GameNES: Insert Credit

Ok, going over the consoles I dont think this game would work on Takk, but it would be great of Phoenix or TLC, though Phoenix especially since it has no completely unique games as of yet.

Yes I am taking maxis' never ending games approach, though I might create a subdivision that doesnt. hmm. good idea actually. for next update though.

expect a story sometime soon (tomorow or tuesday) to introduce the company.
 
To Jacob Goldstein President and CEO of Endless Games Inc.,

We are interested in your game, Worldwide Warfare, and would like to offer you 5,000 dollars for the rights to it.

From John Zabriskie, President and CEO of Zabriskie Entertainment.
 
To John Zabriskie
From Jacob Goldstein

We accept your offer. It has been a pleasure working for you. Worldwide Warfare shall be exlusively for the Phoenix.
 
Studio Name: Commonwealth Gaming
Head of Studio/Player: Peter Williams/e350tb
Income: $20,000 (Average)
Tech/Design Engine: 5
Employee Artistic/Programming: Below Average
Confidence: 6
Reputation: 4
Customer Satisfaction: 4
Production Costs: $8,000
Employee Costs: $2,000

--------------------------------------------------------------------------

Game Name: Redcoat
Game Type: Historical Turn-Based & RTT Strategy
Console(s): PC
Development Status: 0/?
Description: The game covers 1793 to 1855. You are an Empire, and in a world of scheming politics you must expand your empire across the world.


Commonwealfth Games, London

*A large crowd surrounds the podium Williams is standing on with his secutary.*

MEDIA GUY 1: Mr Williams, what countries will you be able to play as in this game?

WILLIAMS: Several, you get Great Britain, France, Prussia, Austria, Spain, Russia, Belgium, Naples and the United States striving for power across the world.

MEDIA GUY 1: So we can't expect any Asian empires?

WILLIAMS: Perhaps in an expansion.

MEDIA GUY 2: Sounds a lot like Total War, can we expect anything new?

WILLIAMS: You will install governors in your colonies, get down and dirty as your troops, and send historic explorers to find new lands. Also, more unknown aspects of colonial history have been included, such as the Rum Rebellion in New South Wales, alongside nation making events like the Eureka Stockade, making for an exciting gameplay.

MEDIA GUY 3: Technology?

WILLIAMS: No, we'll stick to historical discoveries of tech, all nations at the same knowledge.

MEDIA GUY 2: Why stop at 1855?

WILLIAMS: Two words, Machine Gun. Once the machine gun was invented, protecting colonies was no where near as excviting, and more...mindlessly evil. We'll be happy to stop before then, thanks.

MEDIA GUY 1: I take it it's military orientated?

WILLIAMS: No, you can build railway lines for fast transportation after they are invented in 1802. Each country has historical locomotive types, too, you may see them pass in a battle, and they can be useful if you allow. You can also build buildings such as a Government House to pacify regions.

MEDIA GUY 4: Last thing, you mentioned 'squatters', what do they do?

WILLIAMS: Squatters are farmers who take thier families, cattle and convicts right into the bushland, and simply settle down there. There will mainly be found in Australia, but it may happen in Africa if you are not careful. Well, I'm off to the war museum, for more research, farewell.
 
I think there is a confusion somewhere.

"GENOA - Hayden Games- TBA 2008 *expected for end of summer"

I don't think I said anything about release date. I checked my stories several times.

That is when the players expect it. Or have rumored it.
 
That is when the players expect it. Or have rumored it.

Thanks. If you haven't read my other post.

Do you think you can make system engines (i.e. AI engine, physics engine, graphics engine, etc) into technological development like consoles, to sell to other companies, or whatever.
 
Thanks. If you haven't read my other post.

Do you think you can make system engines (i.e. AI engine, physics engine, graphics engine, etc) into technological development like consoles, to sell to other companies, or whatever.

That is the Idea. I can possible add a design engine stats. I sure don't mind it. I think I might start putting the games and such into spoilers inside the spoilers to save confusion. For me.

Notice: If anyone has a game near completion and would like a good review of it. You will need to write out a decent posts about the game and such so I can review it. Or do it via PM to me. I hope to have the summer clump of game reviews started in a couple days. That will include any games nearing release and also count as a turn for orders. Though not everyone will get reviews, only previews.
 
Gameplay Footage: New Release

The screen comes into motion. You see a short cutscene of a naval map being displayed, and you hear a voice.

"Admiral, Wilhelm II has agreed to unrestricted submarine warfare. You may now order the submarines."

