concept
From Wiki
This article or section is in the middle of an expansion or major restructuring. You are welcome to assist in its construction by editing it as well. If this article has not been edited in several days, please remove this template. This page was last edited by Holy (talk| contribs) ago. (Purge) |
First Trilogy: Revival
IV. "King's Field IV"
Epsiode IV is lead by Solomon—Sol for short—a deeply tanned and boyish young man. Tan because the world of Valecia is parched, reaching for death's door, sun-baked and bone-dry in all directions. 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: Melanat
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 to players.
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 surrounding area steadily rising. Historical records say that an eruption is pregnant, and yet remain quiet concerning the gestation period of the geological event.
IV. Playing: Solomon & Meryl
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.
No other abilities shall be made available to Sol. Fire alone facilitates all standard magic mechanics. 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 pre-scripted 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 she is his 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 the two must descend into Melanat's fire and brimstone underworld.
One-by-one the four magical fields throw open doors for our intrepid pair. Fire past vents of molten lava. Water below soaking labyrinths. Wind before winding gales and haunted castle walls. And Earth among the enumerable undead hosts that littering Melanat.+
+The player is able to raise an Earth field by consuming a Dragon Fruit, and in addition to the fruit an Egyptian fruit bat assists Sol thanks to Meryl's ability to commune with fauna—--an ability shared by all elves of her kind. The player may call upon the Bat as either Sol or Meryl. Because the bat subsists upon Dragon Fruit it can make its own Earth field.
IV. Act 1: Base Camp Sol
The player is treated to a cut-scene of Sol arriving to the site of future Melanat by way of a caravan consisting of camels and wagons outfitted in bright colour. The caravan brings goods in and out of Melanat on a precisely regular basis, however no matter how long the player's game may take, the caravan will not be coming back.
The games manual explains the back story of Sol and Valecia since King's Field III. Because he is cursed with the gift of Fire magic his tribe has exiled him to the isle with the duty of preventing the eruption. The nomadic tribe has since headed south as far as they can before the eruption occurs.
- Normally the base camp is crowded and busy with the comings and goings of merchants and adventurers. But only a small population of characters now remain on site. One of the archeologist has convinced them that an eruption is unlikely to occur in their own lifetime, despite the daily tremors that can be detected as far away as the edge of the dry Veld sea.
The archeologist leads a whole team of assistants making their camp inside the volcanic isle. A new chamber has been discovered connecting to the ground floor complex. Sol is soon recruited and outfitted for the job of clearing out the monsters of the chamber, along with a couple of treasure hunters. A veteran adventurer passes on the job until more is known about the chamber. She is only interested in the thrill of combating monsters. She advises Sol to be weary of monsters he doesn't recognize, and offers both expert and general advice.
- The main base camp sits far below the shoreline of old Melanat, opposite the Dragon Fountain. A rail system permits direct access to the fountain from the outside. The poison waters of the fountains are now essential to life—their poisonous quality all but lost to a people who've never known another remedy to thirst.
Above the old shoreline constant sandstorms circle climbing walls many time over coated in molten magma sent down from the more magnificent of the isle's twin summits. Still miraculously the ancient spires of long lost castles can be seen peaking out on a clear day. Perhaps there are natural pockets untouched by the sands of time.
- The new chamber proves to be a remarkable find. One by one it leads to chambers further in. The archeologist worries that if Melanat was to erupt before the caravan returns; then all his team's efforts will be lost to time, like those before him, evidenced by the logs discovered within the increasingly vast tunnel complex.
One day a mysterious young woman is met beside the fountain. All are in attendance to pay their respects. The people believe the sustaining water is the sole providence of her kind. She is a fountain maiden and has tended the fountain since before many of the old-timers had arrived only decades ago, only one could say because the girl is said to be ageless. For anyone knew she had been there forever, and the fountain's statue lent proof to the claim.
IV. Act 2: Underworld Climax
Gradually Sol's explorations lead away from the dig team. The adventurer at base camp, impressed with his Fire technique and fire for life, has convinced Sol that he has nothing to lose, and might as well make an effort to unravel the riddles of the island—and who can say: maybe even make real the primitive fantasies of his tribesmen.
Sol begins to get the impression that he is being watched from afar. And not long after discovers that unbeknownst to him, the fountain maiden herself has been on his trail, ever since he began to adventure alone, going places with his Fire where no one would follow. Perhaps out of concern for his safety. Perhaps not...
There are three areas available for Sol to explore that are distinct from the central complex.
- Towards the summit there is evidence of a natural life. Rays of light visible from the ceiling, descending growths, and natural springs. Something that looks like water and yet is not.
- Towards the outer walls there is a lost kingdom, at place buried under ancient lava flows, in other places protected by ceilings of sturdy construction. Ghosts make their home here according to a lone clock they appear time after time only to reenact the court of an ancient king Harvine III.
- Towards the center of the earth there are vast caverns flooded by molten lava flows. The heat made bearable only by minimal attire and Sol's Fire. It is beyond these flows that Sol discovers an underworld stretching ever farther down, seemingly wrapped around a section of Dragon Tree too vast too behold, and bathed in the furthest blue light.
It is during this portion of the game that Sol becomes acquainted with Meryl, the fountain maiden. However she cannot follow Sol beyond the lava flows. In her stead she presents Sol with a sacred relic of her people: the magic sword Frostbite of Wind and Water. With the sword Sol is able to cut through his Fire barrier without diminishing its protective shield like qualities, while simultaneously demolishing the Fire and Earth born monsters of this underworld; to wit—the elements of Wind of Water are death incarnate.
As Sol reaches toward the blue lit heart of that veritable abyss the growing numbers of monsters he meets grow ever more menacing—along with the intensity of the tremors until their effect is almost immobilizing. And in between there are minor tremors not felt atop to keep poor Sol on his toes.
IV. Act 3: Lost World Resolution
V. "King's Field V"
VI. "King's Field VI"
Second Trilogy: "Prequels"
I. "King's Field"
II. "King's Field II"
III. "King's Field III"
Third Trilogy: Magic Cycle Ending
VII. "King's Field VII"
VIII. "King's Field VIII"
IX. "King's Field IX"