I’m really into rpg’s and jrpg’s so I usually make them and come up with a story and franchise with spin-offs for them. Does anybody else do this and please share if you do.
I wouldn’t say I make an entire game of or story based on what I call my games, but I do like to imagine what and how the game will run.
e.g.
Shit Warz, action space game
I have a long-running series of RPGs about colorful, talking horses. I toy around with different titles on different play-throughs. The series has been dubbed Pretty Pony RPG, Pony Quest, Pretty Pony Tales, and most recently Astrid’s Pony Tales.
It started off as an imaginary Final Fantasy/My Little Pony mashup because I am the sort of adult who overindulges in candy, cartoons, and video games (which is to say, not an adult at all). One day I actually thought about how the series would work if it were real (read: I have nothing at all to do with my time) and came to some interesting conclusions. My current mental image has almost nothing at all in common with MLP (save the fact that the protagonists are talking horses), and is still clearly influenced by Final Fantasy but isn’t a straight rip of it.
Here are a few bullet points none of you are required to read. Please note that it’s 4 AM and I’m only on the internet right now because of a mixture of late night pizza and alcohol.
- These ponies are more realistic in figure than those of a certain popular television show. Their proportions are based on real-life ponies. Yes, this is a series in which realistically proportioned Shetland ponies go on magical adventures.
https://www.kirkkoskella.com/wp-content/uploads/2012/12/Shetland-Pony.jpg
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There are no cutie marks, nor is there a sparkling epiphany moment in which a pony realizes his or her special talent.
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These ponies wear clothes. Like, all the time. Pony attire is based on real-life horse dresses and horse blankets, with a fantasy twist (definitely no saddles). Pony armor is based on real-life barding (horse armor) from the middle ages and renaissance.
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Ponies versed in physical combat use spurs as weapons. In this context, a spur is a metal blade, spike, or bludgeon strapped to a pony’s leg to enhance kicking power. It’s not as violent as it sounds, these games don’t depict blood or injury.
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Magician ponies equip amulets to boost the power of their spells, but can also use the amulet to channel a small burst of magical energy. This magic burst is a magician pony’s basic attack. It has no MP cost, and is a ranged attack (hits back row for full damage). Pony mages don’t do physical attacks in this series.
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Burst’s element and effects depend on the user’s class. Witches and Wizards have a dark-type burst. Mystics have a variable burst that strikes with one of four elements (water, earth, wind, fire) depending on the enemy’s greatest weakness. Oracles have a light-type burst that heals the target (unless the target is undead, in which case it hurts them).
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Unlike MLP, unicorns aren’t a type of pony. Rather, unicorns are an entirely separate species that live outside of pony society. Unicorns live in isolated tribes, and each tribe has its own language and customs. Nearly all tribes shun both civilization and clothing. Just a bunch of nudist nomads. Many tribes are also quite territorial, and even openly hostile.
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Unicorns are natural mages. All unicorns can use magic to some degree, even if they don’t specifically practice using it. Black unicorns control the elements of fire, earth, and darkness. White unicorns control the elements of wind, water, and light. Unicorns don’t use the magic burst utilized by ponies, and instead rely on their hooves or horns for basic attacks.
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Despite unicorns most often appearing as roving bands of nude anarchists, there is a playable unicorn in the fifth game. Other characters comment on her nudity as a running joke. “Aren’t you cold?”
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There is only one Pegasus. He appears as either a boss battle, a summoned ally, both, or neither. Pegasus doesn’t appear in every game in the series, but when he does he’s presented as unique.
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Ponies lack the manual dexterity required to perform fine tasks. Goblins lack the physical strength to transport materials efficiently. As their physical capabilities compliment each other, goblins and ponies enjoy a peaceful and mutually beneficial cohabitation. Their history and culture is so intertwined, and have been for so long as to be indistinguishable. There is no separate pony culture and goblin culture, only the culture of each land in which these very different but cooperating species live. The goblins are the artisans, the ponies are the muscle, and administrative tasks are open to either.
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While every nation has its own ways and customs, it is generally considered unacceptable and demeaning for goblins to use ponies for personal transportation. Exceptions arise, but only in the sort of way that you’d carry your friend on your shoulders for any variety of reasons.
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Some titles feature one or more playable goblin character(s), but most do not. Goblins utilize special equipment not usable by ponies. Like swords.
