The Aeo Continuum

Strafe 2
Strafe: Brother is the confirmed name for what was previously simply called Strafe 2; I was hoping to have finished Heaven Born by now but procrastination interfered with that. Nevertheless, Strafe: Brother is also a remake of one of my older, abandoned Aeo games called Aereus: Brother which has been merged with the Strafe 2 idea.

Day 1: Story Reveal

There's a recurring theme of family throughout the Strafe series: Heaven Born is about Strafe's parents (with Micaliye's death serving as his main motivation and Lock, his father, acting as almost the main antagonist), while Syria is about Strafe's daughter. Strafe: Brother, as you might have guessed, is about brotherhood. Those familiar with Strafe lore know Strafe's brother is Silence (who himself was recycled from the game Fantendo Silence which is pretty much cancelled).

Silence isn't the only one who "brother" refers to in the title, however: Strafe: Brother consists of two separate storylines which tie in and relate to each other, with two different playable characters. They are the modern segment, featuring Strafe (as expected), and the past segment featuring the Black God as the Nameless Prince, brother of Micaliye (ruler of Noah). The thing tying these two stories together is the presence of the Winter Pact, a cult lead by a deity with an intense hatred of Micaliye and her descendants.

In Strafe's story, he allies with the Vermin of Noah and the noble Crown to begin a revolution in the city, to overthrow the nobility and also the Thieves Guild which has grown corrupt since it's victory over Sear (or maybe it was always corrupt to begin with; an idea Strafe struggles with quite a bit). Things are going well until the Winter Pact reveal themselves and begin providing their assistance to the nobles and the Thieves Guild, while also revealing Strafe's Winterblood heritage (which begins to fight against the blood of Micaliye within him, causing the unlocking of his "Winterblood Form" where he switches to a sadistic alternate personality and begins radiating massive amounts of magical energy for a brief period of time).

In the Nameless Prince's story, the Winter Pact was recently formed and intends on killing Micaliye; if they succeed, Micaliye will be forced to either abandon the city or reveal her divine nature to the citizens, either of which are not desirable outcomes, especially as early into the city's founding as it is (about four years). Micaliye finally convinces the Black God to come to Noah, as he had been refusing previously, and as such arrives under the moniker of the Nameless Prince. When he begins to discover traces of the Winter Pact's conspiracy growing, he decides to begin tracking them down to help his sister.

Day 2 Day 3: Gameplay Reveal

As far as gameplay goes, Strafe: Brother is basically Strafe: Heaven Born but better in every way. I'm only going to be covering the few major additions right now, though.

First of all is the addition of vehicles, an idea I took from the first Strafe game made for Series Swap Day, Strafe: Land of Lizards. There will be a number of vehicles in the game: because both of the stories occur in different time periods, there will be differences between them (like only Strafe has motorbikes and more advanced technological vehicles, while the Nameless Prince has a few super-magical vehicles he can create with his deity powers). Both characters will have horses, carriages and the like though.

One of the main features of the game is the choices available for items and upgrades. In the first game, this mostly came down to the different types of enchanted ammo available, but in Strafe: Brother almost every item in the game will have customizable upgrades; eventually, as in most sandbox games, you will be able to max out everything (this isn't a hardcore RPG or anything), but the path you take to get there will be different. Vehicles will also be customizable, with custom paint jobs, weapons, and the like (you can't paint the horses; I might add some sort of breeding minigame to customize horses, but that's not currently on my list of priorities).

As an example, Strafe can obtain multiple types of gloves (in the first game, there was only the plain upgrade the Boost Gloves which allowed Strafe to push himself up further to jump when climbing up a wall). The Brawl Gloves will, as the name suggests, help out with hand-to-hand combat (which is the main non-lethal route for combat encounters, if non-lethality is your thing; it's not the canon path, though). They can be upgraded to increase damage, increase attack speed, and add a number of new special attacks. If you don't plan on doing much hand-to-hand combat though, maybe you'd prefer the Sleight Gloves which increase movement speed while climbing, reload speed, and pickpocketing, lockpick or other precision-based abilities. Other customizable equipment will include shoes, earrings, armour and clothing, and a few other miscellaneous things which I can't really categorize well. All of Strafe's weapons and tools will also be upgradable; as well as that, the Rotten District itself will have a number of upgrades that can be made to it to assist the Vermin of Noah.

That's about all I've got Strafe: Brother for now; I'll be adding this all to the article sometime soon, but any more work will probably have to wait for Strafe: Heaven Born to be finished.

Foregone: Knowledge Itself

Foregone: Knowledge Itself is the first expansion pack for Foregone; I know I haven't finished the main game yet, but that generally hasn't stopped me in the past (I've even started on Foregone 2, although that was mostly so I didn't forget the ideas I had already had for it).

The premise of the expansion is that a Kresthitan tribe called the Erudites has worked out the location of the Cognitos Archive, a vast underground library which held all of the knowledge of the Old Elves, but which the Elves lost the location of during the war against the ancestors of the Orcs. The reason they found it's location, though, was because they intercepted a message from an Orc who had found the library in a freshly-dug tunnel (fun worldbuilding fact: the Orcs tunnels are dug by giant worms, who have fallen under the influence of the same sentient fungi that the Orcs serve; this is an adaptation of an idea Tucker suggested way back in a Blood Trance brainstorming session). This means, though, that soon the Orcs will find a way into the library and likely destroy most of the priceless knowledge within.

