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Inferno & Hysteria Special State Outlines v1

Hi all,

Alex here with some updates on special state outlines as we flesh out the Design Bible.

Here is our first take on building out the special states for Alice: Asylum.

The first is; Inferno (a brand new special state) and the second expands on Hysteria (from Madness Returns). 

The approach is that each end of the gameplay spectrum (success and failure) are rewarded for keeping you in the game by rewarding your playstyle. You choose one to aim for.

If you're a gun and want to bank on consistent combat success, Inferno is for you.
If you're playing it close to the knife edge and expect a death save will help, Hysteria is for you.

One or the other is selected.

Not both.

Let's start with Inferno.

This special state was created as a necessity to reward skilled play.

In design discussions, one of the gripes we had discussed playing Madness Returns was that a player's skill went unrewarded if they kicked butt in combat. 

You progressed, but if you were great at the game and didn't suffer any damage, you could effectively run near the whole game without ever activating Hysteria, thereby missing one of Madness's coolest and most iconic mechanics.

The rationale from the Design Bible is below;

"Unlike Hysteria, where Alice triggers the state automatically when her health is low, Inferno is a "super meter" that builds by chaining large combo hits and defeating enemies in repeated, rapid succession. Inferno acts as a reward for highly skilled combat performance.

The Inferno Bar is sustained only through specific item pick-ups or increased successfully via continued, perfect combat execution.

Once the bar is full, Alice can "trigger" the Inferno attack state whenever she chooses.

When triggered, a special high-damage fire-based burst attack is initiated, and then the Inferno bar will drain, allowing for a limited time "Super State". During this time, Alice has access to special buffs in combat and exploration for a short time.

Each time Alice is hit fails a dodge or
doesn't instigate a successful attack after a short amount of time, the Inferno Bar level will drop, and eventually, disappear if not used."

Conceptually in action, Inferno has three phases.

1. Burst/Activation Attack - What happens when Alice triggers Inferno?
2. Passive/Limited Time - How is Alice affected as the meter runs out during Inferno?
3. Completion/Extinguish - Special state expires. Alice returns to normal.

In the spirit of accessibility and "playing your way" we've given you a combination choice for how Inferno phases could sync with your preferred playstyle.

On activation ([L1 + R1] button press or similar) A high-damage, fast, quick attack is unleashed. Options for Burst attacks are;

1A) Burst/Activation State: Hail of Fury

Unleash a rapid fire storm of flaming vorpal blades for a short duration in front of Alice. Long Ranged attack. Flaming vorpal blades explode on impact and can set foes alight. Can be aimed while in use, but not stopped.

1B) Burst/Activation State: Scorching Blade

The Vorpal Blade turns into a large, two-handed great-sword variant, and Alice quickly cuts a vertical slice ahead of her, then to the side in a wide arc, forming a flaming cross. Medium-range melee attack. Highly damaging, effective in 180 arc ahead of Alice. Cannot be aimed. Enemies catch alight and suffer DPS over time if not destroyed by the initial attack. Quick Burst attack in battle.

1C) Burst/Activation State: Firestorm

Alice erupts in fire and fury, sending a massive flame shockwave around her. A flaming crater forms around her, causing a large fire trap that damages any foe inside of it. Close Range burst attack. Extreme damage, but short range. AOE is 360 degrees with Alice at the center. Enemies catch alight and are knocked back by the blast.

Next up, we have the Passive States;

Once activated and the activation attack is completed, the super bar/meter will deplete, allowing for a short, limited time frame in which Alice's abilities are buffed.  Options for Alice during this state are:
2A) Passive/Limited Time State: Speed Demon

Alice's movement speed is significantly buffed, and all attacks are faster (Melee and Ranged attacks). While Alice moves, she leaves behind flaming trails that can damage foes or set them alight. Alice will not suffer any damage from these trails while Inferno is active.

2B) Passive/Limited Time State: Molten Steel

Alice's vorpal blade bursts into flames, and all her standard attacks receive a significant buff in damage (x1.5) and all heavy attacks now cause an explosive knockdown effect. Causing smaller foes to explode when they are knocked down with strong attacks, or when they collide into other foes, or the ground. Each exploded foe leaves behind a small flaming crater, that can damage other enemies if they step inside them.

2C) Passive/Limited Time State: Phoenix

Alice sets alight, and her health constantly regenerates during the special state duration. If Alice suffers damage from attacks during this phase, her combo string is protected, and any bonuses will not be affected. Alice is not "invulnerable" during this stage, but her constantly recharging health improves survivability greatly.

DESIGN NOTE: Kills or large amounts of damage inflicted during these special states slightly recharge the depleting special/super bar, giving the player more time to use the ability.