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Other recurring sentient species that appear in more than one game are kobolds (anthropomorphic corgis), pengies (anthropomorphic penguins), imps (goblin-like monsters), and fiends (pony-like monsters). Some games feature a wide multitude of races, others not so much. Many feature races that don’t appear in other titles.
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Every game is set within a framing device; an old mare named Astrid is telling her grandchildren a bedtime story, which happens to be events of the game. Each game begins and ends with a scene of Astrid. In later titles, the tutorials and help menus are narrated by Astrid as well.
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I try to do 3 pony games per console on each of the following; Master V, Vena Oasis, Playsystem, Playsystem 2, Playsystem 3. What I do from there depends on whether or not a custom console is feasible at that point. The 3 games rule only applies to the main series; when it comes to direct sequels, spin-offs, and side games, anything goes.
That’s pretty much it as far as the main series goes. I tend to do a few direct sequels in each play-through, imagining a continuation on the story with the same cast and setting. I actually use the “sequels” feature for these, but I gave up using it for the main series a few play-throughs ago.
The only spin-off I do consistently is Tactics Ponies (aka Pretty Pony Tactics), an RPG-Strategy series set in the pony universe. Tactics Ponies games are also narrated by Astrid. Occasionally, I make a pony game for a console I don’t normally use just because I feel like it. Like Astrid’s Pony Tales: Dark Phantasm for the TES 64 in my most recent play-through. Not a numbered game in the main series, but it still has a lot of the familiar themes and is, of course, narrated by Astrid.
Then there’s the Pretty Pony Adventure series (aka Pretty Pony Tales, before I gave that title to the RPG series, or Adventure Ponies), which was a series of fantasy adventure games. These are set in the same universe as the RPGs, but are their own separate series. Unlike the RPGs, which are mostly standalone games united by common title and recurring themes, PPA was always a series of sequels with an ongoing continuity. This series followed the exploits of a mare named Sora who goes on adventures and solves mysteries and stuff. I haven’t made games in this series since the update tweaked the mechanics for adventure games and they stopped being interchangeable with RPGs as far as slider usage goes.
Oh, and I used to make virtual pet simulations called My Pretty Pony. The last few attempts didn’t go well, though, and I’ve mostly abandoned that series.
I made a thread showcasing all 21 Pony Quest titles from one of my play-throughs, if anyone is interested to see how they fared on the market. 18 main series games and 3 direct sequels. I didn’t include Tactics Ponies in that thread, but I believe I made 2 of them that time.
P.S.
I’m sorry for the super-long post.
Anytime whem I starting new game, my series named SOCCER LIVE, starting too.
When it occurred to me the title, I was inspired by the “World Soccer Winning Eleven” series. And the thought of the NBA Live series. I do not know why. And it did the name Soccer Live. Typically, the name is simply used part number, and not a particular year. Although the first game was all the same to a particular year in the title (Soccer Live 1991).
As has already taken a series starts its journey with GameGear. And each new game in the series usually comes out every two years.
When the series comes to PS3 and X360, the game adds special addition “Scenario Mode” Let’s say the reality is some sort of match, after the match, the game is downloaded update which adds new scenarios. For example, in reality, “Wolves” team won the team of “Birds”, the score 2 - 0" In the game you are given a task to turn the tide and win the team of “Wolves” playing for the team of “Birds”, for example, 44 minutes, when “Birds” had already conceded two goals
… Something like that…
@Akamadoushi
Exactly what I wanted this post to be about. I wish I coukd post pictures but I do want to talk about the series I’m most proud of based around a final fantasy fire emblem type game series.
Wonder Star I- Game Gear- Rating: 10
This is the first and only time I’ve ever gotten a perfect 10 so the second that I saw the final ten roll out I went, “HOLY S#!T”, that’s how excited I was. Now to get to how I would describe story and all of this game: Literally pushing the Sega Game Gear to the limit Wonder Star I uses a attachable cartridge holder to store the powerful data. Rewiring the system by putting in 16-bit graphics, 100 different endings, 3 generations of having unique children for who you pair the characters with Wonder Star I is truly a masterful game with the compelling story of your character being in charge of a powerful group of people you push forth to make the Kingdom of Illumana to rule and form the empire under your power ending in different worlds of a game.
