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LEGENDS

Design Document

By: Ben Schultz

Table of Contents
Pitch............................................................................................................................3 Story............................................................................................................................4 Game Overview...........................................................................................................4 world................................................................................................................4 characters........................................................................................................7 magic..............................................................................................................15 creatures.........................................................................................................16 races................................................................................................................17 Controls.......................................................................................................................22 customization..................................................................................................22 movement on foot...........................................................................................25 movement in vehicles / on mounts..................................................................27 breaking mounts / hijacking vehicles...................................................27 map and navigation..........................................................................................28 HUD..............................................................................................................................29 Gameplay.....................................................................................................................30 maneuvering the environment........................................................................30 combat.............................................................................................................30 melee / ranged....................................................................................31 magic...................................................................................................32 enemy types.........................................................................................34 crafting / leveling.............................................................................................37 multiplayer.......................................................................................................37

pitch

This game is an open world action adventure title with RPG elements. The mechanics will involve intuitive melee combat, shooting, platforming, driving, crafting, and puzzles of various nature. THE PREMISE: This game will feature a sprawling open world where the player can play as whoever they want in whatever way they want. This world is a reimagining of our modern world. In this world, everything we know as myth and legend has come true and the effect it has had on the landscape, culture, and people creates a completely unique game setting. One day, a year ago, mankind found out that what they always thought were just stories and legends were actually historical accounts. This realization came with the emergence of the goblin horde emerging from nowhere to overtake earth and replace man as the dominant species. Now, with a world changed by magic, new and old technologies, and magical creatures, you must fight for the future of humanity. The Goblins, led by a council of ancient elders, want to replace humans as the dominant species on the planet. You must stop them and save your species and the world.

FEATURES: -Massive open world to explore with unique climatic and cultural regions. -Extremely in depth character customization -Ability to maneuver the world like never before: climb anything, control any vehicle, and ride any mount to traverse the world on land, air, or sea. -Intuitive combat system: fight any enemies with firearms, melee weapons, or hand to hand -Battle titanic foes and whole armies as you fight for your species. -In depth multiplayer including countless game modes, map customization, and split screen.

story The world of Legends is much like our own but under the assumption that all myths and legends found in all cultures throughout history are true in one way or another. Goblins are the underdogs of all sentient creatures. They are small and not very powerful. Throughout history they have always been laughed at, mocked, and used by other races. Tired of centuries of mistreatment and history itself discounting them, they have decided to finally wipe out the other races and claim earth as their own. The goblins cast a spell with massive consequences. The original purpose behind the spell is initially unknown but the effect is that all of time and space happened at once for a brief moment leaving creatures, technology and magic, structures, and people from all throughout history stuck here in our modern world. Extinct creatures from ages passed and fantastic beasts from the future have joined the animal kingdom of today. People from ancient cultures and the distant future now walk among us and they have brought their technology and magic with them. This new world brings with it many opportunities for learning and development, but it also brings many new dangers, not to mention the goblin horde intent on destroying the human race. As the game progresses, players will discover the goblins' plans, fight to thwart them, try to adapt to this new world, and save the human race.

overview

WORLD: The world of Legends is the one in which we live today if it were changed by magic reemerging into the world. Goblins made their presence known to the human race and a war now rages for possession of the planet. The game map is divided into several climatic regions and several major cities. There are many different cities in the game. Each one is unique and they will morph and change over time as the game progresses. Each city is located in a different climate zone of the world. This shows in the architecture in the city and the clothing the citizens wear. CITIES: Seattle, Washington- This is the largest city in the game. It contains a good portion of the largest buildings in the game. Seattle is the main headquarters of the armies that oppose the Goblins. This is the main hub where residents of all other cities converge. As such the civilians

here will be dressed in every manner of clothing. Most natives dress in much the same way as they did before the war started. Seattle is in the pacific northwest of the United States and has a temperate climate. The entire city is fortified and is surrounded by a massive wall. Military have a prominent presence here. Columbus, Georgia- This city was hit very hard by the goblin horde. Huge amounts of magic have infused into the organic material around the city and caused the citys ruins to be overrun with enormous trees and foliage. The city looks like it has been completely reclaimed by nature even though it has only been five years. The magical plant growth has also affected many of the residents. They are now essentially zombies with plants and fungus growing on their bodies. They wander the streets looking for food at night to sate their insatiable hunger. They are incredibly violent and attack anything that moves, including you. During the day these zombies arent as violent but they are much more powerful because they have the ability to photosynthesize and therefore have much more energy when the sun is out. They are much more challenging enemies during the day but will usually not attack unless provoked. However, it may not take very much to provoke them. The city is not actually abandoned. The player eventually discovers that the survivors are in underground vaults. This is revealed through a mission but if the player finds the console to open the vault before they do the mission they will still open the vault and release the survivors. Once the survivors are released the city becomes more and more populated with camps being established in various locations around the city. Survivors are dressed very practically in any clothing they can find that would be useful. Columbus is in a subtropical, swampy region. Geneva, Switzerland- This city is located in the snowy, mountainous region of the Swiss Alps. When the Goblins cast their spell causing all time and space to occur at once, many people from the future were left here in our time. They found each other quickly and were drawn to Geneva because of the Large Hadron Collider there as well as the fact that many future structures were left here after the spell. They quickly retooled the city as a haven for refugees from the future. The buildings looks very futuristic and shine like ice. The presence of people from the future greatly advanced the city and its residents who now dress in futuristic armor, form fitting thermal suits, and furs. The armor regulates body temperature. The citizens of Geneva are very technologically advanced and it shows in their clothing, buildings, and weapons which all appear very futuristic and sleek. Much of Geneva's tech is powered by innovative magical power sources such as crystals or magical reactors as well as technology from the future. Rio de Janeiro, Brazil- This city is in a tropical jungle region. The buildings are made of stone, wood, and bamboo. The aesthetic is comparable to Mayan mixed with Japanese architecture and dress. This is a result of many ancient ruins and peoples being left behind after the goblins'

spell. Many of the structures implement trees into the design to form large tree houses. There are many ruins in Rio. The citizens dress very sparsely due to the lush, warm climate. Typical clothing worn by the citizens here are loincloths, shorts, tank tops, wide brimmed hats such as rice patty or cowboy hats, and they are usually barefoot. The citizens here use magic very heavily and are very adept in its use. Luxor, Egypt- This city is in a desert region where the vegetation is sparse with only small scrubs and trees in a sea of sand and rock. The buildings are made of steel, stone, wood, and adobe and create a feel of middle eastern desert villages and old western shanty towns. The citizens dress in garb similar to cowboys and desert nomads. Typical garb may include wide brimmed hats, vests, scarves, chaps, sandals, cowboy boots, loose robes and billowy, light clothing. The citizens of Luxor have become very good with machines since the goblins' spell left people from the industrial revolution era behind. Their vehicles and weapons look very industrious with much of the actual machinery exposed in a very steam punk-like fashion. Darkhan, Mongolia- This city is located in a subarctic region on a large grassland and plain. most of the buildings are made of stone, sticks, and grass. The architecture looks like large Celtic stone structures with teepees and wigwams mixed in. The citizens of Darkhan dress in modern looking clothes as well as traditional Mongolian and Celtic garb. The introduction of Celtic culture to this region is curious because one would assume any ancient Celts who were left in our time would migrate back to Ireland or other northern European countries but many have taken to Asian cultures. Aura (latin for heaven)- This city was built after the goblins emerged. Using magic and science in tandem the city was built in six months. Once finished it was raised into the sky where it now floats above the clouds. The city is powered by a massive magical gem in the citys core. This gem is powered by a massive amount of life energy drawn from countless fallen friends and family. Whenever someone dies in Aura, the energy that their life held is transferred into the gem. The city itself looks very similar to a modern city. It was built in an attempt to maintain the world as it was once the goblins attacked. It was raised into the sky in the hopes that it would be protected. The citizens dress the same way they did before the goblins attacked and the world changed. There are many unique flying vehicles and mounts in Aura. Its people are geniuses at melding science and magic.

