The Element Chronicles II: Fall of the Rise

The Element Chronicles II: Fall of the Rise would be an open-world action-adventure RPG for all current platforms, the sequel to one of my earliest ideas, The Element Chronicles. This idea has been a long time incoming, and thankfully, I thought of an interesting way to follow up my most well-known idea. This iteration would take slightly less inspiration from The Legend of Zelda games and more from games like Xenoblade Chronicles X and older Final Fantasy games.

Make no mistake, most of the core mechanics of combat, weapon customization, and exploration would return from the original; however, this time, the open overworld would have more scope and would be traversible by more means, making room for more quests, terrain, and enemy varieties in the world of Hanifell.

This game would revolve around Hanifell years after the events of the first installment, in which its people have developed more advanced elementally-powered technology in an extensive industrial revolution known as the Rise; this Rise, however, has led to controversy over the propriety of, and implications behind, such use of this power. All this combines with the interference of Zyr, god of mischief, to cause the beginnings of a civil war which a new hero of Hanifell must bring to an end, one way or another.

Gameplay
As I mentioned before, this game wouldn't change much of its original formula, so you can reference that page to see some of the basics. Combat would be roughly the same, though possibly refined to be more realistic. The primary difference in combat would be affected by the option to use the advanced tech available from the Rise. The player would have access to a variety of rudimentary guns and crossbows powered up by elements such as fire, ice, and electricity.

This game would also include a couple new types of combat: whip combat using flexible, elementally powered metallic whips that would allow you to seize or pull on the weapons of certain enemies, and a combination of a rapier and dagger for quick fighting.

The most significant change from one game to another would be the increased potential for exploration; the same elemental realms return from the original game, though they are much more expanded through the passage of time. Instead of just being able to traverse these realms on horseback and on foot, the player would be able to use large air gliders, and clunky mech suits.

The ability to explore an open world would return; the player would be able to see things in the distance and go to them, and quests would be scattered throughout the overworld that would lead the player to a variety of locations like deep caves, temples, tombs, and more.