Wonder Star II- Genesis- 8.25
Description: Returning to the beautiful Empire of Illumana you join in as a bard in the wrecked capital of Illumana 2560 years after the original game. This bard, Juane is a girl who one day is found to have a mystical and powerful gift with words as she finds out that what ever she writes can come to life. You play Juane on this adventure through the game where she learns more powerful “words” that work as spells. This all leads up to the to be continued ending after beating the sealer of the worlds magic that caused the Illumana Empire to fall. ( Game is remade in 2007 for the DS under the name “Juane Adventures” where you play both II,III, and IV. Remake was rated 9.5)
Wonder Star III- Game Gear- 8.75
Description: Enter back into the scene where Juane has sealed all magic you see she some how is drawn back into her mind. She sees a girl that is crying on the ground with a outfit identical to Juane’s but is ripped and her hair is a mess, the girl looks up and says I am Juane. Juane then becomes the girl and suddenly all her memories return before her powers came how she was possessed by the girl she thought she was who was sealing all magic to stop Illumana from rising again. She then goes through her mind to the eventual battle against herself with a winning battle she awakes and restores the magic to the world mutating her into a owl human hybrid do to turning into the wise source of magic.(Part of Juane Adventures)
Wonder Star IV- Playstation- 9.5
Description: You play as Juane in her owl form going around restoring the Illumana Empires good. This game mostly focuses on side quests and meeting interesting characters across the large and beautiful world.(Part of Juane Adventures)
Wonder King V- Nintendo 64- 7.75
Description: Beginning of the Prophecy Kings Series. Amelega the mad prophet predicts that a series of overthrown kings will begin starting with the General King(V), The Thief King(VI), The Clan King(VII), and the Reborn King(VIII).
Notcke the general king is born. He vows to avenge the poor and weak who can not wield magic as the magic users have grown thin only being 0.5% of people yet they rule all of the Empire only helping themselves. Notcke, Amelga, Gen the Thief, and Girafte the Gifted Child all become generals to regain power in the grand strategy-rpg game.(Riducled for polygonal 3D and being first 3D Wonder Star/King game.(Remade for the 3DS in 2011 getting a 9.75 for remake)
Wonder King VI- Playstation 2- 9.75
Description: The Thief King rises. Notcke’s successors are lazy and greedy so the Thief King Xiao Lee Din, ancestor of Gen, is believed to be the new rightful King. This game works in a fighting way with rpg elements like equipment and skills that you can level. Presented in near HD graphics with brightly colored cell-shading this game takes a dark concept and makes it fun and compelling for anyone. Rpg-Action( Remade for the DS in 2009 getting a 9 it was also with VII in a game called, “Thief Kings Legacy”)
Wonder King VII- Playstation 2- 9
Description- The Clan King rises and he is a queen. Jen Do Fon is the lowest ranking person to become the new king after Xiao Lee Din passes without naming a successor. She has to fight her way all across Illumana to defeat other clans for the right to the throne. Action-RPG. (In Theif Kings Legacy)
Wonder King VIII-XBox 360, Playstation 3, Wii- 8.75
Description: The Reborn King rises. The people of Illumana have given up on the hope of the final Prophecy King Returning and bringing the Million Year Paradise. Till 800 years after VII there is no trace of the history of the Prophecies of Amelga. Then the original character from Wonder Star I returns. She then conquers the nation and takes her life to seal magic finally bringing the million year paradise.
Well that’s all I’ve got to say if the story confused you, or I didn’t right in a clear way just ask me a question and I can explain it better. And yes Wonder King VIII was the most sloppy ending put together since Mass Effect 3. Also it’s really fun for me to be able to rp like these games are real and act as if one game is your favorite and one is a game every person who played the series never liked so questions or rp’s shoot.
Interview with producer of the series Driftline of Liberty Games Inc. (Sorry for my English)
Driftline 1 (GG)
“Gaming magazines”: Driftline is a good start for the future. Now, however, this game is very closely because of the technical possibilities of Game Gear.
Overall score: 6.5
-“One day, my friend told me that racing games are good for portable systems. This interested me and the boys decided to try a new genre. The most difficult thing was to develop the engine, we are a long 3 months puzzled over it, but it did. Honestly, I had forgotten the whole game development process, but remember that we do not fit into the possibility of Game Gear …”
Driftline 2 (MD2)
“Gaming magazines”: The sequel is much better than the original. Power 16-bit Mega Drive system, finally gave the developers to the spirit of racing. They did it!
Overall score: 9.0
-“We were looking forward to when the devkit of the European Mega Drive 2, fall into our hands. While there was a time we did not lose time for nothing, to end the game for NES and incidentally wrote a new engine for the expected console. Although Driftline 2 was released later, and not just when we started to develop this console.”
