User blog comment:Tyberzannisultra/I need your opinion!/@comment-5239282-20140413000401/@comment-24040907-20140509082333

Hey, sorry I've been gone a while! No I haven't played the PFGs unfortunately but I should take a look at them if they're similar to my project here. I actually have a few more questions that relate to our prior discussions. You had mentioned once that faceless antagonists are less desirable than dynamic but less numerous villains. So for my game, instead of the players blasting through hordes of enemies, they must work together to hunt down various "nemeses". These antagonists are apex-predators that are wrecking havoc upon the colony, under the influence of a supernatural power. I thought that this would make the players' adventures seem more personal: tracking down a superhuman entity through an urban jungle as the player himself is being hunted by his very prey? The first "boss" I'm working on is a robotic sniper who is holed up in a large building, guarding the streets against trespassers (hindering the players from advancing). Tell me what you think of this:

The players must move in perfect synchronization, cooperating with each other to distract the robot while the other advances down the street. I plan on fully voice acting for the robot, and altering my voice so he can taunt them in a deep, electronic tone. Finally the players break into his building and advance to his floor. (This scene will be reminiscent of an episode of BattleStar Galactica that haunted me when I was a child) the players are plunged into complete darkness, and must search the derelict building floor by floor as the killer robot hides in plain sight. Perhaps the tables will turn and the players must hide from the robot; but the sounds of his metallic boots scraping against the ground may give him away! I would like your input on this scene, as I am hoping to craft a set piece level out of it.

- Tyber