You now see a small tutorial of guiding submarines. After some tinkering, a new voice comes out.

"Admiral, we should try to destroy all British cargo ships carrying munitions, food, everything of value to their military."

Soon, a primary objective message pops out.

'Sink as many cargo ships as you can'

Soon, the submarines begin to go along the trade routes. As the submarine is traveling, it spots a small merchant ship.

"Tube 1, FIRE!"

BOOOOM!

A magnificent explosion is shown on the sea. The debris splatters everywhere, and smoke billows out. The debris soon floats on the sea. You can see people trying to escape, a few lifeboats are rowing in vain to reach the shore. Soon, the submarine is spotted by a destroyer nearby, and is subsequently sunk by Type D depth charge.

BOOM!

You can see the submarine's shadow slowly growing smaller, and then you see small scraps of metal on the waves. The footage ends here.
 
OOC:
I'm interested in starting a company, but with the launch of a small hand held consul instead of a game. it is a large nich not yet filled. would this be possible?
 
OOC:
I'm interested in starting a company, but with the launch of a small hand held consul instead of a game. it is a large nich not yet filled. would this be possible?

I was thinking of adding this end for the other companies to do at the end of the first year. I will talk to you on AIM about it if you are able.
 
@Lucky, no probs about the name of my company, I guess it is counter-intuitive :) Call it as you wish!

And Takk means 'thanks' in Icelandic, at least i think so...

To: Destiny Games
From: Digi Forge


Im afraid our financial plans for this quarter and our intention to launch our own in-house RPG project allows us to offer only $1000 in funding for Neon Knights. Please let us know if this is acceptable. The concept seems interesting!

---

To: Whistlewolf, and Everyone For That Matter
From: Digi Forge


We are looking for a multiplayer 'party' game for our Takk platform, featuring much light-hearted, humorous, frantic action with appeal to a wide audience (at most a 12+ age rating). Our platform is not the most graphically demanding and such a project may be quick (and therefore less expensive) to complete.

We have $2000 available to help fund the initial development of such a game. Afterwards we expect to provide $2000 per quarter to cover all your ongoing development costs.

Some additional funding may be available in some circumstances. Please let us know if you have any concepts that meet our needs!
 
Mark Bush stood in front of the reporters, their cameras flashing with the intensity of the sun. The reports tried to jokey for position, each trying to get the best shot of the head of the newly formed studio. The noise slowly lowered as Mark began his presentation.

"EtherEnd Games is pleased to announce that our new game Over Drive shall be a Light Complex exclusive."

The reports again went wild, some commenting on the announcement to live TV, and some renewing their frenzy of photos.

"I have also come here to give a short preview of Over Drive. It is an over-the-top racer with unique tracks, high speeds, big crashes and huge explosions. Also I am pleased to announce that we will be taking advantage of the online support that the Light Complex offers us to include online races and tournaments. You'll hear more from us as the year goes on. Expect to see the game on store shelves early 2009."

The lights in the conference room faded while a giant picture was projected onto the wall advertising Over Drive. Mark Bush left the room feeling quite pleased with the way the press event had gone; now it was down to actually making the game.
 
Studio Name: CW Inc.
Head of Studio/Player: Cameron Williams/Swissempire
Income: $20,000 (Average)
Tech/Design Engine: 5
Employee Artistic/Programming: Below Average
Confidence: 6
Reputation: 4
Customer Satisfaction: 4
Production Costs: $8,000
Employee Costs: $2,000


Game Name: School Wars
Game Type: First Person Role Playing Strategy Game
Console(s):Either the TLC or Phoenix, depending on whom wants it more.
Development Status:
Description: When the Teachers disappear and the students of Thomas Jefferson Middle School are left stranded in a school with only themselves and their surroundings to rely on, the reality of human nature takes over.

There are three gameplay modes in School Wars: Story, Warlord, and Battle.

Story:You take the role of Sam, a lowly 6th Grader who must rise to the occassion amidst the confusion of the Pedagogy Event(the dissappearance of the Adults in the school) to lead your group and once again bring Peace and Order to TJMS. [More Specifics in Story]

Warlord:In Warlord Mode, you create your "Warlord of the School" by assigning points to certain characteristics, such as Strength, Grade, Ingenuity, Intellect, Charisma, Size, etc. After that you recruit your 5 starting posse members from the different Classes and Cliches and choose your Base of Operations(whether that be one of the many classrooms, a playground structure, a part of the Library, really anywhere in the school except the Cafeteria). You fight to conquer more area for your new territory, and you fight for control of strategic resources, such as Water Fountains, Bathrooms, Vending Machines, the entrances to stairwells and elevators, and the ever-prized Cafeteria. [More in Story]

Battle:The multiplayer mode of the game(both on and offline), you play a kid in one of 2 or more armies that are engaged in Battle, OR you can play a kid in an Anarchy In the Halls match, basically a chaotic free-for-all.