Driftline 3 (PS1)
“Gaming magazines”: Unfortunately Driftline 3 lacks polish. The strange physics, because of which take turns virtually impossible, and trails badly arranged. Otherwise, the game looks very small and boring.
Overall score: 5.5
-“I remember seriously quarreled with the team and I left the company, then opened his own studio. According to the documents remained Driftline not my game and I had to put up with it. So I did not have anything to do with the development of Driftline 3.”
Driftline 4: Chain Reaction (PS2)
“Gaming magazines”: Despite the fact that this game is a startup project for the PS2, Driftline 4 - a very, very powerful and a truly exciting time killer. The developers have finally realized what they want from the series and a must gloss polished all the flaws of the third part.
Overall score: 9.75
-“Cause my last organization then went bad and soon the company was closed in bankruptcy, but luckily I was able to buy almost all the titles that we then developed. I was then happy. In addition to the release of new games from the old series, I invited the guys of those with whom I was working and who was able to make up for this time. And we twirled ! We had already a lot of people, about 200 people , and all were split up into teams and engaged in different games . As always, I appeared as a producer on the new Driftline game . We wanted to really make a stunning racing and thus failed to apologize for the last game . For hedging I signed a contract with Nippon Game Industries , whom I knew well , and two of this company designers ( Osakato Shinsuke and Tokyoka Tomosuke ) knew how to develop a great racing . They helped us a good time. We collected a huge experience !”
Driftline 5 (PS2)
“Gaming magazines”: I am surprised that visited the PS2 game again. This time with even more content than the previous game, but the game quietly making changes. Anyway fans happy!
Overall score: 8
-“I was not involved in the creation of Driftline 5. Then I produced the other game, but also on the part of all was watching the development Driftline 5. For me it was kind of an experiment. I wanted to understand whether guys develop a game without my participation. No, do not think of me as self-assured asshole. (Laughs)
However, the guys took the path that could suit everyone. They did not, change anything in the game, but only decided to expand the content. It was surprisingly right decision as Driftline 5 was warmly appreciated by both the press and players”
Driftline 6 (PS3)
“Gaming magazines”: Sixth Driftline proves you do not need reinventing the wheel and shows once again a great style and high quality. This is a true next-gen
Overall score: 8
-“Since then, as was the announcement of a new game console, X360 , we realized that we did not have time to create a new engine for the then planned Driftline 6. Came to help the Nippon Game Industries , which has helped us to create a new high-tech, at the moment, the engine . Development of the game is already gaining momentum, we would like to have time to start the PS3 . We have a shortage of composers, because all the forces left, on the development of Light Story V … (Laughs) When development starts next Light Story game, colleagues constantly ask someone from our team, but Light Story V then demanded huge resources! Then even had to sign a contract with two legendary composers of Nippon Game Industries , namely, Kozo Yushiro and Futa Sojimori . These guys are real pros ! They wrote the music that I later could notstop until I listened all the awesome soundtrack!
Then we got the idea to port Driftline Arcade 2 and release it as a new mode for Driftline 6. We were kept up to the release of this thing a secret! Driftline Arcade 2 was very popular in Japan at the time.”
Driftline 7 (PS3)
“Gaming magazines”: How they managed to do it again another great game? At this time the developers have listened to the fans and did everything possible to meet all their requirements. In Driftline 7 recognized the spirit of the series, but the fact of the game changed almost everything!
Overall score: 9.75
-“History to Driftline 7 was very heavy. My team has expressed profound reluctance to make a new game. I’m just tired of this series of games and they wanted to do something new. In other matters I persuaded them to start developing the latest game in the series and close this series forever. It was a difficult decision, but most of my team agreed. Development began. I thought that perhaps a poll of fans of our game will help us make the game even better. The survey lasted for almost six months. We collected a lot of data, 90% of which proved to be very useful for us.
As a result, the game itself has changed everything. Later, when the game has already been released, gaming magazines have named this game, the game of the year! I was happy. I thought that maybe my team will change a decision, but it did not happen. Of course, I was a producer on the series and the head of our team, I could just get the guys to do Driftline 8, but I did not. For too long we work with them, they are my family”
Driftline 7 AA X (PS3, Wii U)
“Gaming magazines”: This game should not be, or at all, this game was supposed to come out as downloadable content for the main game. Original Driftline 7 gave us incomparable emotion, and this game only gives a sense of lost $ 60. It will be is new only users of Wii U, but I warned you. It’s not worth the wait as long as 3 years
Overall score: 3.5
-“Three years later, I announced that the series Driftline closed. It was a cruel blow for the fans, who were expecting a new game in the series.
