls during the game. The artifact, on the other hand, the game takes its sweet time explaining to you, and it wasn't until halfway through the game do you know anything besides "it belonged to us and they took it" (Problem #16). It apparently opens a portal to the demon world, where Tang hopes to get tons of spirits, but the path to him getting the artifact is artificially extended by nonsense detours the game's plot takes.
So, after your clan is killed, the artifact stolen, and you come back to life to kick some ass, the bad guys pass off the artifact to a random courier, who proceeds to be the worst deliveryman in history (Problem #17). Presumably you'd expect him to take it to Tang so they can get going on the plan, but he runs around the city before losing you, only to rush into a casino to play ELECTRIC MAHJONG (Problem #18). I suppose I didn't mention it yet, but this game takes place in Neo-Macau, basically a "futuristic China" where the game does nothing to sell that concept (Problem #19). Electric Mahjong is a problem for simply being the best demonstration of this future China than anything else in the game, and you only hear the name Electric Mahjong rather than seeing it. Not to mention its name is basically a cheap way of making a futuristic pastime, and I did google it to make it sure it doesn't exist. There is, in the present, electronic mahjong, but its like video poker but with mahjong, and our Courier manages to bet away the artifact while playing it, which you can't do on a machine.
Going back to Neo-Macau briefly, the game's setting is baffling. The Chinese aspect only shows in a few moments: the first level is in the kwoon of the 99 Dragons, most characters are Asian, and the buildings sometimes have sloped roofs, but it really doesn't do anything else with the idea that we're in China as the levels are all generic city areas besides the kwoon (Problem #20). The futuristic side is even less represented (Problem #21), because while the game has the good sense to stick the occasional Chinese lantern somewhere to remind you what country you're in, the time period is represented pretty much only by the robot enemies. And if you're thinking maybe they connect the robots with Chinese mythology about souls and demons, I assure you, the demons and souls in this game are all made up for this game only and have no mythological connections (Problem #22).
So, while the setting is poorly done, the game doesn't stop giving you random tasks. After tracking down the courier and trying to get it back from the casino, being sent after the courier again, only to find out the casino DID have it but hid it very well, you are torn away from that part of the quest to... stop Tang's men from harvesting the soul of an albino orca? (Problem #23) This task comes from nowhere, the albino orca looks more like a sperm whale, and the task is quickly forgotten and never brought up again as you get back on track. This must have been the one extra mission they had time to add to the game I guess.
So, we get back on track, gradually make our way to recovering the artifact, where we find, somehow, we're too late to stop Tang from opening the portal to demonland, and naturally we fight... a hologram of him, or a ghost or something? Tang, the main bad guy of the game, is never directly fought or confronted, and doesn't suffer for his crimes (Problem #24). You fight that hologram, then a demon steps through the portal, and the last 5 levels are you going into hell and fighting demons to reclaim the artifact and resurrect your master (but no other 99 Dragon members, because Drake really wasn't beaten up too much about their deaths I guess). Overall, all the antagonists and characters in this game come and go so quickly with little to no build-up to some of them, that it's hard for the game to even keep track of who's still involved. (Problem #25) Most of them enter and disappear from the story without fanfare, including the main villain, leaving only really Drake and the Master as characters worth paying attention to.
This already awful story isn't helped by its presentation. Short cutscenes crop up through the game, delivering the minimum amount of details to connect the levels (Problem #26), not to mention the fact that Drake and every other character's dialog consists mostly of straight exposition (Problem #27). Funnily enough, the whole game spills most its twists in the second cutscene! These so-called "twists" appear in a commercial that Drake seemingly watches but doesn't pay attention to, where Tang says "bring us dead bodies so we can make cyborgs", then he proceeds to be shocked as he gradually uncovers Tang's plan to make a cyborg army out of the souls of the dead (Problem #28). When the game isn't spending its time directly telling you what's happening, it's trying to be funny and failing, with most the humor being Drake's one-liners or poorly executed punchlines (Problem #29). At one point, when you hear the courier is playing ELECTRIC MAHJONG, he's bet most everything "but still has his pants". The punchline is stated so awkwardly that I half-wondered if it qualified as a joke, but it must be one because of the framing behind it. The game does hit with one legitimately funny moment that most people seem to think wasn't intentional but has to be. Drake, realizing he is undead and flowing with the powers of the gods, screams he is invincible and cannot be stopped, jumps out a window, and "dies". This is absolutely framed as a joke and is, unsurprisingly, the game's best moment for pulling it off well.
What happens after it, not so much. Four gods will greet you whenever you die, either in the story or for failing at a level. They are based on the four Chinese guardians, which are of course: Dragon, Turtle, what can generously be called a Tiger-ish Guy, and Woman. I wouldn't even think they were going for a Chinese Guardian thing if not for the turtle and dragon both being there, and it again shows their half commitment to the Chinese side of things. The Four Spirits exist as an explanation for why you can lose a level but get revived, which is fine, many games try to justify returning from death, but every time you die, you go to the Serene Garden (Problem #30), a pointless ten second level where you can't do anything an you only go there to here one of the Guardians spout some snarky line that, more often than not, is one ripped straight from a cutscene so you've heard it before (Problem #31). This makes dying in the game even worse, as not only does it throw you back to the start of a level, but it loads up a pointless interstitial area that keeps you from immediately retrying, and THEN it replays the pre-level cutscene and needs to load up the level again (Problem #31).
PROBLEM #32: Visual Design
Look at your mushy faced master. If you thought Drake was bad-looking, nearly every other character in the game, even other main characters, looks even worse, with painted on faces that can barely move and make the cel-shading look even worse (Problem #33). It may seem I dislike cel-shading, but I don't! It looks great in Wind Waker and other games, even if I don't think it looks like a comic, but in Drake, the visual aesthetics does the game no favors, simplifying an already drab world into large blocks of single colors.
Besides the Master here, all the characters are pretty generic, mostly men in suits, muscly men, women who will take a few times running into to identify as something besides more men in suits, and lumpy demons (Problem #34). The Four Spirits probably look the best out of all characters, and tellingly they can only hover up and down, whereas other characters have to walk and fight, or talk with their mouths closed but moving their jaw a bit entirely out of sync with their speech. Speaking of bad animations, (Problem #35), this game has some really bad animations! Drake himself moves around with less grace than an action figure, and whenever he jumps, he tries to strike a pose as if he was in a John Woo film, no matter how you were trying to move him. A short hop and he'll position himself as if he's doing a dramatic Matrix dive, only to of course land on his crotch and immediately correct to a standing position. Worst of all has to be his arm animations.