MONEY All cities in the world of legends have an economy that runs on small shops that sell clothing, weapons, ingredients, books, mounts, vehicles, and tattoos. The money in the game is referred to as dollars and cents just like in the real world. The player will earn money from certain

missions and side activities but it will always be relatively scarce, encouraging players to earn items instead of purchasing everything.

SAFE HOUSES Safe houses are places in multiple cites spread all throughout the game world where the player can craft weapons, teleport to other safe houses, store and change stored items like clothes and weapons, and alter their physical appearance.

CHARACTERS:

1. Main Character- Player Character (looks however player wishes) 2. Protagonist a. Hero 3. Short temper and very critical however, very willing to learn and understand others. 1. Physical a. Male or Female depending on players choice. b. Whatever age player wishes from child to elderly. Must start the game as a young adult but can magically alter appearance later. c. Player choice of Height and Weight d. Player choice for Color of hair, eyes, skin e. Very effortless posture. Regardless of appearance the player is extremely athletic and their posture reflects this. They move almost like an animal. f. Player my look however they wish and this will not affect gameplay. They may be short or tall, lean or large, replace their limbs with robotic ones, whatever you wish. g. Player may place scars, tattoos, paint, or replace the limbs of their character but it is purely aesthetic. 2. Sociological a. Middle class. Starts the game trying to get to job in an office. b. Game starts with the main character getting fired from an office job. The rest of the game is spent being a mercenary/bounty hunter/adventurer c. College graduate

d. Parents and siblings but none are an active part of their life. e. Christian. Never outright stated but implied through values. f. Player may choose the race and voice of their character but they will be an American. g. At the start of the game the player is an ordinary citizen as far as the public is concerned. Throughout the game they become a champion of the people and for the human race as a whole. h. Deals with political leaders and military officers as well as faction leaders. As the game progresses they become more renowned and gain influence. i. Hobbies include training, art, literature classical types of studies as well as video games and movies. 3. Psychological Ataraxia: Never too emotional. Not easily phased emotionally. a. Waiting for the right person as far as their sex life is concerned. Circumstances of the game make romantics fairly far down the list of priorities. b. Ambitions are simply to make a difference. They want to inspire people and leave a mark on history becoming a legend. c. Frustrations include self-criticism, hostiles, morals concerning their actions, psychology of hate and prejudice, and people who fail in their roles in any given situation. d. A little quick tempered but only over pet peeves. Relatively kind and understanding. Part of the characters development is learning to control their emotions and be less critical of others. e. Attitude toward life is very optimistic. Everything has a purpose in the world and those who are truly noble and good will succeed in some way in the end. Even if they die and fail their legacy will inspire others. f. Superiority complex due to extreme level of skill. Learns humility throughout the game. g. Mixture of introvert and extrovert. Thinks very deeply and reflects on situations before speaking but is quite capable of public speaking and hold their own socially. h. Extremely agile, athletic, and strong. A very capable fighter and very good at climbing. Very perceptive and a very quick thinker. i. Extremely dependable to complete a task. Capable problem solver. Very good at thinking outside the box. j. Very intelligent. Gifted in many areas and very versatile mind. Additional Elements to think about:

Markers: NA completely player designed. Quotes: Very sarcastic, wit and intelligence come through in his/her expressions. Speaking outside of dialogue sequences takes place mostly during combat. I can see youre a slow learner. Not the sharpest knife in the drawer, are you? Too slow my friend. Ha! You need more practice. What do you take me for?!

The main character is, of course, the character the player creates. He does not have a name so the player can feel that it is them in the game. The main character is an able fighter and has impressive climbing skills even before the war starts. He is chosen to fight in the war because of his naturally abilities and the ability to learn, think, and react quickly. At the beginning of the game the main character impresses two veteran fighters with his skills. The main character is something of a mercenary but doesnt work exclusively for anyone. He works alongside Ord, Dante, and various other mercenaries and soldiers. The main character matures as the story progresses from possessing a somewhat rebellious demeanor to eventually embodying the heart of what a truly good hero should be. He isnt selfish or unkind at the beginning of the game he just doesnt have much patients for people who fall short of his high standards. The main character believes that the strong and intelligent are more valuable than the physically weak or mentally inferior. As the story unfolds the main character learns to look on everyone with worth and to not judge people so harshly. This change of heart is brought on little by little as the main character meets people in the story and sees more of the potential that everyone possesses. Ord- Support character a. Mentor 4. Very patient but also very direct. Very much a tough love personality. 4. Physical a. Malw b. Very weathered face. Looks to be in his 50s. c. 53 d. Red hair and beard with silver accents.

e. Powerful stance looks like a silverback gorilla when he stands. f. Very stocky and extremely muscular. Very apelike physique with long arms, short legs and a very stocky build. To be expected of a dwarf. g. Body is covered in ancient scars. Several minor Celtic tattoos on arms and torso. 5. Sociological j. Classless. Wandering warrior. The world is his home. k. Occupation could be considered an adventurer, warrior, pilgrim, or sensei. l. Classically educated to an extreme degree due to intensity of study and age. Very wise. m. No family aside from his friend Dante. Relationship with the PC becomes one of father and child. n. Christian. Never outright stated but implied through values. o. From a time before modern nations but has a Scottish accent. p. Ord is the PCs mentor. He is seen as a role model, teacher, and General. q. Deals with political leaders and military officers as well as faction leaders. Works with the highest leaders if the human armies. 6. Hobbies include training, art, literature classical types of studies. 7. Psychological Very calm and stoic. Quiet intensity. a. Waiting for the right person as far as their sex life is concerned. Circumstances of the game make romantics fairly far down the list of priorities. b. Ambitions are simply to make a difference. They want to inspire people and protect the good in the world. c. Frustrations include self-criticism, hostiles, ignorance of those around him. d. Very humble and helpful. Slow to anger outside of battle, but very serious most of the time. e. Very hopeful attitude toward life. Always looking to the future and never dwelling on insignificant past events. f. Very humble and very serious and stoic. Seems to have a kind of sadness about him due to the destructive nature of sentient species. g. Mixture of introvert and extrovert. Thinks very deeply and reflects on situations before speaking but is quite capable of public speaking and hold their own socially. h. Extremely agile, athletic, and strong. An extremely powerful and destructive combatant. Very disciplined. i. Extremely dependable to complete a task. Very quick problem solver. Very good at thinking outside the box.

j.

Very intelligent. Genius level intellect and massive database of knowledge due to eons of studies.

Additional Elements to think about: Markers: Short and muscular stature. Quotes: Does not talk too much. Speaks very directly. Shouts and roars in battle. Dont be too critical lad. We all have our shortcomings. Focus! The only thing that can hold you back is yourself.