Special Notes:In game "weapons" are created using scaled down procedural generation, based on collected items. The resulting items will act, if unrealistically, much like RL weaponry in some cases, but in some cases will have quasi-fantastical uses. Yard Sticks can be used as LongSwords, Jump Ropes as whips(as well as wet towels, the latter doing more damage as well, but requiring control of the Locker Room). You could combine a number of things with Bunson Burners to create flame-based weapons. Paper Clip and Rubber Band launchers are good ranged weaponry, and Gym Balls can at times work as good artillery. But the ultimate weaponry is dependent(in single player mode) on Player Construction and ingenuity and ability to try new things. For Multiplayer Modes, a 200 Weapon library is made available, with nominated User Weapons added overtime.

To: Zabriskie Entertainment, Karui Kiba Corporation
From: CW Inc.


We're interested in selling exclusivity rights to one of your counsels. Are there any offers?

OOC: I've been thinking of making School Wars a NES for a while now, but cannot figure out how to make the Map work, so its been on hold forever. The purpose of this message is to ask that no one else take this idea and make it a NES, with the Exception of Wubba, who much credit for this is given.
 
Game Name: Vision of Gaia
Game Type: RPG / Strategy / Beat-em-up
Console(s): Takk
Development Status: -
Description: In the year 3011, the first interstellar colony ship activates its warp-drive... and there is a malfunction. Strange energies ripple through space. At first it seems the ship has gone nowhere. But the blue planet below is not the Earth they left behind... As the ship begins to crash, the colonists find themselves marooned in a world where magic and technology are equals, and giant 'Mecha' weapons battle with supernatural monsters. The priority is returning to Earth, but it will not be easy. Especially with a seemingly evil force determined to conquer the lives and souls of all sentient beings in this world called Gaia...

---

This is an RPG with different start points, different endings, and over a hundred potential quests, sub-quests and mini-games, many of them partially randomised for each new game. The old clichés are avoided and players will have a variety of original classes and skills to choose from. All kinds of magical and technological items can be acquired, and all kinds of enemies will be faced. The player can choose which factions to side with, and can accumulate many different ranks and titles, and accumulate a large party of heroes and allies. The course of the game is not scripted. Large scale wars will be fought, and lands will be overrun, with players having a deciding role in the outcome. In that way, it takes on some strategy elements. In addition, powerful AI opponents equal to the player will roam the land, and will be able to complete quests, acquire items and experience as time goes by. They will even be able to track down the player's party and challenge it in combat.

A traditional overhead view allows the player to navigate though buildings, and zooms out for navigating simplified landscapes. When it comes to combat, players will fight in a live-action, side-view mode with 3D characters, during which spells can be cast and fatal blows struck. Larger battles involving whole armies will incorporate a traditional turn-based battle mode familiar to RPG veterans, jumping back into live-action battles whenever the player's main character(s) are involved in close combat. Save options are limited to create more danger and tension.

A bonus battle mode allows players to dive straight into a customisable multi-player beat-em-up style game, with players controlling one or more fighters, chosen from their saved/shared/downloaded characters, or defeated enemies from the main campaign game.

OOC: I expect this to take a rather long time to develop due to the amount of content. Though compared to other RPG's, it will sacrifice specific details and dialogue in favour of flexibility. As for graphics, FF7 style would be ideal.

(The following is a vast rant about the factions of this imaginary world. I dont expect to be read. Its actually a re-hash of random ideas ive had for a while, and completed this evening just for my own entertainment :o. I might make a NES of this someday :) )

Spoiler rant :

The Colonists:
Space-age colonists from Earth, whose spaceship was disabled and lost upon arrival. The default player faction. There is a choice of landing sites allowing the player to choose where they will start in the world and which factions they will have first contact with. The colonists will be separated and other landing sites can be contacted later.

Quests:
Basic defence and survival tasks.

Colonist units:
Mainly militia with an assortment of engineering tools as weapons, and parts of spacesuits as protection. Also a handful of full powered armour troops and hovertanks.

Colonist Specials:
A handful of large powerful robots roughly equivalent to the Mecha and supernatural giant creatures of Gaia's factions.

