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Contra |
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Contra is a fast-paced action game. Having sold nearly four million units since the game was introduced in 1987, the Contra series puts the gamers' strategy and fighting skills to the ultimate test. Previously, most of Contra games have
been Platform shooter styles (game play continues form platform to platform).
Contra has been a game with a high difficulty level. Majorities of Contra game
play have the traditional side scrolling view. The pace of the game is pretty
manic and unrelenting, controls are extremely tight and responsive, giving you
a fighting chance. One neat feature, Super C has the ability to fire your gun
in all 8 directions, even while you are in jumping mode. Previous
Contra Titles and Ratings:
Story
of the best Contra title: (Contra III: The Alien Wars) Super Contra Story An evil alien entity called the Red Falcon landed on Earth, and had attempted to conquer Earth by utilizing alien minions and robotic war machines to kill anyone who opposed it. Two marines were sent in to stop the Red Falcon, by striking at its South American island bases, and were successful in defeating the Red Falcon and its forces. Or, at least they thought so... The Red Falcon had actually been merely wounded in the attack, and after it had healed itself, it concocted a new plan for world domination. It called on its galactic allies, and together they took mental control of US army forces, using a mind- altering chemical agent. The Red Falcon gained control of these US soldiers, and then began its second campaign toward conquering the planet Earth. The marines responsible for destroying the Red Falcon's previous form were called back to active duty, and flown into the Red Falcon's base by Helicopter, with one single order: destroy the Red Falcon and its forces, once and for all. You take control of these marines, and guide them through 8 levels of frantic and challenging side-scrolling mayhem in their quest to kill the evil alien warlord and end its reign of destruction. Game should be developed for next generation platforms and PC with cross platform online compatibility (PC, PSX2, XBOX). The game should be a fast paced shooter with lots of enemies to be killed, high-resolution 3D environments and characters, in asymmetric view and transitions into real time in game cinematic. Players should be able to play 1P or 2P modes as well as online battle and death match mode. We also can build additional features such as training and mission briefings.
Contra's HQ have intercepted SOS from the biggest Russian nuclear submarine that is sinking to the bottom of Barents Sea. While Contra's HQ continues monitoring the unsuccessful rescue attempts, suddenly the submarine crews stop responding to the Russian Northern Fleet hails. Meanwhile, Contra's spy satellite registers the beginning of nuclear missiles launch form the sub, and transmission to Russian Navy operations that Red Falcon is demanding to stop the rescue attempt otherwise there are will be a missile strike retaliation. After analyzing the spy satellite data, Contra intelligence realizes that Red Falcon is preparing its third attempt to conquer Earth by using Russian submarine as its base to assemble and power it's robotic war machines in the safety of deep sea Members of Contra Forces are called in and ordered to stop the Red Falcon, and were successful in defeating evil alien entity and its forces. Or, at least they thought so The "Red Falcon" had actually been merely wounded. It escapes the submarine blast to a secret retreat located in the mountains of Bosnia. Were alien forces lie dormant aviating for decoy Barents Sea invasion to begin, so they can start a real attack of the Earth forces? The Contra intelligence is learning that Red Falcon is not the brains behind an operation but just a pawn controlled by a mysteries alien only know as "Dark Queen". Contra marines are called again for the final showdown Number of levels
in this game will depend on the story. If we follow the plot the way it is, we
should have three big levels (worlds), which are divided into several sections
each ending with a mini Boss and a level Boss at the end of each world: "Submarine",
"Mountain trail" and "Underground base". In Single player
mode some exploration will be possible, player could reenter visited sections
of the world. 3D game environments and characters, will provide a great opportunity
to reward player with real time in game cinematics wile carrying on with the story.
Game will include a strategy element. Were player will have to figure out how
to successfully battle minions and Bosses (order of destroying parts of the Bosses
and choosing best weapons to do it). With several characters, members of Contra
and hidden characters for player to choose from. Contra characters traditionally
fight the same way and they only differ in appearance. But there is always a little
space for trying out new things. For example, we can give characters hidden secret
abilities, to continue "Easter Eggs" signature Contra tradition. Here
are some of the weapons which players will acquire throughout the game: "Homing
Missiles", "Lasers", "Machine guns", "Flame - Throwers",
"Shatter Guns", "Super Bombs" (Classic weapons, true to all
Contra games) The uniqueness
of the game play for "Two - player" mode should require for both players
to move forward, other than that it will be identical to a "Single player"
with twice the difficulties levels. In order to succeed, players will have to
work as a team and watch each other backs. As one possibility, if one player is
killed There are several
different formulas we can use in designing on - line component · Contra War. We
can have ongoing online battle of Aliens VS Earth forces.
· Contra's first person
shooter. If we can give hardcore Contra fans a game in 1P and 2P mode, which is
truthful to Contras, game mechanic and spirit, we can go ahead and create a first
person online shooter with Contra IP without risking of disappointing them. Schedule Breakdown by man months: Project start .............................................................................2 weeks Design .....................................................................................3 months Tech Design .............................................................................1 month Concept art .............................................................................1.5 month Sound prelim ............................................................................2 months Prototype .................................................................................4 months First playable ............................................................................2 months Level implementation 1.5 months for each level (5 months in this example) Alpha ........................................................................................3 months Beta .........................................................................................2 months Final Polish ...............................................................................1 months
Contra is beloved by many hardcore fans whom believe that if the new game is not exactly like an old Contra, it's not a Contra at all. Therefore, by taking steps away from original formula, we are risking to aggravate hardcore fans. If we are looking into only exercising a game on an "ONLINE" capability, maybe we should use other game IP where we don't have to take that kind of risk. One of probable candidates, we may want to revive is 1996's KOA game "Over Kill". The game is similar to Contra in many ways (it's asymmetric, fast-paced, sci-fi shooter). When it first came out, the game sold significant amount of units. The game got some pretty good reviews and has established a market for itself. It can be a great game and is suitable for our "game online" needs. Moreover, it will give developers more creative freedom in designing an online title.
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