Ord is a dwarf who fought the goblins hundreds of years ago. He has been in hiding waiting for them to reemerge. He is about 53 and fights primarily with an axe while leaping about like a gorilla, as all dwarves in this universe do. He is considerably strong and fast even for a dwarf. He speaks with a Scottish accent and teaches the main character melee combat and how to ride mounts. His mount is a bear creature or a dragon. Ord acts as the main characters primary mentor. He truly does care for the main character and shows this through his kindness and honesty. He is also, however, very harsh to the main character as a mentor should be. He is very blunt with his criticism but he does this out of love because he believes in the main character more than he seems to believe in himself/herself much of the time. Ord teaches the main character to always have a high standard for himself/herself as well as those around them, but at the same time to not judge anyone should they fall short of this standard. After all, everyone is constantly growing and learning no matter how old they are. At one point in the story Ord dies. This is symbolic for the main character achieving maturity on par with Ord. Dante- Dante is an elf who fought alongside Ord. He has been in hiding with him awaiting the goblins. He fights primarily with two long knives when in close combat, but prefers to use his sniper to take enemies out from a distance. He is about 78, has dark skin, and a sleeve tattoo on his left arm. He fights like a ninja with quick and precise movements. He speaks with a South African accent and teaches the main character stealth and how to use firearms. He is considered to be a fairly average elf. His mount is a raptor creature or a dragon. Dante acts as the main characters secondary mentor. He teaches the main character in much the same way that Ord does but he is not nearly as harsh. Dante acts as a conduit between the main character and Ord much of the time. He explains why Ord does what he does and why he is so harsh sometimes. When Ord dies he takes on more of a partner role with the main character instead of a mentor role.

Ord and Dante are the main characters mentors. They teach the main character magic, how to fight, and how to ride mounts. They also provide him/her with info on missions. The dynamic between the two mentors and the main character is much like that in the movie secondhand lions with the main character being Haley Joel Osment, Ord being Robert Duvall, and Dante being Michael Caine. Commander- The commander is the leader of the human army. He leads and directs attacks on the goblins. The main character doesnt report to him but is able to take missions from him. On occasion the main character works with other soldiers. The commander is a close associate of Ord and Dante. They have worked together ever since before the war started. Ord and Dante contacted the commander when they noticed his military intelligence. They alerted him to the impending goblin rising and trained the commander in advance. He is an incredible combatant and military strategist. He also displays traits not common of a military man. He is very calm and collected and enjoys gardening. He spends all his time taking life so he enjoys the feeling of nourishing it. He is much like a samurai; very disciplined and gentle while deadly and brutal at the same time. The main character first encounters the commander when he is introduced by Ord and Dante. They also show the main character secret video footage of the commander fighting a horde of goblins all on his own after his troop is wiped out. Ord and Dante use this to illustrate to the main character that humans dont strive to, or are even aware of, their full potential. Eli- The main character meets Eli in an early story mission of the game in Aura. He is a warlock/adventurer who has made it his personal goal to destroy the goblins, and delight in doing so. When the goblins first emerged, Elis wife and children were killed in front of him. When this happened a unique phenomenon occurred. Love is said to be the most powerful force in the world and Eli can attest to this. When he watched his family die, his love for them caused their life energy to be transferred to him. This gave him the ability to harness and wield much more magic than any normal human. The transference of energy turned his hair white and, feeling the power, Eli went on a rampage and killed hundreds of goblins in the course of only a few days. When he came out of his blood rage he lived in the wilderness learning how to control his newfound power. He came to learn of the reintroduction of magic into the world and realized what had happened to him. To honor his family, he made it his goal to use the energy their death gave him to kill all goblins. He behaves sadistically when killing goblins, laughing and yelling insults. He comes across as mentally unstable in his mannerisms, switching very quickly between jokes and seriousness. When he meets the main character and learns that not all goblins are evil, Eli struggles with his racism. He has a very hard time trusting any goblin.

Jane- Jane is a soldier serving as the commanders right hand. She is very analytical and tactical. She was trained by the commander and specializes in stealth. Jane meets the main character with the commander so she is introduced very early in the game. She has a large tattoo down the back of her head, neck, and upper back. It is a black composition of roses, leaves, and thorny vines. Jonathan Daniels- Jonathan Daniels prefers to go by Jack (play on words: Jack Daniels is a bit of a drinker) and is an Irish thief and con artist. He has a thick Irish accent and wears pinstripe slacks, wingtip shoes, a fedora, an open dress shirt to expose his torso, and a lot of jewelry. His build is very lanky and thin but he is very strong and incredibly fast and precise when fighting. His personality is reminiscent of a pirate in the respect that he loves fighting, drinking, women, and anything shiny. Contrary to his undisciplined, sloppy appearance, Jack is a master swordsman and carries an ornate katana wherever he goes. The player encounters Jack as a mission giver and an ally. First encountered in Switzerland. Billy Yakuza- No one knows Billys real name. All that is known about him is that he was a ruthless Yakuza gangster before the goblins invaded. He manages black market operations in arms dealing. He wears very fine clothing and has a tight trimmed goatee and a shaved head. His Yakuza tattoos are visible on his arms and chest as he always keeps his sleeves rolled up and his shirt halfway unbuttoned. The player initially encounters Billy as a potential threat but as the two forge an uneasy allegiance they grow to trust each other more and more and eventually they become partners with an ironclad loyalty. Billy typically fights with large knives and dual pistols but he occasionally employs heavier hardware with devastating efficiency. First met in Mongolia. Reaper- There is a rumor traveling the land in the world of legends. The rumor speaks of creature not of this world with terrifying powers. He is either an angel or a demon depending who you ask. He can appear anywhere at will and disappear just as suddenly. This creature is the reaper. In reality, Reaper is just a man who has mastered the art of altering the perceptions of others. He wears a military style navy blue outfit and silver gators or greaves. He wears no shoes to remain silent and his gloves cover only the middle and ring fingers. He carries a blade that he forged himself that curves to form a hook. His face is covered by a black mask that is completely smooth and impossibly polished. He rarely removes this mask and even more rarely speaks. Reaper is an educated man and his vast intellect compliments his disciplined body to create a predator without equal. He fights and moves with unparalleled grace. He dances around his opponents like a ballerina and he strikes with the efficiency and brutality of a jungle cat. He is an exceptional climber and, combined with his talents in combat and stealth, this makes him an amazing assassin. Reaper employs limited magical abilities to help him confuse and terrify his opponents but he prefers the finality on killing his opponents by hand. The

player encounters reaper first as a rumor and eventually as an ally. Reaper is hesitant to trust anyone but, as the player fights alongside him, he begins to trust the main character and open up so the player may learn more about him. The player eventually comes to find that Reaper was a very lonely man who decided that the best way to survive in this new world of magic and monsters was to become the most basic threat to all creatures. He became fear and death itself. First encountered in Brazil. The Ancient- Antagonist a. villain 5. Filled with hatred toward humanity. Very controlled in emotion and the way he talks. 8. Physical a. Male . b. Older than any other goblin. From the ancient times. c. Very thin and frail in appearance but this betrays vast strength. d. White hair, gray skin, red eyes with cloudiness from cataracts. e. Hunched posture. Moves slowly and deliberately like a stalking big cat. f. Limbs are very long and thin but very vascular and sinewy. g. Ancient tribal tattoos and scars covering entire body. 9. Sociological r. Royalty to the goblins. s. Spend the entire game as the driving force behind the goblin horde. t. Educated in decades of history and battle tactics. u. Council functions as family. The three elders lead the council and the ancient is the leader of the elders. v. No stated religion. Doctrine revolves around eradicating the human species. w. Light grey skin and deep, wise voice. x. Serves as the leader of the goblins. They all look to him for direction. y. Has complete influence over the goblin horde. z. No real hobbies. Too focused on larger goals. Likes fancy food. 10. Psychological Never too emotional. Very stoic. a. Romantic involvement with the female elder is subtly implied.. b. Primary goal is to replace humans as the dominant species on the earth. c. Frustrations include lost battles and humans' grip on the planet. d. Becomes more brutal as the game progresses. e. Attitude toward life goal oriented. All about the big picture. f. Surprisingly humble in spite of power. Has learned that pride leads to mistakes, overconfidence, and failure. g. Very introverted. Dark brooding type. Says only what needs to be said.