The Fracture:
Spiritual beings who wish to end suffering by removing all sentient life from the physical dimension. They see themselves as saviours. They cannot remain long in the physical world, and rely on undead and possessed minions to carry out their wars of annihilation. The souls of defeated enemies are captured and forced to serve a hundred-year term as undead soldiers. This is their 'duty' to other physical life, before they are allowed to pass on to the spirit world. The Fracture were accidentally summoned by the old Atlanteans (who they destroyed) and now have fortified portals all over the world. They are now seeking to gather ancient artefacts in order to build an energy weapon which will finally wipe out all sentient life on the planet, and possibly all other life too. In the meantime they are continuing to wage war against all other factions.

Quests:
*The first aim of the game is to survive and escape back to Terra. It is not essential to stop the Fracture, but it leads to the games 'good' endings. If enough battles are won against them, or enough of certain items are acquired, then their main portal-fortress becomes vulnerable to attack, and the super-weapon can be destroyed after a tough battle. Several allied armies will probably be needed to break through the defence.
*Being defeated by Facture forces results in your soul being captured. It is possible to break out of this with enough magic power/protection. Your spirit form can fight its way back to the physical world where you will emerge as a half-undead version of your former self.

Fracture units:
Hordes of skeletal undead soldiers, armed with a variety of armour and weapons. They are hard to destroy, but they are not mindless zombies. Many have the minds of elite warriors. Some souls are not in skeletons but are used to animate various war machines. There are also many possessed units originally belonging to other factions. All these are accompanied by energy blobs and all kinds of strange spiritual creatures.

Fracture specials:
The Fracture beings first appear as great whirlpools of blazing energy. They can then morph into various grotesque forms with a fluid magma-like texture. They have all kinds of powerful magic and melee attacks. They cannot manifest for very long unless near one of their portals. They can possess their enemies, or steal their abilities, or create temporary mirror-image clones which fight against them.

Wildmen:
A group of so-called barbarian cultures. A mix of ancient british, gallic, germanic, slavic and scandinavian.

Quests:
* Many old magic sites and stone circles have become corrupted. Cleansing them of evil will reduce the number of enemy creatures appearing in the land and increase your standing with the Wildmen.
* Find the correct spells to awaken dormant magic items and artefacts.
* Challenge elite warriors to battle, in order to increase your rank with the Wildemen.
* Locate long-lost settlements and rare tribes of Wildmen with special knowledge/abilities.
* Defeat powerful supernatural creatures to gain special relics and items. These items can be kept for your own use or can be handed back to their rightful owners throughout the world.
* Defeat possessed warlords and their warbands to turn more of the Wildmen against the Fracture.

Wildmen units:
Masses of un-armoured (naked!) infanty, armed with enhanced melee weapons, protected by tech shields or magic shields / runes. Various kinds of beast-men: werewolves, werebears, werestags, centaurs, hawkmen, snakemen, boarmen, waspmen, etc etc. Druids have powerful offensive and defensive magic.

Wildmen Specials:
Elite warriors can morph into giants with very strong melee attacks and supernatural powers. Other elites have Mecha-like suits, powered entirely by magic, often in the form of various creatures instead of humanoid shape. There are also gigantic supernatural creatures which may become uncontrollable once summoned. Giant stone monoliths have been made to levitate by Druid's magic, and some have been built into flying fortresses.

The Kingdoms:
A group of medieval-style kingdoms, with split loyalties, complex intrigues going on between the royal houses, etc. They are mainly based on central european culture, but some have hints of arabic, viking and ancient greek.

Quests:
* Retrieve treasures and captives stolen by the Wildmen, and take part in Mecha-jousts and deuls to win money, experience, and reputation... that is if you don't get killed. Eventually it is possible to be granted the rank of 'Knight' with many benefits.
* Collect certain rare materials so that Forgesmiths can create special weapons and Mecha for you.
* Gamble for money in taverns and even royal palaces.
* Assassinate certain Kings and nobles to gain money, and the favour of certain kingdoms, though others will be very hostile to you. This will keep the Kingdoms divided, and will hurt your reputation.
* Uncover conspiracies and defeat assassins to gain the favour of certain kingdoms. This leads to a war between kingdoms and makes some hostile to you. If you help your friends to win the war, the Kingdoms will be united, and will stand against the Fracture.

Kingdom units:
Various foot soldiers with all kinds of weapons. Some have tech powered-armour in the style of medieval armour suits. And some of them are elite knights who ride Mecha horses or armoured supernatural horses. Paladins (war priests) handle the magic side of things.