Drake will point his guns all around the place as you play, but both arms seem to be attached to their own mind. If there is an enemy to your right and an enemy to your left and you try to fire at both, Drake would rather bend his right arm around his back to shoot to the left and cross his left arm over his chest to shoot at the right rather than doing the expected badass pose of both arms stretched out to shoot at both enemies (Problem #36). Throughout the game Drake will struggle to point his arms properly, and it almost never looks good except when you're pointing straight forward. It should also be mentioned that despite the cutscene models looking... acceptable, in game you can see that Drake's face has almost no definition due to the lines being eliminated, and oftentimes enemies are similarly ill-defined models (Problem #37). I can only assume Drake's mouth is shut during gameplay since his face looks like a blank white slate with eyes otherwise.
The game also does a terrible job at conveying damage and effectiveness in every aspect. There are, of course, many explosions throughout the game, but their range and their effectiveness is a mystery, as they are all weak affairs that look like they're overlays rather than actual bursts of fire in the environment (Problem #38). While its hard to tell how effective these tiny fire farts are at killing things, its even harder to tell if you're hurting enemies at all, as almost no enemy flinches or reacts to being under constant gunfire, right down to the bosses. (Problem #39). You can be unloading clip after clip into a boss, but they have no lifebars to indicate their remaining health and they will continue to act even as you effectively injure them. (Problem #40).
Before we move on, I feel its worth mentioning the absolutely pointless little text bubbles that pop up to mimic comic book sound effects (Problem #41), a failed attempt at reinforcing that comic book aesthetic and one that usually only appears when your character does something that isn't particularly noisy. Machine gun fire will have "Ratta-tat-tat" appear, but when you jump, sometimes you land and its says THUD! randomly, but none of these sound effect bubbles are frequent enough or large enough to remind you this is meant to be like a comic book. Every now and then I'd be like, "Oh yeah, those sound effects appear." Speaking of sound effects...
PROBLEM #42: Sound
Drake and the 99 Dragons has a lovely soundtrack of what must be 4 generic action-sounding background tracks with no energy or variety between them (Problem #43). Almost all of the music is sort of beeping or base tracks rather than anything with melody or feeling behind them, and the levels just seem to get one from the small clutch of them arbitrarily. The music is mostly easily ignored for being so generic and unobtrusive, but its the games sound design that really takes the cake for being awful. Despite being a game focused on gunplay and combat, nothing seems to pack any aural impact, with most weapons sounding exactly the same, only faster for automatics and slower for shotguns (Problem #44). It's hard to tell what weapon an enemy has, as all weapons of the same firing speed sound the same and don't seem to pack any real kick behind them. Nothing that hits hard sounds like it hits hard, and some baffling sound effect choices are made, like when Drake forcibly gets the dragon tattoo from his Master using two sticks with nails on them, which naturally sounds like someone playing a metal instrument.
More interestingly, almost the entire game's cast are Chinese, so naturally their voices all sound like country folk in the US putting on cartoon voices (Problem #45). Tang himself, when you first see him in the commercial, sounds extremely Southern, and there are guards outside one building who sound like actual rednecks. The Master is the only person who doesn't sound like an American who isn't even trying, because instead its an American doing his best Chinese voice. The Four Spirits are evenly split between the bad generic deep-voice dragon and generic male voice for the tiger-ish guy, and a hissing turtle that is somewhat well done and the generic woman voice that is inoffensive.
Now, we've made it this far and have about half of the 99 problems with this game, but here's where we hit our real stride, because while the game's story and presentation are bad, most games can save themselves as long as the gameplay is good.
PROBLEM #46: The Gameplay
This is not one of those games.
Here's where we'll find our other sins this game has committed, and they're going to be coming fast and loose now as we dig in deep and tear this thing open.
Drake is an incredibly basic 3rd-person run and gun shooter. I hesitate to refer to what the game has as "gunplay", but it is technically the proper term, despite it hardly being play at all (Problem #47). The game's crux is that you have two guns you can fire with either trigger, but these guns never actually run out of ammo, simply reloading and continuing to fire an endless spray. This wouldn't be so bad if not for how you aim in this game, or rather, for how you don't aim. The game does it for you with an autoaim feature (Problem #48) that saps the game of any real challenge in the gunplay department. Drake will often target the enemy closest to the center of the screen and you can open fire without any real concern for accuracy, but when you're in a crowd or trying to target a specific enemy it can be problematic. I had moment where Drake was staring right at the enemy in front of him while both his arms were firing off towards enemies who weren't even onscreen! There is, however, a PC port of Drake of the 99 Dragons (Problem #49) which has proper aiming... and I can only imagine the game to be worse. The visuals are a step up, more vibrant and defined, but Drake's auto-aim was clearly done to make up for the fact that most the time the camera does not allow you to properly target your foes (Problem #50). You'll be thrown into an area full of bad guys, and the way you win is simply hammering the fire buttons and running around, somewhat guiding the autoaim but mostly hoping it will spot the characters you can't really see.
The camera itself is another foe, and it really hates it when you aren't in a flat open area (Problem #51) Many levels will have vertical areas where the camera believes you want to either look down on Drake or look up from his feet, rather than allowing you to zoom out properly, and the game will often jerk itself to what it deems a proper angle while you're trying to look around, which is why I am sure aiming in the PC port can only be torture. Thankfully, the auto-aim is used for most things you need to do, but it can't target enemies who are too far away or a specific object you have to destroy in the final boss fight, thus giving you a taste of that manual aiming that works terribly (Problem #52). I half suspect that the gunplay was designed as an attempt to mimic 2D shooters in a 3D world (Problem #53) but auto-aim was not the way to do it. In 2D run and gun shooters its about aiming properly and handling crowds of admittedly weak enemies effectively, but Drake has you basically moving around and hoping you can target who you want to kill.
Despite training in a kwoon and the game seeming to suggest Drake has some martial arts, the entirety of combat focuses solely on your ability to shoot guns (Problem #54). The game does tease you in a cutscene with the idea of firing from motorcycle back, only for Drake to blow his bike up and take to foot to continue the same old same old style of shooting enemies until they die. This would almost be okay if the guns were good, but the starting pistols are so good there is rarely need to change, and the few guns on offer are all pretty generic (Problem #55). You have the default pistols, then a revolver that is too slow to be useful, machine guns that fire faster and presumably weaker, a shotgun that fires presumably stronger, a grenade launcher I almost never found and couldn't properly use without hurting myself, and that's about it. The guns are such small adjustments to each other and it usually felt best just to stick to the default gun, although bosses often were easier with automatics. There was no need for the variety though as you could do a just pistols run without any trouble at all or being forced to vary your tactics.