h. Extremely strong. A remarkable fighter. Extremely fast and flexible. More agile than typical goblin. i. Extremely talented tactician. j. Military genius and extremely learned. Many talents but focuses primarily on history and military strategy. Additional Elements to think about: Markers: large, thin frame. Stoic composure. Quotes: Very direct and concise. Pride comes before the fall. You would do well to remember this. Do not be discouraged by defeat, learn from it. You are too young to understand what it has taken me decades to realize. The ancient is the primary antagonist to the human race. He is the driving force behind the goblin army. He is the head of the council of elders who direct the goblin armies. His demeanor is calm and he is always in control of his emotions. His body looks ancient but is incredibly capable. He looks malnourished, impossibly thin but it betrays his massive strength and speed. Every muscle in his body is clearly visibly and he is covered in ancient, faded tribal tattoos and scars. MAGIC A side effect of the goblins reemerging and unleashing ancient forces and creatures is the reemergence of magic into the world. It is often said in spiritual teachings that everything is connected. This is true and magic is the physical embodiment of the life-force of the planet. Every living thing has life energy commonly referred to as chi or ki in Asian cultures. Magic is simply the manipulation of this life energy. To create fire one simply commands the molecules in the air to excite causing combustion. To make objects move one simply wills said objects' molecules in whatever direction they wish. Thoughts and communication can even be shared between minds by willing the neural impulses into another's brain. Using magic has a cost however. In order to perform magic, the user must expend as much energy as it would take through conventional means. To lift an object, they must expend as much energy as it would take to lift it with their muscles. These rules can be stretched quite far through training. An individual can become powerful enough to lift massive objects like cars if they train enough. Because magic works on willpower and not on physical materials like our bodies do, limits can be stretched much farther with training. Energy can also be transferred in

creative ways. For example, if a magic user is not strong enough to lift an object they can draw on the energies around them such as the life force in other creatures or plants. Dark wizards have been known to use this technique to horrific effect. For example, one could potentially suck all of the life out of half of an army to cast a massively powerful spell to kill the other half. Drawing on outside energies is extremely dangerous as, unless properly trained, it can be difficult how much energy you are drawing from yourself and how much from elsewhere. The risk increases with the more external energy sources a wizard draws from. LSG The Life Support Gem is a mystical stone that magically adheres to the player character's back. This stone serves many functions to protect the player. First off, the gem heals the player very rapidly. Once the player has stopped taking damage, they will be healed back to full health in a matter of seconds. If the player looses all of their life, the gem will teleport them to the nearest safe house. This will happen regardless of how much magic the player has as the gem draws this energy from the heat in the air ad any plant material surrounding the player. The LSG also serves as a parachute when the player is falling. By pressing the jump button the player can deploy a set of magical wings that allow the player to float down safely. The gem also provides a way for the player to breath underwater. When the player submerges, thin strings of magical energy stretch out of the gem and create a bubble covering the players face and allowing them to breathe. Additionally, the gem serves as a holster for the players weapons. The player can hold up to four weapons on their back that can be actively used. Lastly the gem serves as the players inventory. It transfers objects into energy and stores them inside the gem. There is limited space inside the gem so the player can only hold so much in the way of weapons, clothing, or collectables. The player may choose what color they wish their gem to be. CREATURES: All throughout the world of legends there are many creatures both real and fantasy. All monsters and animals are specific to certain climatic regions. Animals: bears, wolves, foxes, deer, elk, moose, cows, bulls, bison, horses, monkeys, fish, sharks, goats, big cats and all manner of birds, rhinos, sasquatches. Ancient creatures: dragons, mega sharks, goat/bear monsters, giant wild cats, giant eagles, unicorns, rhino monsters, sea serpents, dinosaurs of every variety. Future creatures: Genetically altered animals as well as all manner of extraterrestrial creatures.

SPECIES: In the world of legends there are many humanoid creatures from ancient lore. Many of them used o be much more prevalent in human societies as well as maintaining their own. Today many of them are close to extinct and either live in isolation, hiding, or disguised as humans. Goblins, the primary enemies in the game, were thought to be nearly eradicated until they emerged from hiding in huge numbers. Many humanoid species like humans, elves, and dwarves have the ability to extend their natural lifespan using magic. Humanoid races: Humans- Humans are the most populous humanoid race on the earth. In spite of their lack of size and large claws and fangs, they are at the top of the food chain. Until the goblins revealed themselves they were completely unchallenged as the dominant species. Although humans are not the strongest or fastest species on the planet, they are deadly nonetheless. Humans live a very long time compared to many species on the earth, potentially living in excess of 100 years. Humans are unique in the respect that they grow stronger and stronger as they age and it does not stop, even into old age, as long as their bodies are maintained and properly developed. Humans' strength lies in their lack of weakness, adaptability, mobility, and endurance. Humans learn very quickly and at their peak, they can operate at a vigorous level of activity for a number of hours before tiring completely. Humans are also extremely mobile and flexible enabling them to move their bodies in incredible ways and access places most other creatures would struggle with. This mobility also makes humans capable of effective bipedal and quadrupedal movement. Dwarves- Known to science as Neanderthals, Dwarves are extremely similar to humans in their physiology but they can live to about 200 years old on average. They also tend to grow stronger in the same pattern as humans in relation to their lifespan. They tend to be much heavier in build than humans and much stronger as well. They are typically shorter than humans falling to the range of 4 to 5 feet on average as opposed to a human's 5 to 6 feet on average. Dwarves have different proportions than a human with longer arms, shorter legs, a thicker torso, and more dense muscle tissue. This makes them a great deal stronger than humans but, due to the extra muscle mass, they tire much quicker. Because dwarves have more simian anatomy than humans do, they can move about on all fours for longer. Dwarves are naturally inclined toward engineering and construction skills. This makes them able to easily grasp most forms of technology and architecture. Elves- Known to science as Homo Erectus, Elves differ very much from humans in their anatomy and the way they think. They have large pointed ears and live approximately as long as a typical human naturally but they usually use magic to live for hundreds of years without

deteriorating physically. They are typically much taller than the average human, averaging between 7 and 8 feet tall, and the bulk of their height is made up of their overly long limbs. This makes them faster than humans or dwarves and they have unrivaled natural endurance. Because they typically have much lighter frames, built for movement, elves are not as strong as dwarves or humans. Elfish mentality is very different than that of a human or a dwarf. They think more in terms of what would be best for their loved ones as a whole instead of themselves as an individual. This mentality makes them extremely effective in groups and, in their prime, the elves had the most grand civilization in history with many tribal rituals and very elegant paintings and writings. Elves also have a very serious affinity toward the earth. They always search for solutions that will not upset the balance of nature to solve their problems. They are also naturally gifted in the ways of magic and are very aware of the flow of energy around them. Elves are about as capable of quadrupedal movement as humans.