Kingdom Specials:
Medium-sized Mecha armed with power swords or a variety of devestating close combat weapons. Giant Mecha Dragons. Huge siege engines.

Empire:
Based roughly on the roman empire. It is potentially very powerful, but is crippled by corruption and in-fighting.

Quests:
* Protect the corrupt emperor from assassins and put down slave revolts to gain his favour.
* Escort traders over land and sea, protecting them from supernatural attackers.
* Help slaves escape the empire, to gain friends and allies, but make yourself an enemy of the corrupt emperor.
* Help overthrow the emperor (a long and difficult quest, involving a big civil war) to reunite the empire under wise leadership, so it will be willing to fight the Fracture. You will also gain high status in the empire and command of some of its soldiers.
* Fighting gladiators in the arena offers a way out if you are defeated in these various quests.

Empire units:
Armoured soldiers with large tech-shields, especially good against ranged attack. Some have tech powered-armour in the style of ancient armour. Wildmen and supernatural beasts fight as mercenary units. Imperial priests can limit the power of enemy magic and supernatural creatures.

Empire Specials:
Centurions and Imperial Guard pilot medium-sized Mecha, armed with a good mix of ranged and close combat weapons. Other elite troops have Mecha with gladiator-style armour and fight in close combat. There are also huge siege catapults and giant tracked Mechas in the form of siege towers. And huge siege juggernauts dominate the seas.

Kaliphate:
A large empire equal in size to the other 'Empire', but not equal in population (mostly arid land). A mixutre of arabic, ottoman, persian, indian and ancient egyptian culture.

Quests:
* Gambling, trading, exploring old ruins, gathering artefacts, escorting traders and wiping out centres of evil supernatural forces.
* The Kaliphate seeks to invade the Empire. The player can choose to aid or sabotage this effort.
* The Kaliphate's rulers have some of the most precious artefacts from old Atlantis and the oriental empires. These can be protected from falling into the hands of the Fraction, or stolen for the player's own use.

Kaliphate units:
A variety of lightly-armoured warriors with various weapons, protected and inspired by holy warrior priests. Other warriors riding camels, horses, and elephants. Fanatics with powerful energy melee weapons but no armour. And swarms of large killer beetles.

Kaliphate Specials:
Elite armoured soldiers riding huge Mecha elephants and scorpions. Also large supernatural elephants, scorpions, vultures and serpents. Powerful humanoid Mecha with ornate arabic/indian style armour design. Siege engines with unique chemical and magical weapons. A handful of Sandships based on reverse-engineered Atlantean flying craft, armed with beam weapons.

Bahaus:
Renaissance/early industrial style european. A small state with big ambitions. Turning their back on the magic side of things, they focus on the purely mechanical. Some say they have already been corrupted by the Fracture, and are building flying airship fortresses to attack the Koryo flying mountain states...

Quests:
* Helping the Bahaus master forgers to acquire certain special materials and artefacts to build new war machines.
* Assassinating rebel anti-mech leaders to gain favour with the leadership.
* Working with the rebels to gain them as allies, and weaken Bahaus's ties with the Fracture.
* Stealing powerful new war machines from the Bahaus forgeworks.

Bahaus units:
Renaissance pikemen, halberdiers and musketeers with mechanised armour suits. Many small steam-powered vehicles and walkers. Small clumsy airships. Elite troops in the style of ww1 german stormtroopers, except with heavy armour. Elite forgesmiths use strange energy devices in battle to disrupt enemy tech, with less effect on magic.

Bahaus specials:
Large steam-powered Mecha and tracked vehicles, a mixture of renaissance and ww1 style. They have the best firepower in the game. Also large airships and even flying ironclads.

Koryo:
The empires of the far orient were the most powerful in the world, and were the first to be targeted by the Fracture after the fall of Atlantis. The survivors escaped on magical flying mountain-sized rocks, on which japanese-style fortresses and cities have been built. The flying mountains travel the world map and have no fixed position. They can only be reached by flying or teleporting.

Quests:
* Return sacred artefacts, protect against attacks by evil supernatural dragons
* Defeat elite warriors in single melee combat to convince them to join you
* Defeat elite Koryo mecha that are possessed by the Fraction (very difficult) to gain lots of benefits.

Koryo units:
Oriental armoured soldiers protected by a mixture of magic and tech. Elite ninja-style soldiers can either be invisible or can fly in various ways. Monks have powerful defensive and disruptive magic. Small elegant flying machines also use a mixture of magic and tech to fly.