What really makes most fights almost too easy though are your special abilities, mainly your ability to Slow Time (Problem #56). Slowing Time is actually a good mechanic, but it is problematic in how easy it is to use. You almost never run out of power for it if you use it intelligently, but you can still enter a new room, turn on slow time, immediately shoot dead just about everything in there, and move on. The only time where this didn't really work was during a fight where a miniboss got robot back-up a few seconds in and I had used all my slow time powers trying to mow her down quickly. There is also a Freeze Time (Problem #57) power but it slows you down so much as well that I can only imagine its good for aiming grenade shots, since trying to use pistols during it make it so slow that you're spending all your time energy on basically just taking a small break. Any other abilities you get are pretty useless (Problem #58), in that they are so rarely usable or hardly do anything worth doing. The first one you get is Soul Attract, one so minor its not even a problem, but the fact you can't tell you're using it is (Problem #59), as I had to find out we have to hold down the button to attract souls towards you, since Drake does not do any sort of animation or appear any different when he's doing it, and you can only tell its working because souls, which already home in towards you, will come towards you from far away. The other abilities are Soul Explode (Problem #60), an entirely useless ability where you blow up the soul pick-ups, which are how you get health and energy, in an attempt to blow up enemies. But it's so slow, imprecise, and difficult to execute that it's a waste of time, energy, and those souls! The last ability is the Undying Dragon (Problem #61), which you can only get by overhealing yourself and then you do an area explosion, which would be nice if you didn't have the overhealing requirement, as if you are surrounded, you can bet you found that out by an offscreen guy shooting you down below max health.
The game's health system is ALMOST good, in that I like how you get more of it. When you kill a guy, Drake can go over and collect their soul before it fully flies off to the afterlife, and it will replenish his health and sometimes his energy (yellow gives only health, green gives health and energy, but the yellow seem so rare and hard to tell apart from the green they might as well be the same). You have 99 health normally, which is, yes, why the game is called Drake of the 99 Dragons. Supposedly your body houses 99 souls that you lose if you take damage. It's a game trying to justify its just below 100 health bar by making a plot element that it mostly forgets about. But it sucks because you'll never figure out how much health you lose from attacks (Problem #62). I can be hit by a car once and take 20 damage, or be hit again and instakilled. I can get shot by a guy and take 10, or take 30. Fall damage (Problem #63) which is standard for a bad game, is determined rather poorly, and sometimes you can cancel it by wall jumping but sometimes you can't, and I can fall from the same height and take 30, 60, or instantly die. And then, there are Red Souls (Problem #64), which I thought at first would be okay, in that I thought they encouraged you to not just jump straight towards a dead body to grab a soul, but instead they are basically booby traps in unexpected places. In some areas there are dead bodies placed solely to be accidentally shot to release red souls that home towards you to stun you and deal damage, and I should remind you that this game has auto-aim, meaning most every time you shoot these dead bodies to release the red souls, its because the game auto-aimed you at them. Sometimes they will appear alongside health souls to make you not use your Soul Attract, which is how I felt they should work and I was fine with those time, but the game making you shoot these triggers for Red Souls in other instances was just the game being a dick.
But you might be wondering... where DOES Drake shoot all these guns?
PROBLEM #65: Level Design
If you answered hallways, large empty areas, and the streets, you'd be on the right path! The game does try and take you through nominally different locales, but besides the opening 99 Dragons Penthouse and the Casino, most of mostly just themed on being in our outside of buildings, although they do make sure you revisit the Penthouse and Casino just for the sake of level "variety" (Problem #66). The levels are mostly pretty empty looking too (Problem #67), with enough window dressing to pass as what they claim to be and not much else. Expect boxes in factories, computers in the labs, and cars in the road. They occasionally do slap some cute sign up somewhere, but the levels were so sparsely decorated that I was legitimately surprised when I opened a door in a casino and saw slot machines... which were in a small room off to the side, like in every casino.
It's barefacedly apparent the rooms are designed mostly to house the bad guys, or the occasional environmental hazard (Problem #68) which mostly consist of alarm lasers that are quite easy to avoid. All they really do is slow things down instead of providing an interesting challenge, but the real hazards are the blind corners (Problem #69). When you are running down a hallway you have to turn around ninety degree angles, and the games likes to squish enemies into hiding spots around corners or in small divots in the wall that you basically have to fall for once to know are there. And naturally, these ambush enemies are packing heat and will probably kill you the first time you fall for their cheap trap, so eventually you just learn to further abuse Slow Motion as you go around corners just in case. That's of course when the game ups the ante by giving levels tons of decorative and seemingly pointless doors, where an enemy will pop up right as you walk past and shoot you down.
Speaking of those decorate doors, the game is terrible at leading you through the level, forcing them to place down flashing green light arrows all over the place to properly explain where to go next (Problem #70). The game even tries to suggest more complex ways through areas with these arrows, or sometimes is the only way to notice the dark hallway above you that is blending in with the dark room's ceiling. Notably, during the mission where you chase down the courier, not only
do you not really have to keep up as he'll kindly wait if he's too far
ahead, but it tries to give you an interesting mechanic in following his
blood trail from where you shot him... but still has the green arrows to point you the right way.
All the fake doors make it difficult to figure out which way to go without some guidance, and the game likes to strip away the arrows in its more maze-like areas, although the game is so linear that there is almost no room to deviate from the path once you've found it (Problem #71). This game has no extra content in it at all, no secrets, no optional objectives or power-ups, and this is despite the fact they stick you in large rooms with piled boxes and other objects that could have been a deviation from the main quest... although they also put a timer in the game (Problem #72) just to punish you if you do want to take a look around or can't find the right green arrows in one of the more cluttered areas. I never had the timer go below 5 minutes for me so it's not really an impediment, but I almost wonder if it is there to prevent players from exploring the place and possibly coming back disappointed.
Speaking of that timer, the reason I could finish the levels so easily is because the levels are surprisingly short. The level objectives (Problem #73) are often vague "move into the level" ones or simple "collect 6 of a thing" ones, and while the collecting one ends when you have them all, the area you are trying to reach in the majority of the levels is rarely clearly indicated, so you run into a place and suddenly you get a mission complete message. These abrupt mission endings (Problem #74) almost always left me surprised as I had no idea the level was about to end as I entered another generic grey room, although sometimes I completed a level after getting killed, and some levels end when the game does a scripted kill on Drake. It never felt like the objective was actually complete in those cases, just a sudden shift into the next cutscene because you apparently did it! These short levels ultimately total up to 25 levels total, the game itself taking me only around 5 hours to complete it because of these abrupt endings. It's strange to complain about the game length (Problem #75) in a bad game, but you usually expect a certain amount of content, and Drake is quick to rush you through it all, perhaps hoping you won't notice its flaws as long as you get through it fast enough.