Goblins- Goblins are similar to elves in their social structure and thought process but resemble gnomes in appearence. They think more of the group over the individual. Unlike elves, however, they are not as attuned to nature and energy flow. They are similar to humans in their drives- sex, food, shelter, etc..., but they have much less tendency to think for themselves. They follow a council of 15 elders, this council is led by the three oldest members, these three are led by one called the ancient. The ancient functions as the king to the goblins' government and the religious leader to their society. Goblins live a natural lifespan similar to humans and elves but, also like elves and humans, they commonly extend it using magic. Goblins are typically very small with a disproportionately large head by human standards. They average about 4 feet tall and have extremely large, pointed ears. To make up for their physical shortcomings the goblin horde has taken to the use of mechanical exoskeletons. These suits

make them much stronger and appear a great deal larger and more imposing The exoskeletons also enhance their senses, which are usually somewhat weak, through the use of helmets or eye ware . Not all goblins are loyal to the council and their goal to wipe out humans. These goblins live in camps run by the human military and are cared for and protected from both hateful humans and vengeful goblins. Gnomes- Known to science as Homo Floresiensis, Gnomes, sometimes called Hobbits or Halflings, look like human children in their proportions but with age appropriate facial features such as wrinkles and facial hair. They live in small tribes and stick primarily to heavily forested or rural regions. They average about 3 feet in height and typically live to be between 200 and 250 years old. Most gnomes are very gifted in magic making them live extremely long. They typically use magic to hide themselves from unwelcomed eyes and to create illusions. Naturally non-violent, when a gnome becomes distressed enough to attack, they become extremely ferocious, almost feral fighters. Their light small bodies make them capable of very fast movement. They are also very capable of building extremely complicated structures and technology. Their small hands help them greatly in this. Fairies- Fairies are the most magical humanoids on the planet. They look exactly like typical humans in stature but are typically much more beautiful and slight in build. They have a natural lifespan of 2-300 years and can live much longer with the aid of magic. There are very few fairies alive at a single time as they do not procreate nearly as often as any other humanoid race. They live in small groups of 10 to 20, communicate telepathically, and spend most of their time creating art in the form of light shows, singing, and dancing. While fairies are naturally peaceful if they feel threatened, they become very intimidating. They begin to float several inches off the ground, their hair begins to float around them and their eyes turn solid black. Fairies defend themselves by emitting telekinetic pulse waves out from their bodies and knocking foes back. Trolls- Trolls stand out from other humanoid races because of their extraordinary stature. They average around 15 to 20 feet tall and have the proportions of a gorilla. Their bodies are relatively hairless save for a short layer of thin peach fuzz. There were only 1 or 2 small family groups left in the world before the goblins reemerged. Stories of them were written off as yeti legends. Trolls are not as intelligent as humans or goblins and naturally live as nomads in mountains. They feed primarily on large game or vegetation and live in caves. They spend most of their time hunting, foraging, and caring for their young. Now that goblins and other ancient creatures are back in the world, troll populations are on the rise and goblins are using them as war machines to crush enemy forces and create massive distractions and confusion on the battlefield.

Vampires- Vampires are not an actual race in their own right but still qualify as a separate race in the respect that they follow certain social behaviors and habits. Humans, dwarves, elves, goblins, trolls, and gnomes are all capable of becoming vampires. A vampire is created when another vampire forces its victim to drink its blood after being nearly drained of their own. Once the transformation is complete, the new vampire is bound to its creator. Vampires have many unique abilities that set them apart from all other races. They are stronger and faster than other members of their original race. They Have the ability to hypnotize others with weak wills with their stare as well as the ability to survive most wounds. Contrary to popular belief vampires are not harmed by the sun nor are they harmed by holy objects or silver. However, they do have eyes sensitive to sunlight and, during the day, they are not able to use their hypnotic stare nor do they possess their vampire strength and speed. It is true that they drink blood but they do not need it to live. They can survive on ordinary food but drinking blood will restore their youth and vitality. This practice can enable a vampire to live for centuries and, because they look human, they may go completely undetected. Vampires are extremely hard to kill due to their undead nature but they are not invulnerable. Vampires can be killed if they are decapitated, burned, electrocuted, or if their bodies are mostly destroyed in any other way. Shape shifters- Shape shifters are born looking completely human but eventually develop the ability to change form into other creatures. Werewolves- While most believe werewolves to transform into a wolf like beast in the light of the full moon this is very far from the truth. In reality lycanthropy is a very real condition where the afflicted become feral and nearly uncontrollable at select times. The full moon is simply one of these conditions. The moonlight is offensive to a werewolf and induces this feral state almost always when the moon is full unless the werewolf has trained to overcome the tendency. Ghosts- Ghosts are spirits of deceased humanoids that linger on earth. However, since the reemergence of magic on earth the term ghost has taken on an entirely new meaning. A spell has been devised to bind a spirit to an object. Using this new technique, combined with new technologies born of magic, it has become possible to transplant individuals who are fatally ill or injured into cybernetic bodies powered by said individual's soul. This cybernetic body binds the individual's soul to the earth and, if it is destroyed, the individual will die. Ghosts have several advantages over most other humanoids. They do not need to eat, sleep, or breathe. They are immune to temperature as long as their body can withstand it and they can handle a massive amount of physical pressure dependant on what their body is made of. If a ghost's body is damaged they can either repair it manually or eat organic material and, using that energy, regenerate the damaged areas of their body. Ghosts are sometimes treated with some

prejudice by other living beings who believe they are an abomination and should have died with their body. Demons- Demons are very powerful beings from hell. They do not have physical form so they must possess living creatures to walk on earth. Once a demon has humanoid form, he/she can alter their appearance using dark magic. Usually this involves satanic ceremony and human sacrifices. Humanoids possessed by demons are much stronger than usual and if they manage to perform the ceremony to alter their form, they can become massive monsters of vast power. Angels- Angels are creatures of heaven. They can fight demons directly but are largely restricted from interfering in the affairs of man outside of warnings and delivering messages. Angels can appear as human but cannot shake the holy aura they exude so, even if they appear to other humans in human form, it is clear that they are not of this world. Angels can also appear in dreams, as a bright light, or use their heavenly body which can be bizarre and frightening to humanoid creatures. There are different types of angels and they all have different behaviors and abilities. Some are soldiers of varying power while some are more messengers than anything. Demigods- Demigods are extremely powerful beings with abilities to make them appears as gods. They can change form and alter reality. Even with all of their power, demigods are not invincible. They can be killed if they are caught off guard in physical form or with magic. In order to fully kill a demigod, one must bind them with magic so they cannot change form and survive any damage inflicted on their physical body. Demigods are motivated by a multitude of things and are not all inherently evil. However, they should never be fully trusted as they are selfish and will always do what's in their own best interest. Extraterrestrial/Extra dimensional Beings- There is life in the universe outside of earth and even outside of our perceived reality. Those beings that we have witnessed have only been witnessed because they are much more advanced than we are. They have developed technology or an understanding of physics that enables them to travel through time and space in a frighteningly free manner. They can come and go as they please and are very powerful and intelligent. There are many different types of these beings and whether they are to be called "races" or "species" is unknown, but what is understood is that different groups have different motivations and this unpredictability should be treated with extreme caution.

CONTROLS

The camera is in first person all of the time.

Character Customization BODY When a player starts the game he will be required to create a male or female character that they will play as. The characters physical appearance can be customized in many different ways. Every

feature on the characters face can be adjusted in size, shape, angle, and placement. Customization also includes eye color, skin color, hairstyle, facial hair, and hair color. The player can choose from several body types that each provide minor benefits to gameplay. These boy types all have a male and female option and can all be adjusted in height.

BODY TYPES Marathon Master: This is the lightest body type which makes the player less durable. The trade off however, is that endurance training has given this build a faster running speed and better endurance on their sprint. They can also climb quickly because of their light body. Melee attacks are weakest with this body type.

