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Contents
Trilogy 1
IV
Epsiode IV is lead by Solomon--Sol for short--a deeply tanned boy with Middle Eastern features. Sol is so tan because his world of Valecia is at death's door; it is sun-baked, bone-dry in every direction. Even the ocean floors are visible from the ancient shorelines.
All life would be dead, even in this age of heroes, if not for the thinnest atmosphere, odd oasis, and water-carrying monsters adapted to life without Valad--or indeed, any of the gods of yore.
IV. Setting
Ep. IV is set entirely in and around the island of Melanat made famous by King's Field II. The trilogy begun by IV begins unspecified centuries or millennia after the period of the original King's Field trilogy. The surrounding Veld sea is a cracked, dry seabed. The names of these places have changed, but are still recognizable.
The lower half of the island sits exposed, naked without the waters of the old Veld. Roughnecks venture from all corners of Elegria to make their camp at its base. Or at least that was the case, until only recently.
The island, or volcano as known to the hardened tribes of this era, is shaken by fierce tremors and monster numbers throughout the surround area steadily rise. Historical records say an eruption is pregnant, and yet remain quiet concerning the gestation period of the geological event.
IV. Play
Sol, the default player character, comes equipped with a single menu-based magical ability called Fire. Fire engulfs Sol in a spherical field of ever diminishing, warm light. Just faint enough to make your way through absolute darkness. Sol can also acquire another ability called Earth two-thirds of his way through--even though it's not obvious by what mechanic he would do so, yet still this is considered to be a desirable development.
No other abilities shall be made available to Sol. Fire alone facilitates all magic mechanics other besides Sword Magic. For instance its field acts as a Resist Fire shield, and Sol's weapon interacts with the field to launch magical attacks.
Sol can be accompanied by another player assuming the role of Meryl, or vice versa. Within the narrow script of the single-player narrative Meryl comes and goes as she wishes, whereas a prescripted Sol would necessarily carry out his quest very deliberately from beginning to end, leaving the player of Meryl to find creative things to do in the meantime.
Meryl possesses two magical abilities, Wind and Water. Her fields are more powerful than Sol's Fire from the very beginning, although she is more proficient with Water than Wind, as is typical of female elves of her kind.
Meryl's interaction with Sol is not dissimilar from the setup of Ico's Yorda except for the fact that Meryl is Sol's senior and wise beyond her years... or would be if she wasn't more than a hundred years old. To this end Meryl often acts as Sol's protector. However the tables become turned when Sol must descend into the boiling underworld beset by Fire and Earth--bane of Wind and Water.
One-by-one the four magical fields throw open doors for our intrepid pair. Fire past vents of molten heat. Water below submerged labyrinths. Wind before winding gales and haunted castle walls. And Earth among enumerable hosts of the undead.