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Published: 2013-03-12 20:42:12 +0000 UTC; Views: 618; Favourites: 1; Downloads: 2
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Description
again, the travelers move would be graceful but presice. the triangle button would consistof the various ribbon applications as seen in the Journey the PSN title. the ribbons would give her more potential air time and the ribbons converging on the traveler might charge her mellee attacks. all at the same time her triangle move would still be capable of dealing damage in various ways.the circle button moves should be associated with the varios environmental assets and hazzards known by Journey players. she might be able to create a sand dune under her with wich she can use to gain momentum. also blustering cold winds mind be a powerful asset wich when abused could hinder her performance as well as that of her ribbons. but the lone circle move should be her wordless shout which not only charges ribbons but als undoes damach done by the blustering winds move. all these moves should be able to deal damage fairly well in whatever waythey can but should be fulfilled at the expence of the traveler.
the super moves should all be derived from her finale in the Journey game when she is given all the power she needs to scale the mountain and complete the pilgremage, level three being the exact reenactment. the travelers past should cinematically give him/her the power from the light of the mountain causing her to shine with it. the traveler's scarf should reach its maximum length; then she should be allowed to fly around the stage in directions determined by the player for a relatively fair amount of time, killing any thing the traveler touches. (similar to parappa's level two but but not restricted to the ground).