Low health and near-death state of health required. (Approx~ Between 1%-20% of HP/health remaining). PRESS [L1 + R1] to Trigger Hysteria once the damage threshold is met. Super Completion State: After the Inferno special state is completed, and the super bar is empty, Alice will be "extinguished" and return to her normal appearance. All Inferno active buffs will cease until activated again. What would you run?


I'd be leaning towards some Scorching Blade with Molten Steel to deal some serious damage in a heavy combat scenario. Maybe if I were in Boss Combat, I'd unleash a Hail of Fury from a distance, then enjoy Phoenix as the time decreases, adding survivability during some intense boss fighting. Mix and match, play how you want.

Let us know if you enjoy this design approach.------------On the other hand, Hysteria is, in effect, a death save. It keeps you in the game if you are near death, and can offer some flexibility if you are a player who enjoys high-risk, high-reward scenarios. We've kept true to the effect from Madness Returns, but added a few spicy new attacks for this iconic special state in Asylum. Hysteria - Activation State Requirement:

1. Scream

On activation ([L1 + R1] button press or similar) A high-damage, fast, AOE attack is unleashed. Alice will scream, and the game-world will turn black and white and skewed. Alice's scream emits a shockwave ripple effect, that damages and knocks back all enemies it touches. If killed by the AOE wave, enemies will explode into meaty gibs. Shockwave travels a medium distance, with Alice at it's centre point.

Once activated, the following special Hysteria buffs will activate for Alice.  • 2x Damage Buff on Melee All Attacks. Slicing melee attacks (vorpal blade) have a chance to cause evisceration, carving off limbs and foes into chunks. Heavy impact melee attacks (hobby horse) have a chance to cause obliteration, smashing foes into a fine red mist. All heavy attacks have "Guard Crush/Shield Break" properties.

• Limited Invulnerability / Health Regen For a few seconds after Hysteria is activated, Alice will be impervious to all attacks. This effect does not last for the full duration of the special state however, and Alice can be damaged once her Health Starts flashing again. If her health falls to 0% during Hysteria, she will die as usual.

The main purpose of Hysteria is for Alice to slay her foes. Her health will regenerate commensurate to her bloodshed. More Kills = More Health restored.

• Vorpal Blade Attack Buffs

Special Attack 1 - Dark Orbit Holding down the "Throwing Knife" attack button causes the Vorpal Blade to fracture, and create a rapidly swirling orbit of broken vorpal blades around Alice. This attack will cause massive damage if it connects with enemies. Once released, the blade orbit shoots off in all directions, before reforming as the blade in Alice's hands once again.

Special Attack 2 - Jagged Edges Attacking with the Vorpal Blade in mid-air after jumping will cause Alice to spike her blade into the ground. In front of where she strikes the ground, massive, jagged Vorpal blades will spike out from the ground in front of her in a random arc, inflicting massive damage on all enemies the quake of blades connects with.

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

And that's what we got so far. What do you think?

I think this is a fun discussion to have, and one we'd like your thoughts on.

As always, these outlines are purely conceptual, early, and 100% subject to change should development be greenlit or the mechanics on paper not align in-engine if developers and playtesters one day work their magic.

However, we feel these are interesting discussions and a good direction to start with by outlining them in the Design Bible. Drop your feedback and comments below.

More to come, cheers!

-Alex

Inferno & Hysteria Special State Outlines v1

Comments

Being able to switch between the two of them? That's a great feature! Thank you for your reply, Alex, and you're welcome for the feedback!

Greyson Kehm

I love those designs! Simple yet so much details without it being cluttered

Dylan

Love it all!! The variations are amazing and I can't wait to try them out!!!

Karma Chameleon

First of all, all of these are truly brilliant! I was wondering, will you as the player, be able to find items that may perminantley increase the duration of either the Inferno or Hysteria Bar? Perhaps to promote exploration? Also, could these moves have a risk factor too them? Like using something too many times may have an adverse affect on Alice, giving some strategy to when to use a certain move? Or using that theory, a move that may sacrifice some health in order to pull off some crazy-ass psyhco move haha. I can really envision the battles based upon your descriptions Alex, and, if i may say, i cannot bloody wait. Awesome.

AniFae Kusanagi

@Greyson Kehm Thanks for the question. Both states are introduced at key points in the Narrative, with Hysteria coming first, then Inferno in the next stage. In the narrative outline, both states are integrated into the story, allowing for sufficient training during gameplay. Once both states are unlocked, the player has the choice for which one they'd like to run. We also see checkpointed areas (such as before Boss Fights) allowing players to switch or change Special playstyle (Hysteria or Inferno) to see which is best for them to tackle that scenario. They are linked to equipping Alice's necklaces. One necklace triggers Hysteria, the other Inferno. On more casual settings, I'd envision both states would be available, (but like you said, probably a bit OP to have a reward at both ends of the fail/success spectrum simultaneously). On harder settings, the choice is up to the player on how they'd like to play. Death save, or reward for skilled play. I think conceptually that approach adds a level of depth and shelf-life to the game experience, and adds some replayability for how Alice handles in the long-run. Thanks for your feedback and question!