Greek Ideal: This is the most "average" body type as far as abilities are concerned. A well rounded training gives players with this build no inherent setbacks in abilities. They are not the strongest, fastest, or most durable but they are never the least either. Melee attacks are average with this body type. Calisthenics King: This is the second heaviest body type making players very durable. Intensive bodyweight training has given players with this build the ability to climb and sprint faster than any other build. The trade off is less sprinting endurance and a slower base level run. Melee attacks are very powerful with this body type. Big Boned: This body type is the largest and most durable. Built like Samoans, players with this build have excellent endurance and the second fastest sprint but are slowest at climbing and running. Melee attacks are devastating with this body type. Even weaker melee weapons are dangerous in their hands. There are several male and female voice options for the character as well. One feature that is especially unique to this games character creation is the fact that any limb can be replaced with a full or half prosthetic. If a character has a prosthetic it doesnt change the gameplay at all. There are several prosthetic appearance options.

CLOTHES / TATTOOS Once the player has created a character they can dress him/her up. Clothes, armor, equipment, and tattoos are purchased at shops throughout the world. All clothes, armor, and equipment you purchase are stored at all of your many safe houses. Tattoos are not.

Clothes, Armor, and Equipment Clothes, armor, and equipment are put on the character through a layering system. The characters body is divided into head/neck, upper body, lower body, arms, and legs. Each section will have five slots where an article of clothing, armor, or equipment can be placed. The top slot signifies the outermost layer while the bottom signifies the bottom layer. This system will allow the player to dress up their character in a very controlled way so they get exactly the layering of clothing that they desire. Each article of clothing can be highly customized. Shirts can have one or both sleeves cut long, short, gone, or rolled up to the forearm, elbow, or bicep. If the shirt is buttoned the player has the option to put it on their character buttoned, open, or buttoned halfway. Pants can have one or both legs rolled up to/cut to, ankle, mid calf, knee, or mid thigh. Lower and upper body items are the only clothes that can be customized in this way, but every article of clothing can be worn in several different ways such as a hat being worn sideways or a glove being worn on only one hand instead of both. Since all clothing, armor and equipment can be customized in shape, color, and decals, it cuts down on how many clothes actually need to be in the game. Different types of armor offer different amount of protection and have different weights. The more a piece of armor protects you, the heavier it will be. Equipment also has weight. Equipment boosts your ammo capacity. The more ammo it lets you carry, the heavier it will be. The heavier you are, the slower you move and the more your jumping ability is impaired. This will balance the game and offer more gameplay choices. If you want to be very durable you will have to be slower. Likewise if you want to be faster, you will have to sacrifice how durable you are.

Equipment includes belts, straps, and harnesses. They can only be worn on the outermost layer of a section. Not every slot in every section has to be filled. The Player can make their character wear nothing if they wish. The only exception to this is that the character will always wear the jewel on their back.

Each section governs the following items: Head/neck- necklaces, scarves, hats, helmets, bandanas, glasses, goggles Upper body- harnesses, shirts, coats, vests, torso armor Lower body- pants, shorts, leg straps, belts, loincloths, leg armor Arms- shoulder pads, gloves, wristbands, elbow pads, arm straps, arm armor Legs- knee pads, shin armor, shoes, socks, leg covers, chaps, leg straps, leg armor

Tattoos Tattoos and body paint can be purchased at shops in the world. There is a huge assortment of tattoos/body paint and each can be placed anywhere on the body. Select a tattoo/painting and use the left stick to roll it all over the characters body. Use R2 to enlarge the tattoo/painting and L2 to shrink it. Use the right stick to rotate the tattoo/painting. Use R1 and L1 to rotate the character. Once the tattoo/painting is where you want it press the X button to place it. Tattoos/paintings can also be removed at any time at any tattoo shop.

MOVEMENT When on foot, move the left joystick to move your character. If you push forward slightly the character will walk, if you push forward all the way he will run. Use the right stick to look around.

Crouching Tap the O button and your character will crouch. There are several crouched states. When your character is armed he will move slightly slower than normal. When he is not he will suffer no reduction in speed and can even sprint while crouched. The unarmed crouched movement will have the player moving quadropedally like a dog or an ape. When the crouch button is held down your character will go prone and crawl on his belly.

Jumping/wall bouncing Press the X button to jump. (The character can jump about as high as they are tall). If you jump towards a wall, your character will take a step up the wall. Tapping the X button while your character is on the wall will cause him to kick off the wall in the opposite direction. Climbing To climb a ladder, simply walk into it or jump onto it. the left stick will move you up or down and the right stick will allow you to look around. To climb walls jump to the nearest handhold. The player can maneuver from handhold to handhold just like a ladder that moves laterally as well. The player can also jump from handhold to handhold if it is too far to climb in a freeform fashion. While hanging on a ledge or handhold the player can look in any direction. If the player looks down between their legs they can drop to a lower handhold by pressing the O or X buttons. If the player looks away from the handhold they are hanging on they need only look in the direction they wish to jump. If they see another ledge or handhold they can jump to that just as easily as they can jump to one on the surface to which they currently cling. to climb onto a ledge while hanging just press the jump button . Pipes can be climbed in the same manner as ladders and some ceiling pipes can be maneuvered like monkey bars. Rolling/sliding/sprinting To sprint, click in the Left stick. If you tap O while sprinting your character will slide into a crouch. If O is held he will slide into prone. To perform a dive roll, press O immediately after jumping while moving. This can be done while moving normally or sprinting. Swimming When the character enters water, a magical bubble connected by two glowing tubes extends from the jewel on the characters back and quickly goes over the his head and covers his face. This allows the character to breath underwater. The player controls the character with the left stick and uses the right stick to look around. Skydiving If the character exits a vehicle or jumps off of a mount while flying he will automatically enter skydive mode. This can also be activated by jumping off of anything higher than 40ft. While skydiving, the character can be steered in any direction. If the left stick is pushed forward while skydiving the character will dive. Vehicles and mounts can be hijacked or taken in mid air if the player presses the triangle button when close enough. To deploy your parachute press the X button at any time while skydiving. The parachute can be retracted and deployed again and again by pressing the X button. The parachute is actually a pair of

magical glowing wings that sprout from the jewel on the characters back. This is why it can be deployed and retracted as many times as desired while skydiving.

VEHICLES / MOUNTS Vehicles To enter/exit a vehicle press the triangle button while near it. (If the character exits the vehicle while it is moving he will roll and be unharmed as long as they dont encounter anything in mid roll). To accelerate in a vehicle press the X button. To brake or reverse, hold the O button. Use the left stick to steer and the right stick to control the camera. (If the right stick is not touched the camera stays centered behind the vehicle). To look behind the vehicle instantly, click in the right stick. Flying vehicles operate slightly differently. To take off in a helicopter hold down the X button until the desired elevation is reached; to descend hold the O button. To steer the vehicle in the air use the left stick.

Vehicles- Cars, motorcycles, planes, helicopters, tanks, jet skis, boats, buggies

Mounts Mounts include any beast the character is able to ride. Mounts are obtained through purchase or through breaking in the wild. They are controlled exactly the same as the player but without the ability to climb or sprint. Press the triangle button while near a mount to ride it. Use the left stick to control the mount and the right stick to control the camera. Press the X button to jump and, if the mount can fly, hold the X button and the mount will take off. To get off of a mount automatically, press the triangle button and the character will dismount. While on a mount, press the crouch button and the character will stand up. In this position the player still has full control of the mount but if the X button is pushed the character will jump off. To sit back down while standing click crouch button again. All mounts can swim but only the shark creature can dive.