Koryo Specials:
Overall, they have the most powerful Mecha in the game - they transform from Samurai style humanoids to flying Oriental dragons, and both modes have powerful attack combos. There is also a variety of powerful artillery weapons defending their fortifications. They also have large oriental-style sailing ships, which fly.

United Colonies:
A union of small but ambitious cities on the coast of the western continent, founded by settlers from the Kingdoms. A mixture of native american and early colonial european culture.

Quests:
Artefact gathering, winning trust of native tribes, locating lost colonists and defending vulnerable outposts against the Confederacy, rescuing slaves from Confederacy, protecting ships from Confederacy pirates.

UC units:
Ranger-type light infantry, with stealth and healing abilities, and good mix of weapons. Native warriors protected by magic artefacts. Light cavalry also protected by magic and tech. Heavy musketeers have a mix of napoleonic-era style uniform with some renaissance style armour. Native shamans have powerful defensive magic.

UC specials:
Large supernatural eagles and bigfoot-type creatures summoned by natives. Large ships-of-the-line with magic/tech artefacts onboard. Balloons equipped with magic artefacts and weapons. A handful of old rusted sword Mecha from the Kingdom, some rebuilt with the help of native magic to resemble something like a totem-pole.

Confederacy:
Began as a rebellion from the United Colonies. They use mass slave labour (mainly natives) and have purchased deadly technology from Bahaus.

Quests:
The confederacy will want to return runaway slaves to their masters, wage war against the United Colonies and Zlan, and capture native artefacts and destroy native shrines. You can choose to aid or sabotage these efforts.

Confederacy Units:
Stealthy militia armed with powerful firearms. Light Cavalry in the american civil war style, armed with powerful energy pistols and swords, protected by magic runes, some ride hovering mecha horses. Small steam-powered walkers and mobile cannons.

Confederacy Specials:
Large steam-powered tanks and walkers on land. Heavy cannon artillery. Ironclads and submarines in the seas and airships in the skies.

Zlan:
Mutated descendents of atlantis. Militaristic Aztec/Mayan/Incan culture.

Quests:
Artefact gathering, reactivating ancient magic sites (stepped pyramids) for use against the Fracture and cleansing them of evil control, rescuing slaves from Confederacy, defeating possessed warlords to turn the Zlan against the Fracture.

Zlan Units:
Masses of Frogmen, Snakemen, Lizardmen, Fishmen, Crabmen, Batmen, Dinosaur-men... All have some magic and tech (including beam rifles!), and can regenerate health. Some have special poison attacks. Some have wings to enable flight. Elite troops ride on triceratops and T-rex style dinosaurs, or medium-sized flying dinosaurs. Zlan shamans have powerful offensive magic and can shape-shift into various beast forms.

Zlan specials:
Large sophisticated Mecha in the shape of various dinosaurs and serpents. Large Atlantean flying craft with heavy beam-cannons - these can also travel underwater. Super-heavy beam weapons mounted ontop of pyramids. All of these are powered by special crystals. Also huge supernatural reptiles, snakes, and dinosaurs can be summoned.

Guardians:
Descendents of the mechanical/magic slave beings of atlantis. They keep many secrets. They often appear to be evil to outsiders, but they really have no intention to cause harm, and are not part of the Fraction. They are just completely uncompromising and pitiless. All their equipment and artefacts are crystalline in shape and almost totally black, except for glowing blue, red and purple joints. They have fortified temples dotted all over the world.

Quests:
It is possible to be granted knowledge and special artefacts if you prove your worth in various ways. Alternatively you can take these things by force, but that is very difficult. It is also rarely possible to recruit the powerful Guardian units as allies.

Guardian Units:
Black guard - soldiers with heavy crystalline armour, power swords and energy-wips. They can hover, teleport, cloak, and can take a large amount of damage. Black mages - can remove the magic power of almost any opponent, and their energy attacks can cripple mechanical devices. They often take the form of glowing, floating crystals surrounded by black shards, but can morph into various other forms for melee attack.

Guardian Specials:
The Sky, Earth, Fire, Water and Metal Guardians. Each are large mecha war machines with different abilities and modes. The most powerful units in the game and practically indestructible. But away from their temple fortresses, they can only fight a short while before running out of energy.

 
From: Karui Kiba Corporation
To: CW Inc.
Subject: School Wars


This looks like a good way to expand our market niche. We will offer $2,000 to subsidize this product in order to secure an exclusive.
 
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