I don't know how many people here would get this, as it is kind of obscure; but I've always wanted to see Digimon World remade into a far, far larger game.
In case anyone here cares but hasn't actually played that specific one, as it is very unique itself, I'll go ahead and detail how it worked.
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The game was directly based off the old Digimon hand-held devices from the mid-nineties that helped spawn the virtual pet craze.
The game consisted of you, as a human character, that acted as the controllable avatar that was used for walking around and interacting with the environment, dealing with the problem of the residence of a strangely alien world with an unexplainable issue altering its residence's psyches. It should be noted that the character itself was not used for combat.
The character had a single partner at all times who followed you whever you went and combined two kinds of gameplay: monster raising simulation and a proxy-fighting style.
The raising sim was quite simple. You had a creature that you started with that had basic stats (strength, speed, offensive, defense, intelligence, hp, mp) as well as raising-sim specific ones (age, weight, happiness, discipline and potential), and the moves it could use where chosen out of a grid that was collective from all the lives this creature would go through during the game. Whereas the actual unique attack of that character was used as an ultimate that had to be charged up during battle and wasn't used very often during normal encounters.
The game basically involved going from a central base to other parts around an island with ever-increasingly powerful enemies. These enemies were fought by your creature that would simply call out orders to, and depending on their intelligence, they would either do something as simple as "attack" or as complicated as using specific moves. The battles themselves happened in real time with the opponents, and your creature, running around each other in between the ATB loading for the next turn. Defeating these enemies would give you money and items, as well as attacks if you're creature was compatible with what they used - sort of "blue magic style."
As you progressed through the story your progress would be heavily altered by the condition of your creature as it would grow or die during the adventure. Instead of using levels your creature's stats were raised by manually training and, to some extent, from combat itself. The creature would go through stages that would heavily impact its stats based on what it became. The issue here is that the creature would eventually die, particularly if it lost three battles in a row. The good part is that the stats of the creature influence its next life each time it died and thus its base stats from birth could be much higher than the original creatures stats were you started with at the beginning of the entire game.
Finally, there's one other thing that made it awesome. When I said they based it off the original Digimon designs I mean they went all the way for the creepy factor. Meat grows on plants in this game. There are strangely varying climates close together as well as a tendency of each creature to look vastly different than the others. There's almost like someone took cyberpunk and mixed it in with a nature-obsessed art style.
Silent recording of a good example of this game.
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