Really though, what makes the levels in Drake and the 99 Dragons awful is the platforming (Problem #76). For some reason, this run and gun shooter tries to include multiple points that require you to hop around the environment, which probably wouldn't be so bad if the game didn't decide to mess that up in every way it could.
Let me tell you about Drake's Magnetic Shoes (Problem #77).
Although not literally magnetic, they might as well be, both for how they connect him to walls and how unreliably they do so. See, to be even more like an action movie (or comic I guess?) Drake can both Wall Run (Problem #78) and Wall Jump (Problem #79), and neither works they way they are meant to. I mentioned earlier that Drake almost always does an overdramatic dive when he jumps, and to active either wall jump or wall run, you have to jump at a wall. So, while Drake's body figures out how to make that work, you're usually running up the wall before you are ready to be. The game loves to make obstacles where you have to run up a wall and jump, or just jump from wall to wall, but since the game decides when it will and won't register, every attempt leaves you wondering for a second if it succeeded, and a second is how long you have to complete the run or jump. You can only wall run once before freefalling, but you can jump between walls three times, naturally making it possible to skip around in areas the games doesn't want to, but making it nearly impossible to do it when the game expects you to have a mastery of it. Most of your fun with fall damage will happen when the game wants Drake's magnetic shoes to work exactly as intended instead of how they're programmed.
Also a small aside, thank you to the Let's Play thread on Something Awful for these wonderful gifs! Notably, we see Drake in the one up above in an elevator (Problem #80), and the game's platforming engine was not designed to handle elevators, so expect quite a few of them throughout. I wager the issue comes from the game trying to process the fact he can run on walls and the floor, but when you're in an elevator or on a raising or lowering platform, Drake and any other object on it has trouble comprehending they're meant to be on it. Characters abruptly bounce up and down as the elevator stutters in its attempts to carry you, and the camera really likes to try and get an upskirt on Drake during them if their an interior elevator, or you get a God's eye view if he's on an exterior one.
Most of the common elements of the levels are changed when you enter hell to fight demons (Problem #81), and abrupt change to the game and not really for the better. Technically the spirit world, it falls into all the same tropes of a typical hellscape. It's red, its got bones and fleshy stuff all over the place, and it loves to reuse this corridor where all you do is run down it and gun the demons that spawn in. When you get outside though, the game throws its cruelest curveball yet: small platforms (Problem #82). The game had you jumping onto tiny metal bars and signs in earlier levels, but usually it was just one problematic one, and the janky wall jumping could sometimes save your ass. In hell, the platforms are one Drake wide and he still does his goofy jumps to reach them. If you miss one of these tiny platforms, Drake will freefall, likely down to another platform as they spiral upwards for much too long. The best thing to do when you miss you jump is to actually guide Drake towards a bottomless pit, as they do no damage and the game will mercifully respawn you pretty close to where you fell off from.
The game has a few other quirks to it, like keycards and fans that will lift you up into the air, but they're not particularly offensive save where they mix with the games actual failings. But now that we know where we shoot the bad guys... its probably time to meet the bad guys, isn't it?
PROBLEM #83: The Enemies
Drake of the 99 Dragons has quite a few different foot soldiers in it, or at least they do a good job of reskinning the same few concepts over and over. Most levels have bad guys in suits shooting at you, but some levels will add strong guy who tries to attack you physically! Almost every bad guy is either a shooter or a physical attacker, and when you run into a room, slow down time, and unload, you'll realize neither pose much threat. The shooters will at least sometimes get a shot on you, but the physical attackers never really get a chance to get close to you unless you're sucking on purpose. Even the demons near the end of the game shoot red energy balls or smack you, making them at best a mix of the two common enemy types. Some enemies I never found out what they could do, because you had no reason to ever allow them to pull it off.
There is one type of enemy that is particularly annoying, however, and that would be the flying enemies (Problem #84). Goons with jetpacks appear in many levels and often far away from you or in a vertical shaft. These guys fire guided missiles that explode on contact, and while you can usually swallow a few rockets well enough, its really hard to hit these flying enemies as the game struggles to adjust your auto-aim with their movement. The game loves pulling your targeting reticule into solid walls, or refusing to target them because they're too far away, so sometimes its best to just ignore them (and I'm not entirely convinced you can't just run past most enemies in general). However, those missiles will keep coming, but DON'T WORRY! The game's loading screens have a hint system! And one of those hints is: "Missiles Can Be Shot" (Problem #85). The hint system seems to not understand its own mechanics at times with suggestions like these, as the auto-aim will not lock onto missiles, meaning even if you're surrounded by a vortex of missiles, you'll only ever shoot them if you're lucky. I did shoot down a few, but never on purpose.
I suppose its worth mentioning that the enemy AI isn't too good (Problem #86), which can be a blessing at times in that you can be standing next to an enemy on a gun turret and he'll just keep firing it forward rather than moving. Most enemies have one set idea of what they're going to do and won't deviate from it, making imposing enemies like the guys in Aliens style loaders easy to beat as they mostly like to spin in predetermined areas and look threatening. Some enemies also have the same problem as Drake, where they shoot off to where their arms are pointing rather than where their target is. This janky AI is the main crux of what gives the game is bipolar difficulty (Problem #87), as most areas are either too easy thanks to slow motion and incompetent enemies, or annoyingly difficult because enemies with good firepower are pointed the right way. That and the bad platforming with magnetic shoes will cause most your deaths rather than a fault of your own, but you gradually learn through dying how you have to approach that area.
Surprisingly, most the games glitches come from the enemies as well, although its often hard to tell what is a glitch and what was just part of the game's design (Problem #88). The same applies to Drake's magnetic shoes, but while you'll notice the problems with wall running and jumping, I didn't know some of the issues the enemies had until I read a walkthrough after beating the game! The obvious glitches (Problem #89) often involved enemies doing weird things like pressing through platforms they were on or doors they were waiting behind, as well as just continuing to live their lives after dying. They will no longer be able to hurt you or affect the world, but I killed a guy on a covered turret once who just kept trying to fire it after he died, and sometimes after killing a level boss you get a brief moment to see him walking around just fine after his death animation. The glitches I didn't notice often involved improper coding on how much damage an enemy is meant to do, with a few opponents completely neutered to the point their attacks don't properly register.