Breaking Mounts To break a mount the player must get close enough to a wild mount to press the triangle button. Once the character has mounted the beast, a mini game starts where the player must keep the character from being thrown off the mount using the two analog sticks to control the characters position on the mount and the direction the mount is heading. This mini game can be aborted any time by press the triangle button or the jump button. When breaking a dragon the player need only steer the dragon, the

character stays on automatically unless the player chooses to dismount. To break a dragon the player must steer the dragon into things until it becomes stunned enough to be brought down to the ground. Once on the ground the normal mini game commences with the dragon crawling along and the player trying to balance the character and steer. If the dragon falls off a cliff during this, the player must stun it again to bring it down again. Instead of a HUD element to indicate balance during the breaking mini game, the player must keep their character's hand centered on the screen for balance. The character's hand will tilt from side to side indicating which way they are tipping and in need of correction.

Mounts- Dragons, rhino creatures, dinosaurs, bear creatures, cat creatures, wolf creatures, horse creatures, shark creatures, bird creatures, horses, bulls, stags, elk, bison, rhinos

MAP Press the select button to view the world map. Locations on the map will be revealed once the player physically encounters them or is told of their location by an NPC. At the start of the game the map is mostly blank except for general locations and the primary cities. The player can move around quickly by teleporting between safe houses. A player can only teleport to a safe house from another, and only to safe houses they have visited in person before. Opening the map will not pause the game as the player character actually opens the map with a device in game. This game is going to be as immersive as possible and, as such, any time there is a menu it will exist in-game with the player character accessing said menu themselves.

HUD example

HUD The HUD is variable depending on what the player has equipped. When the player has no head or eye gear there is no HUD outside of damage and magic indication. Depending on the gear equipped, the player can have a HUD as sophisticated as having a health monitor display, mini map, compass, ammo, and weapon equipped or as minimal as just a small compass. Provided the player has gear to display it, the amount of ammunition will be displayed when firearms are equipped. This display will be on the bottom right hand corner when single firearms are equipped and on both bottom right and left corners when two firearms are being held, each displaying the ammunition of the weapon in the corresponding hand. The player does not have unlimited stamina but will simply stop sprinting when it runs out. To indicate damage there will be a redness with a vein effect that creeps in from the corners of the screen which becomes more intense as the player becomes more and more damaged. Likewise, when the player is running low on magical energy this same effect will happen but it will be blue. When the screen is overcome with one of these visuals, or both of them in tandem making a purple color, the player will "die" from wounds or energy depletion.

gameplay

Maneuvering the Environment

The player will have the ability to maneuver the environment in any way that would be possible in the real world. Most any surface that looks climbable probably is. Buildings can be climbed by gripping window sills, ledges, pipes, and fire escapes. Similarly, the player can maneuver forests through the treetops by climbing trunks, branches, and leaping from limb to limb. Cliff faces can also be climbed in a manner similar to buildings by grabbing cracks, ledges, and other handholds. The player can be anywhere in the volume of the world in air, on land, and in the water. The player can move around much quicker riding a mount or driving a vehicle.

Combat Weapons Weapons are purchased at weapon shops or taken from fallen enemies. There are two weapon types in the game, melee and firearms. They can both be wielded at the same time provided both weapons only require one hand. Some weapons require two hands. All firearms can be wielded while in any vehicle or on any mount. Melee weapons can be wielded on any mount but only on vehicles that are open such as motorcycles. As the game progresses the player will have access to more and more powerful weapons.

Weapon Selection There are four weapon slots on the characters body. These can be filled with four 1 handed weapons, three 1 handed weapons and one 2 handed weapon, or two 2 handed weapons and two 1 handed weapons. All weapons are carried on the characters back close to the jewel. The player is not limited to any weapon types. He can arm there character with all melee weapons, all firearms, or anywhere in between. Each weapon that the character is holding is mapped to one of the D-Pad directions. Weapons are assigned to a D-pad direction manually from the inventory screen. When the player equips one weapon he can instantly choose another by pressing another direction on the D-Pad. If the character is holding a one handed weapon and the player selects another one handed weapon, the character can wield both at the same time. This works for firearms and melee weapons. To put a weapon away simply press the direction pressed to wield it on the D-Pad.

Weapon Types

One Handed Melee- Hatchet, katana, short sword, machete, cleaver One Handed Projectile- Pistol, Uzi, sawed off shotgun, revolver, grenade Two Handed Melee- Axe, claymore, war hammer, spear, katana Two Handed Projectile- Harpoon Gun, Shotgun, assault rifle, sniper, rocket launcher, mini gun, crossbow, bow

FIGHTING To aim a firearm, hold L1. To fire a firearm, press or hold R1. When dual wielding firearms, L1 will fire the weapon in your left hand. To use a melee attack, a kick, press in the right stick. The main character can dual wield melee weapons and firearms. One handed firearms can be equipped and used while climbing.

Melee/dual wielding To melee with any weapon click in the right stick. This will cause the player to kick If you are dual wielding melee weapons L1 will attack with the weapon in your left hand and R1 will attack with the weapon in your right. If only one melee weapon is held or if you are wielding a two handed melee weapon, L1 will block. Firearms and melee weapons can be wielded together but you cannot aim down the sights of a weapon while doing this as L1 and R1 will control the weapon in each respective hand. Giant Enemies Some enemies are extremely large. These include trolls, golems, and many creatures involved in monster hunting. Trolls are a part of the goblin army and can be up to 30ft. tall. In order to kill them, the character must climb up to their eyes and blind them before stabbing them in the back of the head. Different monsters in the wild require different strategies to kill. For example, one monster may need to be stabbed in the head while another will only die if stabbed in the back or chest. In order to kill large enemies the character must climb on them to reach their weak spots. Weak spots are identified by entering senses mode. Weak spots will pulsate on the creature when the player uses the senses ability. Sometimes these weak spots can be damaged from the ground with firearms, but most of the time this will not work because giant creatures move a lot. The player can attack weak spots when he is directly on top of them and the player presses the square button.

Fighting in Vehicles Only one weapon can be used at a time while driving a vehicle. However, every firearm is available as well as every melee weapon (provided the vehicle is open such as a motorcycle). Some vehicles already have a weapon mounted on them. No weapons can be wielded in these vehicles as R1 will only fire the mounted weapon. Fighting on Mounts- When fighting from a mount the character has the same weapon access as when he is on foot. The only difference in combat is the maneuverability of the character. Mounts cannot turn as fast or perform wall jumps. The character can still attack from the standing position on a mount. This will allow the player to ride a mount at enemies and leap off of the mount without any break in the action. Every once in a while, when close enough to an enemy, a mount will automatically attack them. When a dragon impacts a flying vehicle or another dragon it will attack it with a claw slash or bite and then change direction to fly away.

Skydiving- The character can still attack with any weapon while skydiving . Swimming- The character can attack with any weapon while swimming.