Then I decided to somehow appease the fans I have decided to release a reissue Driftline 7 with new content. The development was entrusted to a third party studio, which was known for HD remakes of old games.
Gaming magazines is not rated. Although I warned that the game would only re-release.
Here’s how it all ended …”
One of my main series for all of my playthroughs is the Starfight series. It’s a series of sci-fi RPGs, sort of like what would happen if you crossed Mass Effect with Star Citizen and The Elder Scrolls. Here are the main features as found in Starfight 1:
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Story The story is the main focus of the series. Without going into detail, humanity has finally achieved interstellar flight and joined the galactic stage in the midst of a galaxy-wide war. The human race, being new to the rest of the galaxy, finds itself in a situation where it is forced to end the war to avoid eradication, but does not have the conventional military capacity to do so. The player and their squad - comprised entirely of humans at first, with aliens of many different races joining the squad along the way - must therefore execute a series of missions to weaken those races involved in the war to a point where they can no longer fight while covering up humanity’s involvement in the war. On top of that, there are several other stories introduced along the way, such as the different characters’ relationships with each other, and any of these stories can unfold in literally any different way in a given playthrough, some of which are not necessarily intended by the developers of the game. As an example, a couple of characters who were once romance partners in a previous playthrough may become arch-enemies in another playthrough, and one of them may even kill the other if the player does not intervene. This ensures that the overall story does not go the same direction twice.
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Combat This is where the resemblance to Mass Effect is at its greatest. Combat is squad-based; you have a maximum of three AI partners in addition to yourself at the start of the game, but this can be expanded by purchasing or finding Squad Interface and Coordination Units (SICUs), up to a maximum of 10 squad members in total (yourself and 9 others). Cover plays a critical role in combat, allowing you to not only avoid damage but also regenerate your health and shields. You can take control of another squad member at any time, even while not in combat, however when you’re in combat you can usually only take control of another member of your current squad. There are, of course, points when you can switch over to another squad member not currently with you to accomplish another task. In these instances, the squad you landed with at first will continue pressing forward while you control the character you’ve chosen to accomplish the secondary task.
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Free-roaming gameplay The world of Starfight is absolutely massive; in fact, it’s a more-or-less 1:1 recreation of the Milky Way as we know it as far as size and placement of known planets. When a new game is started, the galaxy is procedurally (randomly) generated (with the exception of a few planets which serve narrative purposes; these all remain the same), making the game’s install size smaller while ensuring that each playthrough is unique.
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Planet generation Each planet generated is completely explorable, with the game’s procedural content generation unit creating and saving the planet as the player and the squad explore it. A typical planet will be about 50,000 square miles large and contain about 230 “landmarks” (buildings, cities, dungeons, etc) per 16.5 square miles of land.
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Galaxy generation When a game is started, the generation engine places star systems fist, and then determines the overall characteristics of the star system based on size and proximity to the galactic core. For instance, a small system near the edge of the galaxy will likely play home to one or two small ice planets, while a larger system nearer the center of the galaxy will have a larger number of warmer, more habitable planets. Once this part of generation is done, the game will examine the number of planets with at least one city within a given system, and place a number of warp gates (mass relays) in the system based on how many cities it has; as an example, the Sol system (home to Earth) typically generates with 4 or 5 warp gates due to its position at an intersection of several trade routes, while the Dekan system (an extremely small, story-critical system near the edge of the galaxy) does not have a warp gate, forcing the player to fly there manually. Once the warp gates are placed, transit (traffic) routes are determined, and the player can frequently encounter other ships while exploring in the vicinity of these routes.
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Missions Missions are typically dungeon-based, again similar to Mass Effect. Story-critical dungeons always generate the same way, similar to story-critical planets and systems, however all other dungeons generate randomly based on the character of the planet they’re on (if in fact they are on planets; dungeons may also be placed in “wrecks,” or derelict ships that are found scattered across the galaxy). Dungeons are generated with the world and may be entered at any time.
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Vehicles Obviously, being a sci-fi open world game, vehicles play an essential role as well. The player has access to over 200 different makes, models, and types of vehicles, ranging from two-mile-long frigates and container ships to small, two-door, antigravity-based sports coupes for planetside travel; you can even use the escape pods provided with most ships. To store your favorite vehicles, simply park them anywhere deemed suitable for them. Cars, as an example, can be parked in a driveway or a garage, while ships must be parked either at docks located throughout cities or in space stations or (if the vehicle is a fighter) in the docking bay of a player-owned launcher ship.