The most glaring glitch happened after level 20, and I'm still not exactly sure what causes it, although I have a hunch. The level is a boss fight, and the first few times I beat it, the game froze and made my controller rumble endlessly (Problem #90), and after a few attempts it just kept happening. Finally, I managed to get past him, and seemingly the fight was shorter that time, so perhaps it only freezes if you take too long to beat him?
I suppose its time to mention the bosses and minibosses (Problem #91), the minibosses being so unexceptional I didn't think to label them as such until I saw the walkthrough do the same. In a few levels there are enemies that are marginally stronger than the others and appear at the end of the level, with some you are able to identify as important but others you're surprised afterwards were meant to be important. Most of the time I'd kill them like any other enemy, or they'd be amidst a crowd of enemies and die alongside them, but one miniboss had potential. At one point a cutscene sets up this character called Banshee (Problem #92), and she is said to be the right hand of the villain, a real force to be reckoned with that Drake is shocked by her ruthlessness. So, when its time to fight her... well, she's glitched so her attacks are really weak, the fight's difficult part is she sends like six cyborgs at you at once so you can't use your slow motion until then, and then you just shoot her until she dies, and its not even acknowledged in the cutscene. This will become a trend with most battles, as the game is anticlimax after anticlimax in almost every aspect of the story (Problem #93), as I mentioned earlier with no defeat of Tang and which will come up as we look at a few more bosses.
The first boss you fight is Ossu, (Problem #94) who looks like they took Killer Croc from the Batman cartoon and gave him shades. You fight him at a gas station where he's twirling a chain that supposedly deflect bullets, and the game urges you to use the environment against him. After trying that for a while, I slowed down time once and opened fire on him and managed to kill him the normal way, so I don't know if I accidentally found an opening or if the game was just making up the bullet deflection thing. I feel it might be a little of both, but either way, its attempt to get me to do something besides just shoot a boss to death failed. The game continues to throw bosses you just shoot until they die with the Master Cyborg (your master's body being used for the cyborg army) who you just keep shooting and avoiding the missiles of and the Spirit Marshall Envoy (a giant demon praying mantis monster thing) that sucks out the souls of a nearby morgue that mostly just give you a constant dripfeed of health as you keep both triggers pressed the whole fight (Problem #95). Neither fight is too difficult save where the Spirit Marshall froze my game after killing him too slowly, although it does supposedly get stronger as it absorbs more souls so maybe the game freezing was a poorly coded punishment for being too slow to stop its power increase.
Technically, we have one more boss, but first let me mention the final miniboss and one of the few of note: the Ghost (Problem #96). This guy killed your Master and stole the artifact before handing it off to the world's most incompetent courier, and most the game is Drake trying to get revenge on this guy. The ghost looks kind of spooky and evil despite having a cartoonish hillbilly voice, but the fight with him is, unsurprisingly, an anticlimax. He's on top of a pile of bones in hell, and you just need to run circles around it, firing your guns with the auto-aim, and he'll keep attacking too slowly to ever hit you. There, you avenged your master.
After killing the Ghost you are dropped down into a pit where the final boss waits (Problem #97)
I should note that this character is never foreshadowed or mention before this fight, and he mostly just seems to be a generic ruler of hell type manifested as a three headed snake dragon thing...who is both the easiest and hardest boss once you figure out how to fight him. At first, he's invincible and there's no good indication of that, but there's something on a nearby wall covered in bones. Here, you must do for the only time in the game, non-auto-aiming. Of course, Drake will still be tempted to shoot at the boss if its too close, so you need to press yourself against the bones and hope you found the one sweet spot where the final boss can't instantly kill you with three quick attacks in a row. So, gradually you uncover the red thing behind the bones, which has a diagram of the boss, but its hard to tell how many bones you need to break as there is no indication the boss is truly vulnerable yet. The diagram flashes green on the boss heads which I think is the go-ahead, but when you open fire on the boss it sounds and looks no different than when you did it to him while he was invincible. Still, if you're standing in that sweet spot and chose the right time to open fire on the boss again, he just... dies. He doesn't get any harder, he doesn't cover the diagram back up with bones, he just sits there and takes it while you slowly mow down each head.
And that's the game! The ending, unsurprisingly, is pretty bad (Problem #98). You have recovered the body and soul of your master and reunite them to bring him back to life (although Drake doesn't seem to care about the other dead 99 dragons still), and Drake gets some platitude from him and the four spirits saying now he's even better than before. Drake says something like "so this is the end" and a spirit says "no, this is just the beginning", likely a sequel hook that never caught anything, although that's likely why Tang never got dealt with. The credits roll, and you realize you just spent 5 hours on this game.
CONCLUSION
Ultimately, the biggest problem I found with Drake of the 99 Dragons (besides trying to remember the title properly) is PROBLEM #99: It's Mindless. Not mindless fun, but a game that does not require much thought to beat. You run into an area, the game aims at the enemies for you while you slow down time so you don't die, you rinse and you repeat. The game throws "challenges" at you in the form of bad platforming or cheap ambushes, and then the four spirits scold you for falling for them. One of the four spirits even has the line about how brute strength alone won't work, you need to use strategy. The only time I used strategy was to circumvent what the game wanted me to do, taking advantage of janky or overpowered mechanics to beat parts. Brute Strength worked 90% of the time.
Drake is not nearly so bad as games like Bubsy 3D or Superman 64, but its a more subtle kind of bad. Bubsy and Superman hit you with the awfulness right out the gate and keep bringing it until the end, but Drake has a nice enough looking cover, and it will open the door and invite you on before you begin to realize not everything is quite right. The place is mostly empty, and Drake has taped two guns to you that keep firing as he makes you follow the glowing green arrows through his place, and then he pushes you out the back door before you even got to think much about what was going on inside that place. It's easy to see how someone who wasn't thinking about what was going on might like this game, but there are zombie shooting games that exist to give you that cheap thrill of shooting down a bunch of things at once, and they at least have proper visceral feedback and require you to think a bit about what you're doing. While not nearly as offensive as other terrible games, Drake of the 99 Dragons still is poorly made, poorly conceived, and as inspired as its generic main character.
Drake is at least slightly better than the company he keeps on the bottom of the ladder, but being a rung above garbage doesn't mean you're not trash. This game's got 99 problems, and Drake's only one.
