So I haven't mentioned story AT ALL so far. And that was because, up until recently, the story I had in mind really sucked. If you're gonna make a war game, you want it to be EPIC. Because wars are huge and destructive and violent and (when simulated for gameplay purposes) fun! =P
I knew I wanted this squad of marines to battling some kind of 'Alien' enemy - something that was foreign and unusual and scary. Also I wanted to go with a pretty natural setting, rather than on board spaceships or dark industrial planets. In my opinion, one of the best things about designing a landscape would be to create something that was beautiful and totally awe inspiring.
....so, the original plot I had went a little something like this:
An alien species has landed on earth in the near future. It doesn't seem to be hostile and although the creatures show signs of great intelligence, they appear to be timid and all attempts at communication so far have failed. Gradually though, the aliens are multiplying and building homes (in the form of some kind of large impenetrable hive/cocoon). They are consuming our resources and covering great portions of land from one central point outwards. Eventually a decision has to be made between the united nations as to what we are going to do. They decide to send in the military (of course) to enter the 'hive' and try to somehow either reason with the creatures or destroy them. And that would be the hook of the game, that the enemies aren't really hostile unless attacked and upon encountering them or certain areas, the player would be presented with multiple options which either resulted in you bypassing the aliens, restraining them or killing them (which wouldn't be as easy as it sounds).
Now the Japanesey angle, somehow changed my whole perspective of this story. Suddenly, I imagined the world to be quiet and serene, misty like silent hill and I saw the enemies as having stronger individual characters. Maybe we are on a planet that resembles earth yet isn't? And what if the enemies are HUGE so that you really do have take advantage of this team dynamic to bring them down.
So now...
Humans have arrived on a new planet which has an ecosystem very similar to Earths. It is widely populated by various 'animals' but there doesn't appear to be any intelligent life (picture Earth how it might be if we had never existed and nature had run rampant)... shortly after we land however, and humans have just begun to settle in, these huge "colossal" (guess the inspiration) creatures start appearing and tearing down our factories and destroying our diggers. Once again we choose to send in the military and that's where the player takes over.
One thing that really struck me about Shadow of the Colossus was the moral ambiguity of killing these creatures that are apparently doing no harm to anyone. It would be made clear in this game that although the creatures are causing a bit of a scuffle, they are yet to actually harm any person. So I thought about SotC and how you were forced to kill the 'bad guys' to complete the game but what if you didn't? As in my initial story idea, I thought it would be great if there was the possibility of simply subduing each of the creatures rather than murdering them. You are after all, part of the military and have access to top technologies. It might be interesting if it wasn't made initially obvious that this was even a possibility. Then it would really test the players morality, willingness to explore and perhaps even their ideas of this genre of game.
Like SotC, each creature would be a huge puzzle in and of itself. First you would have to figure out a way of getting close to it - perhaps you might drive to its feet and then climb it's legs, land a helicopter on it's back or even parachute down onto it from the sky. Once aboard, a member of your squad could be sent to 'analyse' it in order to determine it's strengths/weaknesses etc. and then you would be presented with a variety of suggested options to either kill it, subdue it, or simply guide it away/convince it to leave you alone. A few ideas I have included collecting plants to create a serum which could be injected into/fed to the creature to put it to sleep or make it docile (like tranquilizers?), tying it down snow-speeder style using harpoons from vehicles, or identifying weaknesses and planting explosives to systematically bring to the ground. The rifle could be upgraded to fire ammunition that can penetrate certain kinds of skin/armour or converted into a harpoon gun in order to aid in climbing the creature.
This idea has set me on the path for a very clear set of enemy concepts, which will have to convey the way each one might work as a game mechanic. Additionally, I can start basing weapon/vehicle/armour designs accordingly.
Below are a couple of unfinished sketches/ideas I've been tossing around as I've been formulating the idea.
This simply shows a couple of soldiers doing a good old bit of recon while squad transports fly overhead.
Here I was attempting to convey the scope of the enemies. (ignore the 1st person pistol bit - twas just an idea =P ) As the player(s) stand on the edge of a giant cliff in a deep jungle, a group of military fighters are attacking a huge Cat-Like creature in the distance...
For some reason, this pic kinda reminded me of Cloverfield. Maybe this guy has surfaced from a dark mountain valley and troops are 'boarding' him for surveillance.