I. GENERAL INFORMATION
This document will outline the structure of the product with the most detailed descriptions possible,explaining the key spots of its design in an easy way to comprehend and read. All the key words and terms will be explained and various ideas are further talked about in detail for their functionality and role within the product.
The sections outlined in this document are categorized and presented in such a way that they do not intertwine nor meddle with other sections, instead each represent a certain part of the product. While there are a few exceptions it is only due to those parts being tied together because of the game’s genre.
Tokusatsu Eiyuden belongs to a new kind of genre, combining the 3D Fighting genre and the Stylish Action / Hack’n’Slash genre into one game, with a multitude of storylines that reflect on the number of playable characters and plenty of stylish action scenes, like the ones for Henshin Hero / Tokusatsu shows. The game mainly features familiar themes and tropes found in these shows and are used to appeal to this audience, along with the fighting and stylish action games’ audiences. The game’s innovation lies in the adaptation of the high-octane action found in games like Devil May Cry 3 & 4 and the new Ninja Gaiden trilogy, into the form of a fighting game. The innovation in the depth of the new combat system found in the genre will attract great attention.
In short, it has the player take part in high speed and action packed bouts between a unique cast of characters, each with their own set of moves, abilities, skills and above all techniques. But that’s not all the game has to offer. The players can play casually, smoothly and in a relaxed manner if they wish as the game does not need tremendous effort to be impressive due to the visual style and martial arts presented, but performing non established combos rewards the players effort, in the short term in the form of the style meter rising faster than normal thus providing more combat buffs and in the long term with more stylish points at the end of the battle that the player can use to unlock stuff in the game, like wallpapers, new game modes, alternative costumes and many more to increase replayability and give incentive for the players to try out different challenges the game offers.
Likewise, the variety that’s offered promises hours of experimentation and practice to get the gist of each of the characters but also hours of fun of a lot of different actions, playstyles and above all a large variety of different tactics and ways to play as each character is unique. An example would be between two characters of the game’s superhero team. One focuses mainly on fighting in very close quarters with almost no other way of attacking, while another focuses exclusively on firearms and can barely hold her own in close combat.
The story telling elements and the lore are based on a certain group of heroes, namely the ”Tokusatsu / Henshin Heroes”[examples provided are Kamen Rider and the Super Sentai or their Western counterparts, Masked Rider and the Power Rangers] or ”Transforming Heroes”. For example, the themes followed are those of the transformations occurring to the characters to enarmour themselves so that they can fight effectively followed sometimes by a roll call, the ludicrous fight sequences and over-the-top combat followed by humongous blasts after the enemy is defeated. Another important and crucial aspect is the characters. In almost every fighting game it is ideal for the characters to be unique and different from each other in almost every aspect.
While the game will have a variety of game modes to play, a lot of them being pretty standard for fighting games, like the Arcade, Survival, Time Attack, Versus CPU, Versus another player, a detailed Options and other modes it will also offer a new perspective with a new kind of storytelling adventure in fighting games by not only seeing the world through a neutral viewpoint, the player’s viewpoint that is, but also the character’s viewpoint in a visual novel-like fashion. To achieve that, it will feature dialogues during the fights to further enhance the drama of the situation and make the player see the character in more situations to understand them better. During the story mode a lot of themes found in the culture of transforming heroes will be present throughout with very sound examples would be facing of against many monstrous opponents that are deeply connected to the main villain, before having a showdown with him and at times having to face a multitude of grunts before facing of with their commander. Finally, each character’s story will intertwine with the overall plot by revealing more about with each and every storyline played without overshadowing the character’s story.
Another thing that sets apart this story mode from other fighting games story modes, is that it plays more like a hack’n’slash game or better yet an actual stylish action game. By facing enemies that the player can dispatch with stylish moves to move through the stages or missions and face the bosses at the end of each story. The stages may be linear without difficult puzzles or particular backtracking, they are filled with enemies most of the time each on with their own unique tactics, design, AI behaviour and statistics. Also the bosses may be one for each story but each and every boss is unlike any other boss within the game upping the variety. The story can also be played through a Free Mode, where the player can pick different character to play story stages of other characters without the story bits, for replayability and additional challenge.
A new theme presented in the game will be the visual presentation of the world itself in a stylish manner. To make that happen the visual style has to be altered and be manipulated by the characters’ mental and physical condition. These changes come during a character’s monologue and during the time spent transformed as these times represent the characters point of view. While the world is presented neutral in every way, using artistically neutral tones and colours, depending on the character and his or her point of view it can either stay as it is or change drastically. The changes can range from having brighter and warmer colours and a more cheerful and hopeful environment to having darker and dimer tones and colours, heavier use of shades and a more mysterious, more dark and at times a more disappointed vibe from the world. This will be used to show further insight to the characters’ past and present as well as their development during the story. An example of the world-changing visuals would be that the world appears normal until a revelation is made in the story and the background starts changing and this carries over to the gameplay section until the matter is resolved and the mental situation is stabilized. This is all optional though, as it can potentially get in the way of the fighting outside of the story, so there is always the option to turn it off in the menus.
On a final note, there’s the game’s objectives. The first is simply to learn about the characters by picking the ones the players like and have fun playing with them. In this case it’s to entertain the players with the use of different characters with radically different fighting styles with the second objective being to defeat or knock out the opponent the player is facing in any way possible. The learning curve process of the characters is essential, part of why the primary objective is also part the playthrough of the story mode. Due to its nature as a fighting game and as an action game, all modes no matter what the objectives are given to the player, at their core are simply to defeat the opponent whether spiced up or just played straight. Said spiced up ways are in the form of challenges.
The unlockables provided along with the numerous challenges that exist in the game’s many modes provide a fine way to extend its longevity beyond the simple yet pure fun found in the Versus and Free modes.