Tuesday, April 11, 2017
Monday, April 3, 2017
Rejects: Revengeance
Here we are, like in olden days, with another round-up of rejected characters. Or at least, a round-up of reject characters I can remember, considering I was storing pictures of them in my computer's recycle bin before they got erased by a Windows Update.
Either way, the usual disclaimer still applies. These are characters I've scrapped for the foreseeable future, ideas I couldn't flesh out or I was unhappy with, or characters that didn't gel with ZFRP after close consideration. I may still someday rescue these characters in some aspect, or completely retool them, but its likely these characters shall remain prisoners of this blog.
Origin: Original, image from Citizens of Earth
Citizens of Earth is a fun RPG that does a really cool idea with its job classes. The game is set in modern times and rather than having the cliche Rogue, Warrior, Mage kind of set up, each party member comes with a different real world job. There are some expected ones like Police Officer and Firewoman, but then you have things like Weather Lady, Yoga Instructor, Cat Lady, and the girl you see hopping right here, the Barista. Despite the varied classes I did get kind of stuck into using the same few throughout the game, but it was clear you could go for a varied or committed approach and either could work if you do it the right way.
The Barista herself, however, appealed to me for being just so cute, peppy, and chipper. I seem to like that in a lot of characters if Shimmer and Cirno are any clue. The name didn't have much to it. I just thought Mimi fit the girl. As for what she could do in RP, I considered her doing what should come naturally to her: running a coffeehouse! Or working there, rather. Thing is, I know next to nothing about coffee, and Harpy has had a few characters cycling through the barista position so far. There wasn't really anything for her to do that was new, save maybe attacking with the coffee like she does in game, but even there my knowledge is lacking and I probably wouldn't be as creative as I wish I could be. I'm not happy to scrap her, but she's a character concept I just don't think I could pull off as well as I'd like.
Elliott the Deadly Duplicator
Origin: Harvey Birdman, Attorney at Law
Sort of born from the same Harvey Birdman kick that inspired me to RP Inch High Private Eye, Elliott here wasn't as lucky as the tiny detective when it came to making it in RP. Elliott is voiced by Lewis Black in the show, so automatically he's an angry character and was sort of intended to fill a role similar to Jasper, chiming in with a rough attitude. If anything, its my decision to RP Jasper as a multi-year characters just like Shimmer that put the nail in the coffin for Elliott, as I didn't need two quite similar grumps running around.
Elliott's thing is that he likes to make doubles of things, whether they be people, items, or even the letters in his name. The combat applications were interesting in that he could make a copy of a Kobber to help or even a copy of the enemy... which would probably still be evil and just make things harder. The "make things two" shtick has enough mileage for a one-year sort-of joke character, but nothing ever came together to make me want to put him in RP. Of all the characters here I think Elliott, surprisingly, has the most chance of still entering RP, provided that there is a Fite Club battle and I can't think of a better opponent at the time.
Maggie
Origin: Original
The picture isn't a perfect representation of what I wanted Maggie to look like, but it has the uniform and hair right, so enjoy the stock photo! Her appearance as I imagined it was actually based on an exterminator who came to our house once, but I couldn't exactly call her up and ask to take a picture of her for RP reference now could I?
Maggie was the character closest to joining ZFRP, even getting a quote teaser saying something like "I'm just doing my job!" during the 2015 pre-season before she got scrapped for one reason or another, most likely a different character idea cropping up or possibly my realization of the character load. She was going to be an exterminator working at the Den of Lions, doing the expected task and potentially rubbing characters like Widow Maker the wrong way as she would be pretty big on disliking pests. Not mean about it, just sort of "this is my job, so I'm wired this way". Her name, Maggie, is actually short for Margarita, and the name is based on a girl I worked with at JCPenney whose name was Maggie, short for Margarita. We would have likely seen Maggie's home life quite a bit, a large Hispanic family where she had kids and a husband and really was meant to be an injection of a REALLY regular person. She was, however, not useless in battle as she'd have chemical mixes and poisons she'd spray the enemy with, although she'd have zero defense. The funny thing is, Cornwind kept doing plots where she would have been perfect, mainly the Cockroach one and then later having Medusa use rats. It's probably good for his plots I didn't introduce Maggie, but I imagine he'd find some workaround for her presence.
I wouldn't be surprised if I one day do use a character with chemical warfare as their attack method, but Maggie is likely gone for good.
Johnny Tsunami
Origin: Johnny Tsunami
Jaws had the misfortune of being slated for 2017 but moved back to 2018 due to an arrival of ideas I felt had to be done sooner rather than later. However, to try and ensure Jaws would return in 2018, I tried to give him a character arc/plot thing to hook him in and give me something to do with the shark actor. Johnny Tsunami ended up crossing my mind for some unexplained reason one night at work, and soon I was off to the races with ideas of how I could use him in RP, tying him to Jaws as I cooked up a way to integrate him.
The kid you see here would actually be older than he was in the Disney Channel Original Movie, and his career would have taken a downturn due to him being a guy who was in a Disney Channel Original Movie. Probably around 18-22 at the time he'd appear in RP, he'd try to appeal to Jaws to try and help him save his failed career, and Jaws would be resistant at first but give in and try to train the guy to become a proper actor. Johnny, however, was not destined to be reformed. He'd start committing petty crimes (mostly theft) around Kuwahawi and maybe even help the bad guys once in some plot, not because he's a bad guy, but because he's taken his position in life hard and wants to stay afloat however he can make it happen. He'd get confronted eventually, but the crux of the issue would be that Jaws could not reform Johnny, and it would be a hit in the ego for Jaws and a sad story for Johnny. Johnny might find somewhat of a decent ending, perhaps moving down a road of proper recovery through proper means instead of relying on a washed up shark actor, but it never got that far in planning because I made the mistake... of reading up on the movie Johnny Tsunami.
You'd think that kid in the picture there is Johnny Tsunami, wouldn't you? Nope, that's Johnny Kapahaala, played by Brandon Baker (who, in RP of course, would've gone by Johnny Tsunami in the same way Jaws uses his more recognizable name for publicity, but Baker wasn't ever Johnny Tsunami in the first place!) No, the guy who IS Johnny Tsunami, is this guy.
And that guy did not fit the plot that I had cooked up. Technically I could have tried to rescue the plot from there, but removing the Johnny Tsunami name that made the premise work was a killer for inspiration, and it had more than a few similarities to Sonic Man's arc but with a negative spin. Rather than trying to fit the Kapahaala peg in the Tsunami hole, this character angle for Jaws was abandoned and, along with it, the kid who was never truly what his movie title seemed to promise.
