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.

Story
The Element Chronicles II takes place during a period of growing prosperity in Hanifell known as the Rise, during which society is advancing at a rapid pace by finding ways to systematically employ the power of the elements to fuel their lives. The towns and cities that were relatively simple and medieval as of the previous game have grown significantly to become stronger and more efficient.

However, there predictably emerge a faction of people who believe that such exploitation of the elements is immoral, selfish, and bound to anger the gods presiding over the world. This resistance has only shown itself as activism for the most part, but a tipping point is approaching where an outbreak of conflict could result, possibly even a civil war. Hanifell is at a crossroads where it must decide whether or not to move forward technologically or maintain a lifestyle of simplicity in accordance with what is considered 'natural.'

Conversely, a similar movement has emerged to promote the advancement of technology, who assert that the people of Hanifell were allowed to control the elements however they wished because the gods wanted to see them develop to their highest potential. This movement, called the Pro-Rise, is led by a woman named Tessira Lordwell, whose good-natured personality and intelligence have won her a large following, yet many people accuse her of being subversive and double-dealing.

The Anti-Rise, on the other hand, is led by a man named Alvaro Previnas and his son Etris. Alvaro is known for being stubborn but not unreasonable. He's passionate and conservative in his thinking, and is difficult to say no to.

Combat
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.

Exploration
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, small airships, and rather clunky mech suits.

These modes of transportation would improve dynamically, with players being able to purchase new parts and outfit them with new weaponry. It wouldn't be unusual to encounter enemies with this equipment in the world itself, so making them stronger might prove to be a necessity in the long run.

As you might have guessed from all this, the ability to explore an open world would return in full force; the player would be able to see things in the distance and go to them, no questions asked, 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. The treasure within these places could be anything from straight-up gold to gems that you could to upgrade your weapons and gear (as each piece of gear would have a certain amount of upgrade slots to be made stronger) to new equipment altogether. There would be a wide variety of gear for a wide variety of places hiding it, and much like in The Elder Scrolls IV: Oblivion, gear would come with certain attributes to make it unique. Certain weapons could be melded to create stronger weapons with a custom mixture of attributes.

To add even more spice to the overall experience, there would be a variety of significant sidequest events in the game that would only take place at a certain time of day, or only on certain days in a cycle. This way, there are plenty of things to look for, even in the postgame, and the world has lots of intricacies for the player to look for.