Page 1


The Game Justice is an action videogame based on the buddy-cop genre of film as evinced by such classics as Lethal Weapon, Beverly Hills Cop, and Rush Hour. It is the story of two paladins working as a renegade duo in a medieval police force. Gripping action quickly ensues. In terms of actual play. The game is built for two players (though it can be played with an AI teammate), and is composed of 2/3 combat and dungeonearing, and 1/3 puzzle solving and criminal investigation.

Core Mechanic Teamwork: There have been plenty of games that involve multiple players, and there are plenty more that rely on team tactics like flanking or running different parts of a vehicle. However, one wouldn’t call the core mechanic of Rainbow 6 teamwork. Justice aims to make teamwork the central mechanic by forcing players to support each other with mechanics reliant on the other player. In terms of combat there will be an aggressive move set, a defensive move set, and a support move set. Players can switch quickly to any move set as long as the other player isn’t in that move set. This will force players to work together and rely on each other as all of the move sets (though agro to a lesser degree) have moves that are best taken advantage of by the teammate. Similarly, all of the puzzle solving will involve both players actively participating in the physical and mental skills. This will be true not only of traditional puzzles, but also conversations and interrogations that will move back and forth between players, either of whom can take the conversation in their preferred direction (or ruin it entirely).

Justice Combat Combat in Justice is fast and flashy as players expect of a fantasy action game. In order to focus on the team aspect of Justice, players can assume one of three move sets with four moves keyed to the A,B, X, and Y buttons. Regardless of move set, players can block with L.Trig, attack with R.Trig, and switch move sets with the bumpers. However, players can never occupy the same move set, forcing them to play different rolls. Equally as important, players will have to switch regularly to deal with new threats or react to sustained aggression. Additionally players can build up their shared Holy Fire gauge which, when full, allows them to unleash a combo move. There is one unique combo move for each pairing of Attack+Defense, Attack+Support, and Defense+Support. These combo moves are not simply mega attacks, but require the players to work together with button commands that must be done in tandem.

The Move Sets Aggressive Move set: (Greatsword) Spiral – AoE damage, character spins forward whirling their sword in circles. The player cannot block during this attack. Smite – Single target power attack, flashy. Does bonus damage to evil units. Punishing Fire – Sets the ground alight with holy fire. Damages all non paladins in the area. The player cannot block during the attack animation. Eye of the Gods – A powerful beam attack. The player stands still and points in a direction. The beam hits the all units in line for high damage. The player cannot block during this attack. Defensive Move set: (Sword and Shield) Shield Bash – A powerful stun that deals significant knockback but minimal damage. Shield of the Gods – A massive glowing shield wall that many can take cover behind. Hail to the King – The character raises an arm and stomps their feet while shouting. The ground shakes in a radius dealing minor damage but knocking over enemies and objects. Captain’s Throw – A powerful shield throw that returns like a boomerang and deals damage to all hit enemies in both movement directions. Support Move set: (Mace and Holy Symbol) Lay on Hands – A powerful heal effect, has only 1 target that the character must physically touch. Sanctify – An AoE buff. The character marks a symbol on the ground and all allies in the area get a small bonus to damage and armor while inside its radius. Light of the Gods – The character raises their hands overhead and creates a ball of holy fire. This blinds and deals minimal damage to all enemies in a large radius. Undead enemies take significantly more damage. The player cannot block during this attack. Bless – The character stops and focuses giving a massive damage boost to the target. Lasts for a few seconds or until the character loses focus.




Combo Attacks Attack+ Defense: Phalanx A massive spiky shell surrounds the players, they are impervious to damage and effects while covered. Random buttons will flash on screen. If the players time their button presses together, the shell pulses outward, damaging surrounding enemies and knocking them back. Attack + Support: Archon Time slows down and both players are surrounded in a glowing ball (They are still vulnerable). Both players spin their joysticks as fast as possible. When the timer runs out, each player’s character model grows significantly larger and gains a buff to damage and defense based on how many rotations their teammate successfully made. The length of the buff is constant. Defense + Support: Miracle The players immediately heal to full and all surrounding enemies are stunned for a few seconds. In order to trigger this ability the players must, together, hold down a combination of all 8 buttons on the controller (LTrig, Lbump, RTrig, RBump, A,B,X, and Y) but players must each hold four different buttons. As soon as this happens the heal and stun are immediate.

Team Puzzles Teamwork in Justice is far from combat exclusive. As police, the central duo will also be solving crimes by searching for clues and interrogating suspects. Both investigation and puzzle will split the party but force the separate characters to do things that will aid their teammate as they go. Example Puzzle: Diego’s Party The players arrive at a fancy evening soiree wherein the host is suspected of murdering his brother. The player goal is to find evidence in the closed off part of the mansion as well as pick up clues from the partygoers. At the start of the level, the game prompts the characters that they should probably split up. One player must successfully sneak off while the other player questions partygoers and tactfully keeps enemies from noticing the missing partner.

But the player can’t just wander out the kitchen door. In order to get there, the other player will have to create a distraction. This could be a boisterous funny story or the partygoer tripping and falling onto a table. Of course, the teamwork does not end there. When the sneaking player finds two guards in front of the host’s study, the social player might start a fight causing the guards to run toward the party chamber. Similarly, the partygoer, looking for an opportunity to talk to the host’s wife, might have the sneaker start a fire in the scullery requiring the host’s immediate attention. Every puzzle in the game should play off of this interactive idea. Continuing this example puzzle, one player might build up the furnace so that the partygoers get uncomfortable or irritable, or another might fake illness in order to gain access to the private rooms of the mansion.

Good Cop Bad Cop Conversation and interrogation are a crucial part of the policeman’s toolbox, and Justice recognizes this. However, when both players are present, each can influence the direction of conversation for good or for ill. Players are encouraged to watch NPC body language, listen closely for vocal tone, and note interesting personal information accrued from acquaintances and static objects. Players can and should use this information when picking dialogue choices as these choices will critically affect crime information and story progression. To aid this, players can come and go freely from dialogue (the NPC will be able to continue with the other player, and will always remember where conversation left off), so one is able to search the area while the other distracts. The effects of conversation do not change the story’s destination, but they significantly change the journey. Take the Diego’s Party scene for example; If players converse correctly, they will be invited to the party and treat it as the puzzle described earlier. If they anger Diego, they will have to fight through a sewer dungeon and sneak around the mansion to uncover the same clues.

Storytelling Justice, as a game, will be built in chapters. These chapters will be largely interchangeable, though some will be locked until certain other chapters have been completed. Players are encouraged to play the chapters in the order of their choice based on what sounds fun or interesting. Each chapter is self contained, outside of the locked chapters. However, the results of completed chapters will be mentioned in dialogue and guide humor during later play. This style will also allow us to release expansions and updates with ease. Some of the chapters planned include: • The Brothers War • It Came From Under the Floorboards • I’ll Love You Till You Die • One Damn Dirty Rat

Psychographic Age 16– 30. The game’s fluid combat, comedic banter, and clever twists should appeal to a wide range of team players, action buffs, and buddycop fans, but our targets are best friends. These two are trusting and close, having shared years or growth and emotional experience. They like brawlers and shooters, both bullet-hell and classic. They have played a number of high production action games like Call of Duty, and the Uncharted series. They also appreciate RPGs if they aren’t too number heavy. They like rock, punk, and occasionally pop music. They always like to compete but don’t feel too bad about losing to each other as they fully intend to try again, and harder.