Ichirin and Unzan
Origin: Touhou
Before there was Cirno, there was Ichirin.
Once the Touhou infection truly took hold in ZFRP, I decided to dig deeper into Touhou wiki. Not really to commit much to memory, but to see who looked interesting. Ichirin, of all the characters I found, seemed the most interesting of the characters not already claimed by a different RPer, partly because of her unique design, but mostly because of Unzan there.
Although I'm sure I could work up some angle for Ichirin (although I feel I'd be restrained by her vague Nun/Monk aestethic), nothing ever came up. The ring weapons were cool too, but Aviaticus did a lot of what Unzan might've done as a cloud guy, and ultimately these two don't really inspire me anyway save visually. Ichirin for a while was my favorite non-RP touhou, and some day she might be again once we clear out the others, but I doubt I'll ever make her an RP touhou at this rate.
Brienne of Tarth
Origin: Game of Thrones
Brienne is without a doubt one of my favorite characters in Game of Thrones. A determined individual trying to prove herself in the world, Brienne has one of the less "Game of Thrones"-y storylines in the series, and while I haven't seen what becomes of her in the show, she stays pretty great in the books. Of all the characters in Game of Thrones, she was the only one that stood out as a possibility to integrate into RP, and she could still carry most of her story with her rather than shedding some of the unfortunate stuff that GoT trends towards. However... there was one big obstacle that would be impossible to get passed to RP her. One thing that would completely compromise one of her core components if I put her into RP...
No one in RP would think she's ugly! It was hard to find a proper picture of Brienne where they don't make her attractive, and even in the show she looks perfectly fine, but in the book it mentions she is not an attractive lady and she gets a lot of flack for her appearance and her "manish tendencies". She wants to be a warrior in a world where women aren't meant to fight, and her size and proportions even are more masculine than feminine. This stalwart and brave knight would enter RP likely to try and pursue her knightly calling away from those judging eyes, but in RP, no one really calls other characters ugly. Everyone seems blindly positive towards the appearance of other characters save rare exceptions like Sister Alice, and that's because she's a bad guy. Every female is beautiful and every male's appearance ain't worth commenting on, so putting Brienne in RP would just attract a lot of blind "Oh you're so beautiful!" sentiments that aren't really conducive to carrying over Brienne. At that point, with so much positivity, she'd just be an armored lady, and I've got Effie for that and a character arc picked for the girl that isn't dependent on varied opinions.
Carson Jr. (or Possibly Carson the Third)
Origin: Original (co-created with Ven)
A long time ago, Ven and I were talking at I believe a library and we somehow came up with an apocalyptic scenario that didn't involve WMDs or zombies or a virus, but just a really insane leech infestation. The leeches were intelligent enough to be a threat and numerous enough too, and they were draining too much blood from humanity. It was meant to be a series of books, in the way that children will say something will be a series just because they can say it will be, but the first book was the emptying of Earth of humans, but the follow-ups would be about the last humans who escaped Earth being attacked by the leeches, and then aliens being attacked by them. It was mostly just a universe where leeches were taking over the place despite not being too too intelligent.
When Ven entered RP, the old leech stories returned to my mind, and it was tempting to try and bring them back somehow. A leech plot likely wouldn't work and might trend too close to Cornwind's cockroach plot. Instead, one day while talking at the hockey rink with Ven, I came up with an idea I only half remembered later. Mainly: I forgot the name for the character, but remembered the rest. The leeches would be a collection of like-minded but not hive mind leeches who all travel together in a big group. I couldn't find a good picture of a group of leeches of the size I intended, but it would have been maybe 100 strong. There would be a lead leech who did the talking, but even if it died a similar one would step forward with the same personality, suggesting that while they aren't all controlled by the same mind, they all think alike. This was even represented in their names. The talking leech would introduce himself as Carson Jr (or perhaps Carson the Third), and then start indicating the other leeches, saying "And that's Carson Jr, and that there is Carson Jr. Over there is Carson Jr and yeah I think you get the point." They'd all have the same name, although I don't think it was Carson Jr/Third but a name quite similar to it that I can't remember for the life of me.
Their main method of attack would of course be their numbers, swarming things to suck them dry. However, I also considered them being able to drain certain powers if they drank a target's blood, stealing enemy abilities or possibly an ally's if they needed a boost. It wouldn't be anything too crazy, but they'd likely get beam powers and elemental manipulation quite easily. Also, for some reason, I always imagined the lead leech would have a cigar he'd be chomping at most times, likely based on an image I saw somewhere but forgot.
Scrapping them was mainly from my dissatisfaction from failing to remember the original name, which I'm somehow assured myself was so great and hilarious. ...Admittedly scrapping them also came from inevitable Lotta comparisons, not fleshing them out beyond being leeches, worrying about the power stealing aspect, and just having better ideas for other things. Maybe one day we'll see some leeches, but not like this. Sorry Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., Carson Jr., and Carson Jr.,
(No Name, called tentatively Whyt)
Origin: Original
This little thing is exactly what it appears to be. A featureless white humanoid shape. And its possibly one of my more ambitious ideas I've ever had, and hence why it was scrapped.
This thing would enter the bar with no prompting or real narrative hint at its personality. It would be small, maybe like the height of a toddler, but it would approach some bargoers, unable to speak, motion at them, and then evolve from there. I literally mean evolve, by the way. This thing, this nameless thing (that I called Whyt in my mind because in Final Fantasy IV for the DS they had a summon called Whyt who was a white humanoid whose face you could draw) was meant to be a character that was created completely through interaction. Every aspect of it would come not from me, but from what other characters said about it. For example, someone might call it "little guy", thus locking it not only into its small size, but its gender would be male. Whatever people decided to name him would be his name. If someone said "He can't talk", he'd literally be unable to talk for the rest of his life, but I'd probably figure out some means for him to communicate. His skills in combat would be what people said they were, and people could give him weaknesses simply by saying he had them, as long as they don't contradict other locked in aspects of his character.
The reason I never attempted it should be fairly obvious. It has a huge margin of error. He might become useless. Characters might not pick up on his aspect and never give him any traits. One character or user could potentially just sit him down and make them into whatever they wanted, potentially something overpowered or uninteresting. No one might ever think to give him battle skills unprompted.
I think it might still be neat to do something similar to this, but trying to RP them in a protagonist role is not a route I feel would produce the results I'd like or others would like.