Due to the involvement of the Orcs, this also ties into the main quest's power struggle: players siding with the Orcs can help them take over the library, while players siding against them can help the Erudites, or maybe they can try to find a peaceful agreement between the factions. If you want to murder everybody, that works too: you can just take the notes the Erudites gathered and claim the library for yourself, if you really want to. The other factions besides the Orcs aren't involved as much, though; having an expansion involving each of the major factions is one of the "stretch goals" for the game.

As you progress, you can find and activate ancient magic devices to unlock new features in the library (including Golem defenders, most of whom will be hostile to you when you first enter the library), gather lost books, and recruit new members for the Erudites or for your own faction if you claimed the library for yourself. You also have to defend the library from Orc attacks, and find a way to either stop them once and for all whether you choose to block off the tunnel or earn favour with them so they agree to leave it alone, or maybe even some other solutions.

Currently Unnamed Game

Day 2 Day 3: Full Reveal

In the province of Viae in Aereus, the king has been overthrown by the Kresthitan Empire. They were quick to replace him with a new king, who has now become the subject of a lot of animosity; the Kresthitans have left a number of soldiers behind to keep the peace while the war rages on further to the east. In all this chaos, a mysterious figure calling himself the Author marks a select number of individuals with "Crux Scars", marking them as participants in his twisted game.

This is an idea that has gone through multiple incarnations before eventually settling on this; basically, the game will be Dynasty Warriors on Aeo. I've always liked Dynasty Warriors gameplay and the potential for a large roster such a game has, and I've always wanted to tell the Author's story because he's one of my favourite characters who I've never been able to use in anything, despite having come up with him ages ago.

Basically, the Author has used some sort of magic to mark a number of people with the Crux Scars, and is communicating with them telepathically. By threatening to kill the Scarred, he manipulates players on both sides of the Kresthita/Aereus conflict (all of whom will have their own storylines). There's the Rebels, who aren't exactly happy about the Kresthitans invading their country, the Kresthitan Army who are trying to defend, and the Viaen Army, where only those who surrendered to Kresthita remain in service to the new king; they're not all too happy about it, though, since a lot of their friends have been killed or taken prisoner. There might be other minor factions, but those are the main three.

As for gameplay, if "like Dynasty Warriors" doesn't cut it for you, then basically it's about a pretty low number (maybe 10 or so) of important characters per army, alongside hordes of incredibly weak soldiers who will die instantly to the "generals" unless they get stupid.

This is the smallest announcement of them all, but it's mostly filler anyway. I probably should've got this out of the way first instead of leaving it for last? Oops. Hope you enjoyed the other ones. Unless you're not reading this as the edits come, and instead are reading down the page as you go. In which case, cool! Enjoy Fire Emblem: Coded's announcement.

Fire Emblem: Coded

Fire Emblem: Coded

Fire Emblem: Coded is a new Fire Emblem game I have been toying around with since I got Awakening; not only is it a Fire Emblem fangame, it's also a reboot of an old game I made on Fantendo called RPG Coded, that unfortunately never really made much progress and which I eventually deleted.

Day 3: Full Reveal

Fire Emblem: Coded takes place on an as-of-yet unnamed continent where the countries of Laos and Evesah are engaged in war.

A pretty large number of years ago, twenty-two warriors fought against the armies of the Demon King and managed to seal him away using the power of the Fire Emblem; depending on the country you're in, they'll tell you the Fire Emblem's a different thing based on how the legend got passed down there, but nobody's really sure what it really is nor have they ever found it.

The war between Laos and Evesah started back when the king of Evesah made a deal with the Demon King to give him back his freedom, and then immediately invaded a small town that was barely on Laos's side of the border. From there, things escalated very quickly until a full-blown war was occurring. There's not too much else I've got going for the story, but it will feature the army's Tactician as the character's avatar much like in Rekka no Ken and Awakening.

Gameplay is really the main thing I'm showing off for Iterum; the main concept I had in mind when developing the original RPG Coded was for the "Coded" to actually mean something, although I got distracted by my fancy class system and whatnot and never managed to put my ideas down. Basically, there were going to be no or very few skills in the game by default. Instead, the player would have to create, or "code", their own skills. This idea will carry on into Fire Emblem: Coded.

Each skill in Coded has three components: Effect, Modifier and Amplitude. The Effect is the main component, since it determines what the skill actually does. This could be "extra damage", "stat increase", "health regeneration", "extra turn", and basically any other skill from any Fire Emblem game. The Modifier makes the Effect more specific; for Extra damage, the modifiers could be "using a sword", "using an axe", "against beasts", "while indoors", or anything else really. The Amplitude determines, for example, how much extra damage would be done.

Each skill costs a certain number of points; this is based upon the Effect, Modifier and Amplitude of the skill. Effect has a base cost, Modifier adds or removes from that cost, and Amplitude multiplies the result by a certain amount. Each character has a certain number of points available to them to spend on skills; this increases as they gain levels, in much the same way as any other statistic increases; meaning characters have different growths, and classes have different caps for the stat.

Not all skill options are available from the start: instead, a number of effects, modifiers and attributes are unlocked as characters progress through the different classes. So instead of earning skills, classes earn the parts to make those skills.

The Coded theme will also apply to items, with the Forging system from Awakening being greatly expanded (since it was kind of useless in that game). I don't have much to say on that topic yet, though.

Also something I feel like pointing out is that there will be a support system in this game too, and with a bunch of additions including my main complaint about Awakening, same-sex romantic supports. The game will also have a second generation because I really love the inheritance system (and, in Coded, the children will inherit the individuals parts of the skills required, meaning you can combine skill parts from classes that would otherwise never be possible on the same character to create uber-skills), but I haven't exactly worked out how I'll fit that in the story yet; needless to say, it's definitely planned.

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