Power Rangers has been going strong since Mighty Morphin’ Power Rangers first graced television screens in America. While I might not have started on the train until Dino Thunder was all the rage (then lapsed after SPD for a number of years), I’ve enjoyed going back to the start to watch all the way from that starting series to the current end. I’ve been less impressed with the few games I’ve played, though.
There’s been a few that managed to at least be okay, but not a single one could be considered truly great. Then Legacy Wars came, a mobile hit that celebrated the franchise with its simple rock-paper-scissors fighting mechanics. From that came Battle for the Grid, a console 3v3 2D fighting game that attempted the same tactic of celebrating the franchise (though leaned heavily in Mighty Morphin’s favour at launch).
Across these last few years, we’ve had some great content that has added to the franchise. The comic series that expanded on the Mighty Moprhin’ Rangers, bringing with it a host of alternate versions of powers and a new set of Rangers in the Solar Rangers. The 2017 movie that, while not the greatest, gave a new interpretation upon the original team. The Hyperforce RPG series that also introduced a new team, incorporating them into the lore of Time Force.
With Hasbro now holding the reigns of the series, bringing new life to the franchise with Beast Morphers and hopefully repeating that success with Dino Fury, as well as another movie coming soon and more comics in the pipeline, the franchise certainly looks to be on top form. With expansion coming from all these forms of media, it’s time for the one remaining link to get in on the fun.
Two years ago, I had an idea. An idea to merge racing and RPGs together to create a concept that provided a new way to experience both. Within it, I outlined a few of the details such as how players would start and the overall narrative of the story. Paying homage to my history – to one of the stories from my original era – I had labelled the concept Zincite Storm.
As I was looking back on it, I did indeed have something, but I’d focused a bit too much on the racing side of things. Or at least there was little in the way of RPG elements aside from the experience system. If this was to be a combination of both, it needed a few other RPG elements to really make it.
For this Racing Month, I thought it would be good to bring the concept back, loaded with a few new ideas and changes to what had been seen before. I’ll also dive into some of the details I’d touched on before. The first thing to note, though, is that the world as I’d described it last time is changing, or at least evolving.
It’s been directly one month since I looked at The Skywalker Saga last, giving a rundown of what is set to be within the game and a few of my ideas. I held hope that perhaps this month, we would see something about the game. After all, Star Wars Day would have been the perfect opportunity to do so.
While we didn’t get any gameplay, or even any trailers, we did get to see the key art of the game, with a slip up from the official Star Wars Youtube channel revealing what seems to be the official date of the game. Such a date does fit, what with recent releases for LEGO and Star Wars games. I assume EA are aware of this release, and have no plans to release anything that might cause conflict with TT Games’ effort.
So while there’s no new information to be found (except more confirmation of how much TT are putting into this), I felt it might be worthwhile getting a few more of my thoughts and ideas about the game and how it will play out for all to see. I’ve got a good idea of how I’d want the exploration to be handled, so I’ll start there.
I’ve previously admitted that Sonic Generations is a great game. It’s got to have been for it to have solidified my interest in the series. The celebration game of everything Sonic the Hedgehog, with a wide variety of music tracks and a number of favourite levels.
One thing I wish it had done, though, was use more. Sure, the adage that more doesn’t equal better, but Generations… could have used more. I’ve talked before how there didn’t feel like there was much interaction with the worlds or characters (for any character not a Sonic or Tails, anyway), and I wished there had been.
Here, then, I aim to present an idea on how it could have been expanded. More levels and more interaction between characters and the worlds. Unlike with the Redesigned Galar concept, I won’t be sticking to as strict a guideline. By providing expansion, it needs more room to do so.
Last month I offered up some ideas for games within the Pokémon franchise, with the three fitting roughly into the labels of main game, side game, and spin-off. This month I am doing the same for the Sonic the Hedgehog franchise.
Now, it would be easy to say for a main game Adventure 3 – specifically Chao Theory (that old concept of mine from back in 2013), but I’m not. What I want to see from a main series game these days is something that Lost World failed to execute beyond basic implementation.
The Galar region showed a lot of promise when it was first unveiled, taking a lot of elements from the UK and mixing them into what is the most diverse region we have seen in a main game.
It did deliver on that, but it also felt incredibly linear and unconnected, with certain sections of the map being cut off from access except by train. It made the whole region feel smaller than it should have been, not really helped by the Wild Area restricting design for half of the map.
So what would be the best way to set about making the Galar region a better place to be? Well, top priority is getting a better way to connect everything together, and that’s where the Wild Area comes in with its new name of Route 1.
Yesterday a Pokémon Direct was announced, and tomorrow at 14:30 GMT is when it will air. The obvious choice for such an announcement is about Home and what things that will give us (aside from storage capacity and the importing of ‘mon from previous generations, of course). However, stating the obvious is no fun. It’s time for some wild predictions.
The main series goes open world, but not in the way you think. Diamond and Pearl are announced as the remakes to come this year, with a trailer showing off the beautiful work done in recreating the world in a fully 3D environment.
The GTA series has been based in America since its inception (with one London-based exception), but the locations have always seen a complete overhaul from one era to the next. Los Santos and the greater state of San Andreas, Vice City, and Liberty City have been the three main locales whenever a new GTA comes along.
There are others that appear, such as Alderney and Ludendorff, but you won’t find them filling out an entire game other than Anywhere City, but since GTA 1 featured all three major locales in one game it was expected they’d try something different.
However, while many would want to see an HD revamp of Vice City (perhaps even extending it out to include more of south Florida), I feel the time is right to try something new. A completely new location offering completely new opportunities for exploration of not only a location, but story, world building, and the references to real world experiences.
With the rumours and leaks, it seems both are happening, and I made a rendition of the Project Americas stuff previously. This time the detail is much greater as I launch into detailing how I would go about making a GTA-verse Michigan.
I said in the monthly update that I would be unveiling the completely new state of Michigan within the GTA-verse. Instead, I’ll save that for some other time, as I want to put focus somewhere else today. And that focus is on the leaks.
The ones that say GTA VI is nearer to release than we think and give us an idea of where we’ll be exploring. So, using the information gathered by Gfinity, I’ve cooked up a concept of what that map might look like.
From the leak, we have Vice City returning, but there’s some new places that have never been seen within the GTA-verse before. A combination of Cuba and Panama will create the People’s Republic of Del Castro.
Well, it’s more like this fictional island will be based on those two places, but there’s sure to be many influences from both present. Bolivia and Columbia combine to form the Republic of Castellano, with Rio de Neve – the GTA-verse Rio de Janeiro – also being present.
In the first quarter of 2015, I outlined an idea relating to Wuhu Island – the sports haven of Miis featured in Wii Sports Resort (though it first appeared in Wii Fit).
Since Wii Sports Resort, it has featured in Pilotwings Resort, future Wii Fit games, and even got some representation in Mario Kart and Super Smash Bros., but while Nintendo in recent years seems to have forgotten the island except for the occasional referencing, I’ve been planning an expansion.
That idea I mentioned would put all the sports from Wii Sports Resort into a new game with a fully explorable Wuhu Island where you could naturally head to locations to access the sports, though you’d have the option to access them all through a menu in the hotel lobby if you so wished.
New sports would also be added, with the ability to freely fly without restriction and drive a kart around the island.