Coolio Squad
Origin: Original (based on stuffed animals)
Once upon a time, while trying to think of a game to play with my little (very little then) sister CKR, I came up with the idea of a game where she was the bodyguard for a very famous celebrity: Coolio! ...Did you think I meant Coolio the rapper? No, I mean that one-eyed lime-green dinosaur toy there! If you squeeze him, he makes a loud squealing noise! The game was mostly an excuse for us to fight, as for some reason CKR and I enjoyed trying to punch each other and the other trying to block, and this wasn't the first game of its nature, although our parents did ban it like the others.
Coolio managed to move into one of our other games: Cookies and Cream, the same game Pteron would one day join as my game with Rainbow Dash called Team Power got retired. Coolio wasn't alone this time though, and he had a new range of bodyguards to make up for the lack of the one he lost. On the far left you see Color Bear, named for these circles you can't see on his paws that had different colors on them. Color Bear was a circus performer but his main thing was he thought he could fly, which he'd do by spreading out his arms and jumping, usually either just falling immediately, briefly gliding before falling abruptly, or actually flying because of an outside source. Swim Bear is to the right of him in the picture, named for her clothes that I assumed were a swimsuit for some reason. She is the only lady in the group and is really good at swimming! Right of Coolio, we have the horse named Horsafex, a take on the phrase Jumping Jehoshaphats! He was a horse and I guess the most brash of the group, as he seemed to be the only one with a temper. The mallard beside him is, of course, named Loon. Despite not being a loon, and probably being the most sane of the group and least interesting for it. Coolio himself of course had a larger than life personality and was cool. For some reason, the Coolio Squad had the power to join together to form... Winnie the Pooh. Because I had a Winnie the Pooh stuffed animal that was somewhat bigger than Coolio, but in games Winnie the Pooh was a gigantic force to be feared.
The Coolio Squad would go on to appear in my writing series "Ghetto Bananas" as recurring side characters, appearing alongside Coolio the Rapper and still turning into Winnie the Pooh as well. For RP though, I was thinking of abandoning the more absurd parts. The Coolio Squad were not stuffed animals in Cookies and Cream, but they were in Ghetto Bananas and would have been in RP. Coolio's fame would have come from being a sentient stuffed animal, and he would've come to the bar to investigate the claims of The Dolls, although really he'd just try to make sure he was still famous despite their presence. The Coolio Squad would be with him, but they would not combine to make Winnie the Pooh. They'd likely still have what little personality they had, and its probably the size of the group that made me decide against them. That, and not really ever coming up for a reason for them to exist in-universe or metatextually, as they were basically me just using old stuff for the sake of it, a practice I try my best to avoid.
Nikolai
Origin: Bravely Second
I was certainly not immune to the hype of Bravely Second, and although the game has amazing characterization and a great cast, it was Nikolai here who stood out to me the most. Possibly helping him beat out other characters like Norzen was his early introduction and constant importance throughout the plot, even though he was not one of the main characters. A kindly priest who could add to RP's thin ranks of healers, he had a lot of character but no real direction, hence me hesitating to use him. It even sucks to put him on here, admitting I never found a true angle for him besides just introducing him and hoping he'd find somewhere to stick. I know the urge to use him was stronger early on in Bravely Second, and the story's progression did change how I would have to consider how to use him, but trying to fit him in the strange morass that is ZFRP's interpretation of the Bravely world could've been either a blessing or a curse, as it could be freeing in its own way or limiting in another.
If anything, me wanting to RP him was just an extension of really liking his character, but these days I usually pick a character not for who they are, but for who they might be if I used them.
Sergeant Sapp and Private Piddler
Origin: Bravely Second
Unlike Nikolai, these two guys from Bravely Second had a lot more potential for use in RP. In their source game, they are a goofy duo with a bit, a perfect fit for JRM joke characters! Sapp is the serious one, but Piddler is always misinterpreting what he hears, turning words other words. He might hear something like "pretense" and think it meant "pre-tents", as in some tents someone had set up before. If that example seemed pretty weak sauce, then there you see one reason I decided against them. Their humor works very well in game, but trying to come up with examples of it never really worked in my head, and while I bet I could find some fluid ones in RP itself, it was likely these guys would be ineffectual villains, hence I would be setting up most their jokes and thus a burden I was afraid I couldn't succeed in lead to my hesitance.
Another reason I didn't use them came just from the structure of my future plots. I've tried to work in all kinds of angles for these guys, but every villain or villain group I come up with has no reason to work with these two. Even when they need goofy henchmen, they have a theme that doesn't mesh with the singular military style of these two, and it would require a more hodgepodge group to accommodate these two. With so many other joke character possibilities and bits I can do without the pressure of source material, these two aren't likely to be added to any villain group anytime soon, and more likely set for a future as a surprise inclusion or fite club at best, rather than the characters I was hoping to make them.
Businessman and Homo ErectusOrigin: Tokyo Jungle
For the last character on this list I chose another strange concept. One day Ven and I were playing Tokyo Jungle on the PS3 using the DLC that included unusual characters like a businessman and the caveman you see here. The game is about surviving in a world post-humans where nature has reclaimed Tokyo, and these two are meant to stand out in a weird way as they are forced to live like animals instead of humans. While Ven and I played, we discovered that the businessman was goofy and weak, diving like a loser for his food, while Homo Erectus was incredibly strong and capable. Thus, it became a joke that Homo Erectus was carrying this puny human through the apocalypse, a brains and brawn arrangement except the brains wasn't really smart at all. Ven and I started talking like the two as a joke, and it was so much fun I later considered the possibility of it being an RP angle.
The issue there, of course, being that it would require us to be on around the same time if we want them to stick together. Yes, the idea would still be the caveman was helping the businessman survive, but only in the real world instead of apocalyptic Tokyo. Fighting with the Kobbers was enough to show how it worked, and there'd be a good few jokes to be told in the bar as their imbalance of power was highlighted. I'm not sure where the idea could go beyond humor, and if it could even go very well as it would probably be one-on-one RP rather than the two interacting with people, since I didn't feel us both controlling both characters at any one time would preserve the concept. It was an idea killed so quickly by Reality Ensuing, but it was a fun concept at least, and one I wish could be done.
Conclusion
And I believe that is it! For now at least. There will always be more, and I've probably forgot a few. Many of these never had a specific year they were going to appear, and were more floating ideas that I eventually had to kill or else forever keep elaborating in my mind on concepts I'd never use. There were a few characters left out of here on purpose, but that would belong more in a Reject Plot blogpost that I might make sometime down the line. For now, take a look upon these rejected characters and despair!
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