Tokusatsu Eiyuden – VII. Graphics Section

VII.GRAPHICS SECTION

01.Overview and Recap

The graphics are styled in a fashion,almost cell shaded,if not outright cell shaded,to emulate a feeling between anime and reality,with the human elements being presented realistically,in a fashion similar to modern Final Fantasy and Ninja Gaiden games,a style that focuses on a more realistic setting,while nature and the outworldish elements as well the elements present in the tokusatsu shows and anime based on the tokusatsu mythos are represent in a less realistic way and allow for more freedom with cell shading.It’s like the show GARO,where the contrast between the human elements and the unnatural elements are very easily distinguishable from each other.The graphic style is mingled like that,having the humans being portrayed in a realistic manner while the armours,enemies and the natural environments in a more intense cell shaded way,an organic yet almost fantasy-like portrayal.Outside of the cutscenes and portraits,the graphical style is mostly cell shaded,as the gameplay focuses mostly on the unnatural element rather than the human element…it’s almost impossible to see the human element during the gameplay segments.In that aspect it’s more like Ys 7,where the cell shading style really adds to the world.

Apart from cutscenes,the game also features dialogue scenes,akin to the story bits presented in visual novels like Fate / Stay Night,Kishin Hishou Demonbane or Chaos;Gate for the PC and even some japanese RPGs like the Fire Emblem series,specifically Fire Emblem 6 and 7 for the Game Boy Advance,where the semi-static illustrations of the characters engaged in a dialogue appear above a dialogue located at the bottom of the screen with the current location featured as the background while the dialogue box indicates which character’s talking currently by having his or her name on the top of the box.These dialogue scenes are fully voiced and are the main crux of the story mode,while the cutscenes are very few and serve only to highlight the truly important events of the game throughout the story mode.Also,in sharp contrast to the cutscenes,the players have an option to choose between the styles of ”realistic” CG illustrations or cell shaded illustrations during those story bits for the characters.The style of the ”realistic” CG illustrations is more akin to Kojima Ayami’s illustrations from the Castlevania series or Katsura Masakazu’s Zetman drawings while the cell shaded illustrations are far more akin to Ys Vs Sora no Kiseki’s overal art style or Takaya Yoshiki’s Guyver art style.

The game speed is also crucial for the graphical style,as it needs to perform at great speeds,especially if it is fighting game.The FPS[Frames Per Second] count should always be at 60FPS and only be allowed to drop at a minimum of 50FPS only when fighting a big number of enemies on the screen,like 7 characters on the screen and above.The visual effects integrated during the gameplay where they can change the stages not entirely artistic but some also factor in the gameplay.


It is best to include some sketches of some game scenes to aid in the visualization of the game.

Show a typical scene and give some indication of what we’re looking at.
Show what the on-screen user interface looks like, and include call-outs so the reader knows what’s what.
Detailed art list will be a separate list (not part of this document).

02.Graphic Style and Processing Speed

Everything said during the previous section will be fully incorporated in the game,as it’s a crucial part of the game’s graphic style.Moving on,the world appears normal and the vibes the viewer gets are neutral,just like our own world[there are cheerful moments,sad moments,peace,war,crime,solutions presented in the form of pharmaceuticals and many more] the characters really affect the outlook of this world.While the world is presented neutral in every way,even artistically using 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.These changes come during a character’s monologue and during the time spent transformed as these times represent the characters point of view.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,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.

Speed is very crucial in the schematics of the game as it includes not only running speed but the character’s agility and reaction speed along with attacking,defending and countering speed and finally,the game’s overall speed that’s counted in Frames Per Second or FPS.Each character is different from each other in terms of speed,though several speed statistics might be the same for some.Also,as the game’s overall speed is critically crucial the same way it’s been in other stylish action games,again like Devil May Cry 3 and the new Ninja Gaiden trilogy,it must remain at 50 Frames Per Seconds minimum while topping and being held at a crisp 60 FPS almost constantly.Not quite necessary for the pre-rendered cutscenes.

03.Characters’ Graphics and the Visual Effects

Sketches should be included of what the characters (if any) will look like.

04.Stages

The world consists of real life locations but doesn’t focus on them,apart from some featured in the dialogue bit and some illustrations concerning the characters homes,but apart from that the game revolves around the two semi-fictional areas and a completely fictional island,though all of them are largely based on real world locations.The most prominent of them being the fictional island,the human-made island in the middle of the Aegean sea,Miracle Island.

Miracle Island is an amalgam of several key sites of the big cities found at the aegean islands and the capital of Greece,Athens.

World — Describe the scene(s) in which the action takes place, if applicable. In the case of an adventure game (such as LEATHER GODDESSES OF PHOBOS 2), the design document should probably be organized primarily by location, showing all characters and objects there, and indicating what events occur there. If locations in the game can be visited in any order, then list them in either the optimum order or in the order one might visit them if travelling in the simplest path.

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