Alex Crowley

So you pick Inferno or Hysteria at the beginning or something? It makes sense; it would be a bit overpowered to have both of them at the same time. I think I would go for Hysteria in my first few games, as I'm more familiar with it from Madness Returns and I would also probably take a while to get used to the combat mechanics of Asylum. Once I got more experience with the game's combat, I'd love to give Inferno a try. As for the combinations of Inferno's states, I like "Hail of Fury" and "Firestorm" for activation, with either "Speed Demon" or "Phoenix" for passive. I like the idea of either causing damage at a distance or a lot up close, and then either Alice as the "Flamin' Flash" or as a fiery Wolverine. Another difference between Inferno and Hysteria seems to be that while we are allowed to combine the multiple Activation/Passive States for Inferno, we don't get any real choices or flexibility like that for Hysteria's Special Attacks. Is there a trade-off for this, or will more Special Attacks be added?

Greyson Kehm

love these ideas! I'd definitely still need Hysteria, but I'd love to see people using Inferno who are actually skilled

Anna Lepper

YES 1000% YES!!!!!!!

Nicholas Navea

Heya Greg, you’re right, there’s a slight jumble in the copy/paste order from my working document to what American has posted here, so I’ll get in touch and see if we can get it arranged correctly. I think my approach in the design has always been adhering to flexibility and accessibility. The intended experience is to cater to players of all skill levels, which I think would ultimately be chosen by the difficulty setting from the start. I could see both modes (Hysteria and Inferno) available on easier and more casual settings, and we’d give checkpointed chances to change the mode in higher difficulty settings. We also do want to cater to advanced players, so having higher stakes and a failure state more readily available I think makes sense for higher difficulties, and for those who don’t mind getting a bit sweaty. The core approach always comes back to making Asylum a casual and easy experience from my design discussions with American, but I think the real answers and implementation will come from dev input and deep playtesting if we are greenlit. Something for everyone, and play how you want is the core experience, and I think the system and foundations in the design will allow for that. And if not, we can reshift and reposition to allow for it when the time comes. The balance to strike I feel in development will be the right mix of enemies, density, attacks and amount of pickups/resources to offset a fun experience in Alice’s abilities. Here’s hoping we get there! Thanks as always for the great feedback and discussion points.

Alex Crowley

The activation criteria for "Hysteria" appear to be in the last paragraph of the "Inferno" section, as I presume "Inferno" doesn't want a low-health trigger. That aside, is there any reason the player needs to select just one of these modes to aim for? A bad player with "Hysteria" equipped can have a day where everything is going great and not get the exclamation of finally using "Inferno", and contrary, a skilled player might hit an encounter that just kicks their butt and will sorely miss "Hysteria" saving them. Since one tracks off health and the other is a combo meter why not have both? Maybe this will result in an "easier" game but I don't think this franchise has ever been considered to have some hard-mode pro-gamer sweat-lord tier of gameplay.

Thats a reasonable choice and I would be all on board for the weapon skins. I haven't had time to read the design bible yet, so I don't know what you have planned but I really liked the four elements theme you wanted for madness retures and I would love to see the ice wand and eye staff return. games have come along way and I think alot could be done with them.

Sick mechanics and awesome art! Really like the idea of good combat rewards. Keep up the great work!!

Rose

@Darryl Viljoen thank you for the kind words. By design, the focus is on the special abilities to stand apart, as not to create redundancies in the standard weapon usages. I'm a big advocate for the original weapons too, and we'll see returns of the staples. (See the Game Design Content Spreadsheets a few posts back for info on the weapon selections). While the states are active, the weapons are considered here to be buffed with damage increases, or additional perks not usually available, depending on your loadout and specials selected. If time/budget would allow, I would envision we would see Inferno + Hysteria skins for the weapons during the special active states. All hypothetical at this point, but I believe that's the right choice if we are greenlit for development. Hope that answers some things, thanks for the feedback and for your questions.

Alex Crowley

I like the Inferno mode, that Alice looks badass af.

sumblinker

Looks awesome. Will the abilities be default or will the different weapons get their own abilites? Also can we get some weapons to make a comeback, it always annoys me when these game just ignore all the previous one, especially when there is no reason why they wouldn't still have the old ones.


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