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This splash
screen
artwork was created by Jim Lee and Alex Garner for the "Ivanpolooza"
level. |
THE
STORY:
A computer lab technician working on a top secret weapon for the
government was planning to steal the information and sell it to
Ivana for a king’s ransom. While trying to leave with the stolen
CD-Roms he stored the information on, the technician had a
mishap with Queelocke, Freefall’s teleporting critter friend.
Unexpectedly, the technician was whisked away to an unknown
location, and his CD’s were scattered randomly around the world.

Queelocke returned to La Jolla, Gen13’s current home, with a CD.
Lynch was able to determine the contents, and realized the
threat posed if these CD’s fell into the wrong hands. The Gen13
team must get them back.
Meanwhile, Ivana finds herself a little upset that her CD’s have
not been handed over. She immediately initiates a search of her
own, no holds barred.
With the help of Queelocke, the Gen13 team will scour the globe
in attempt to retrieve the CD’s before Ivana. It is up to the
player to succeed, gathering as many CD’s as possible. Ivana’s
troops won’t give up easy, however, and are bound to snag a few
CD’s themselves. It is inevitable that the Gen13 team will face
Ivana in the end to re-capture the final CD’s.
THE GAMEPLAY:
The normal gameplay engine will be similar to that of Earthworm
Jim where the player controls at least one of the five different
Gen13 characters. There are also “team-up” levels where the AI
controls additional players on the screen. In the case of a
two-player game, both characters will be actively controlled.
In addition to side scrolling fighting/shooting, the engine will
be designed to be flexible, allowing for a variety of scenarios
such as: vertical shooter, static screen action, zoomed in
cinematic sequences, zoomed out view of gameplay, and forced
scrolling action.

Normal Gameplay Perspective |

Zoomed Out Perspective |

Extreme Close-Up Perspective |
The boss combat engine will be a dynamic 3-D environment where
the characters can cruise around in an arena. The closer the
character is to the “boss,” the closer the camera will be. The
camera will zoom out respectively when the characters are apart.

Large Boss Combat
Perspective
CHARACTER DESIGN:
All your favorite Gen13 characters are in the game,
each with their own special moves and animation. WildStorm
Productions sent EA visual character specifications in order to
ensure that the characters are intricately and properly
portrayed.
The
Gen13 characters can't get by on their good looks and sparkling
personalities alone. Throughout the game will be various
ways to help the player survive, in the form of traditional
gameplay "power-ups." Of course, Gen13 offers that extra
twist: The Ultra Move. The most potent powerup in the game
is the "Ultra Move." Each character has only one "Ultra
Move" hidden somewhere in the levels of the game. The
"Ultra Move" is the ultimate manifestation of a character's Gen
Active power.
BOSS DESIGN:
The design team asked Jim Lee and J. Scott Campbell to create
the bosses for each of the levels. They have also been
commissioned to create the mother of all end bosses to climax
the Gen13 game. The mother of all bosses will require true
teamwork from all of the Gen13 characters in order to defeat.
The game ending boss would be introduced in comic form in an
upcoming Gen13 series. A possible marketing ploy would be to
offer a secret code that is unlocked upon completion of the game
that will allow the player to send away for a poster of the
mighty end boss.
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Early conceptual designs of the mother of all bosses. |
LEVEL DESIGN:
Levels will provide diverse physics and game mechanics to give a
variety of challenging gameplay experiences. Levels on
skates, on ice, driving vehicles, flying, swimming, or climbing
will give the user several types of gameplay to master.
The different areas of Gen13 will be truly living and breathing
environments. Locations will be chosen not only for good
gameplay and storyline, but for exciting and realistic visuals.
25 levels were designed conceptually, many of which were drawn
out for the developer. Some of the levels include the
Grunge and Freefall traveling to Las Vegas in “Viva Las Vegas”,
Fairchild discovering an underground complex under the city in
"Down In It", Grunge saving Freefall from One-Eyed Jack in “No Tut In Common,”
and Freefall loose in a shopping mall after hours in “Mall Maul.”

Original concept sketch drawing of "Viva
Las Vegas."
BONUS:
Arcade classic bonus games will be hidden throughout the Gen13
game. The games will be spoofs of famous arcade games that are
recognized by all. The goal of the bonus games is to score
points to earn extra lives. Proposed games include:
MUSIC: Possible licensees for music included: Thomas Dolby, Mark
Mothersbaugh (the genius responsible for Crash Bandicoot), and most favorably, the Red Hot Chili Peppers.
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