MAGIC The player has access to eight different magical spells. They are fire, ice, lightning, telekinesis, senses, summon mount, confusion, and healing. The player selects a magic power by holding L2 to open the magic wheel and using the left stick to select. Once a power is chosen it is used by pressing R2. The more the character uses a spell, the less magic it uses and the more powerful it becomes. This advancement is passive. One spell that is of note is the summon mount spell. For this spell to work the player must have a mount assigned to it. This is done at any safe house in the garage. The garage is actually a portal to a pocket dimension where all of the characters vehicles are stored. Mounts are not stored in the dimension but can be summoned from this location at the safe house. When selecting a mount, the player can assign any one of them to the summon spell. The player can assign a land, air, and sea mount. This ensures players summon an appropriate mount to their location. For example, summoning a horse would not be effective if the player was skydiving or in the middle of a large body of water. Fire The fire spell will cause the character to shoot a fireball out of his hand if the player is aiming with L1. If the player is not aiming, the character will shoot fire into the ground causing damage to anything in a

five foot radius. This radius increases as the main characters proficiency with fire improves. The fire spell will catch people on fire and any flammable object it encounters. Ice The ice spell will cause the character to shoot a beam of cold out of his hand if the player aims with L1. If an enemy is struck by this they will be frozen. Frozen enemies can be shattered after several hits. Like the fire spell, if the player is not aiming, a five foot radius will be affected that increases in the same manner as the fire spell. Enemies caught in this radius will not be frozen but slowed down to half speed and weakened to half strength/durability. Lightning Lightning is controlled in the same way as fire and ice. It will be conducted by water and will arc between enemies and metal objects that are close enough together. Telekinesis Telekinesis is controlled in the same way as fire, ice and lightning. It acts simply as a push, knocking enemies over or throwing objects. Senses Senses is a very unique and useful spell. When activated everything moves in super slow motion. The character is able to see the path any NPC will take in the form of a transparent version of that NPC moving like a ghost. This will allow the player to anticipate where enemies will run to or attack next before they actually do it. When senses are activated they also show an NPCs type. Enemies appear red, Friendlys/mission givers appear green, and neutral NPCs appear blue. The environment behaves similarly. Things that can be climbed on appear green, things that can be destroyed appear red, and everything else is a bluish gray. Senses can be used to spot mission givers or mission objectives as well as weak spots on giant creatures. (similar to eagle vision in the assassins creed series) Summon Mount When activated, the assigned mount will come to you no matter where they are. While skydiving this spell will only call the dragon and while swimming it will only call the shark creature, although all mounts can swim. The shark creature cannot be summoned unless the character is close to or in water. Confusion- This spell is directed in the same way as fire, ice, lightning It will cause the effected enemy/enemies to stop attacking you and start attacking their teammates. Healing- This spell will heal the characters life bar about 10 % when R2 is just tapped. If the player holds R2 down while healing is selected, the character will continue to heal him/her until they are fully healed or their magic is depleted. Healing consumes a lot of magic energy.

ENEMY BEHAVIOR Enemies will attack in a variety of ways. Most enemies carry both melee and firearm weapons but some are specialists. These enemies will only carry one weapon type and they will do extra damage with it. All enemies can take cover, but melee specialists prefer to dodge or block attacks instead. Melee specialists will usually carry a two handed melee weapon or dual wield. If an enemy gets close enough to the character, chances are they are going to draw their melee weapon. Different enemies have different weapon types. Most carry assault rifles and short swords, but some may carry shotguns, axes, snipers, hatchets, revolvers, machetes, or any other assortment of available weapons. Enemies can be dismembered while fighting. This usually only happens when combos are performed but can also happen when an enemy is caught in an explosion. Enemies have access to the same combos as the player but the player will never be dismembered. Enemies will not notice the player if he is not in their line of sight. This can be accomplished by crouching behind things or hiding around corners. However, an enemy will hear you if you are not crouched or move too fast and will proceed to attack. On rare occasion the player will encounter an enemy with a magical power. Unlike the players character, they will only have one magical power such as fire, ice, or lightning.

ENEMY TYPES

Mystics Mystics are primarily magic users on the battlefield. They wear a gem similar to the main characters on their back to increase the strength of their magical powers. Each Mystic has one primary magical power whether it is ice, fire, electricity, or telekinesis. They will usually attack from a distance and try to avoid physical conflict. If however you get close enough they will draw a melee weapon but they will still try to push you away from them. Tanks Tanks are exactly what you would think. Huge, heavily armored, and very powerful. They are quite slow due to their large armor. They have one massive arm that they use as a bludgeon or shield. Their normal size arm they use for more delicate manipulation.

Hunters Hunters are very fast and very dangerous. Their armor has very long arms making them move very quickly as quadrupeds. Their cybernetic hands are tipped with massive, sharp claws which are their primary weapons. They are very quick climbers and extremely agile. Gunslingers Gunslingers are primarily snipers but, once they are found out, they will use a midrange firearm with equal proficiency. Because they only use firearms gunslingers will retreat if you get too close. They will use any tactic they can to put distance between you and them. Commandos Commandos are the basic military units for the goblin army. They carry firearms as a primary weapon and a melee weapon as a secondary. They are proficient with both but not to the degree of their specialized counterparts. They will take cover when firing but they are unpredictable. This is the danger of a commando. If they see an opportunity they may draw their melee weapon and rush you. This could change the course of a battle very quickly.

CRAFTING / LEVELING

There are many RPG elements to Legends. The player will not have a level or abilities that increase in numerical value, instead leveling occurs in the form of passive increasing of magical powers and active upgrading of weapons and equipment. The more the player uses a spell the less magic it consumes and the more powerful it becomes. Weapons, on the other hand, need to be upgraded in a much more hands on manner. Players may purchase more powerful weapons or craft them. Any weapon can be upgraded to a max level. This is done by collecting ingredients in the world and learning spells from ruins or books. Once the required spells have been learned and ingredients collected, a ritual can be performed at the workbench in any safe house to upgrade the weapon. This act will strengthen the weapon and change its appearance, adding mystical engravings and accessories. Weapons can be upgraded to cause more damage and even inflict magical damage like fire, ice, poison, or electricity.

MULTIPLAYER There are two forms of multiplayer in legends. All of them can support up to 2 people on one system in split screen. The first kind is an open world mode where up to 40 people can be on the world map at a time. In this mode the game plays like any other open world game but with multiple people in the world to oppose or help you with missions and such. The second multiplayer mode is more traditional arena game mode played on smaller enclosed maps. These maps can still be pretty large. In these game modes players cannot change their weapons aside from picking up what's on the map and what they have assigned for loadouts. Loadouts can hold up to 3 weapons depending on weapon size. Players can have up to 3 different loadouts. Deathmatch- Everyone tries to kill everyone else. A set number of kills decides victory. Team deathmatch- Teams work together to kill the opposing team. A set number of kills decides victory. There is also a three team deathmatch option which pits three teams against one another. Three team matches have a much higher kill count required to win. Capture the flag- Each team tries to capture a mutual flag and bring it back to their base. Dual flags- Each team tries to capture the other teams flag. King of the hill- Hold a position for the longest time possible. Monster hunt- Everyone is trying to kill the same giant monsters. The winner is whoever deals the most damage. Different attacks are worth different point values. The final blow is worth the most points.

Invasion- Each team tries to capture the other teams base(s). To win one team must possess all bases at once. Hunt- Multiple teams compete to complete the next random objective first. Objectives are random in nature and location on the world map. Objectives range from hunting a creature to capturing a territory or artifact first. Once one objective is completed, that team gets a point and a new objective randomly spawns. Players may choose long games or short games. This will adjust how many objectives are included in the match. The team with the most points wins. Horde- Players must kill increasingly more difficult waves of goblins and monsters. Races- Compete in several different race types with others online. Race types are free running which are on foot over buildings and through streets and Mount and Vehicle races which take place on land, water, or in the air.

All game types will be playable in four different modes: Normal- access to all weapons and spells. Melee madness- only melee weapons. Gunslingers- only firearms and projectile weapons. Warrior wizards- no weapons; only magic and hand to hand combat.

Map Creation/User Content Players will be able to create their own maps that can be uploaded by others and played in online matches. This creation mode is very in depth. And includes the ability to alter the terrain of the map, the foliage, the buildings, the vehicles, and the game types available. Certain criteria must be met to make certain game types available on a created map. Players can also contribute to the lore of Legends through user created missions that, upon approval, are placed in the open world as cannon Legends lore.

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