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Wrecks are found around the galaxy and, as mentioned before, can be crawled like a dungeon. However, a wreck can be procured by the player by calling for a cleanup crew to retrieve the wreckage and then, after following the crew with the wreckage back to a port city, calling for a repair crew to fix the wreckage in its holding dock, and then applying for an ownership permit at the dock’s office. Doing this costs significantly less money than buying a ship and can provide the player with a more financially reasonable way of securing their own ship, but takes significantly more time than simply buying one and can expose the player to enemy ships (such as bandits) if the cleanup crew happens to wander into enemy territory. Of course, the wreckage can be boarded at any time along the trip to port in case enemies show up. Enemies will not attack the wreckage or the cleanup crew without a mod.
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Purchasable properties A player can also buy virtually anything in the game. Not only can you dart down to the local armory to pick up some new armor and/or a gun a la Mass Effect, but you can also buy regular clothes, vehicles, houses, and even whole planets (provided, of course, they’re uninhabited). A house can be placed literally anywhere you want it, from a city suburb to an otherwise barren planet, and even underwater on planets that have oceans and lakes. The only limiting factor as far as this goes is your budget: the crazier the placement of the house, the more it will cost to build. Once placed and built (the building process takes time), a house is packed to the brim with things to interact with. In a basic house you can sleep to save your game, eat a snack to increase health, watch TV, and even throw a party for your squadmates. More expensive houses add various other things to do on top of this.
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Mod support Each game in the series supports mods to an extent previously unseen in any game before. Mod creators can use Starfighter, a free tool included with the game, to do virtually anything, from recoloring an object to even creating their own galaxies to go alongside with or replace the Starfight Milky Way. The launcher can even be used to directly download new mods from any site which supports it, and the launcher can even scan mods for compatibility and stability and fix any issues a mod may have according to instructions given by the player. The game can also be launched in Safe Mode, which runs the game without any mods or (optionally) patches, allowing the player to determine if any issues with the game are caused by mods or patches or whether the game is itself unstable.
Like I said though, those are the main features of the first game, and each subsequent game builds on this list. Want more details? Just ask!
My main series is Zim city (my companys name is ZACME inc.)
you just build your dream city!
The most Starfight games I’ve ever made in a specific playthrough is 9, I think. Most of them were on PC, but I think there was one on PS3 and three in total on my custom consoles (the Intersoft Halcyon II and Halcyon II RS). As I recall there was one on my first custom console and two on my second.
NEW SERIES
The Dreamdays games a extremely successful series of mine in my most recent playthrough.
Dreamdays
Gameboy-9.75-1990-Vampire/RPG
The series begins with Tanya a super cute blonde cheerleader at Beverley Hills High and gothic Lolita, Tara. These girls are complete opposites yet there fates are both intertwined when they are biten by the same evil vampire. They team up to form the Bite Squad. Tanya using the brute strength that comes with being a vampire and Tara using the magical perks that come with being a vampire. They fight there way through Las Angles the most vampire-infected place in the world battling and taking down evil vampires while also recruiting up to 10 different characters to join your Bite Squad.
Dreamdays ReVamped
Dreamcast-8.25-1999
Tanya and Tara are taking on even bigger goals in revamped now there going to NYC. This was already a vampire megalopolis with 70 percent of NYC citizens being vampires so this place proved to be lucrative to the formerly defeated Los Angeles Vampire Ganglords new base of operations. Take on new and old foes in this beautifully done 3D entry to the game.
Dreamdays Reborn
Dreamcast-9.75-2001
First of, I wanna start this by saying that this if it where real would be the best selling Dreamcast game ever. It sold 2.5 million units toping Sonic Adventures’s 2.42 million units so… Suck it Sonic! This is the true end of the trilogy as you have to stop all vampirism at its roots. Count Dracula’s grave has been discovered in Romania and now it’s a race across the world to stop all the bad vampires from reaching the grave. Tara and Tanya receive new designs and this is the first in the series without a single ending. There are many unique decisions throughout the game that actually affect the story and gameplay and depending on who destroys Dracula’s tomb decides who makes the ultimate sacrifice, Tara or Tanya. The shocking end to the trilogy finishes the game’s lifespan
Driftline 6 cover! Japanese version!