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"Best idea for a game ever EVER"

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Sat 19/06/04 at 23:27
Regular
"TheShiznit.co.uk"
Posts: 6,592
And it's mine!

A bank robbing/general heist game. Each different level is a different set-up that requires you to infiltrate different locations, avoid/take out guards, set up electronics, lay traps and bluffs, shimmy through air vents, avoid laser beams, all in the style of Oceans Eleven.

Just imagine how cool a game like that could be. Breaking into a casino vault. Choosing five men to take part, all with different abilities eg. small chinese guy fits through vents, big knucklehad knocks out guards, dweeby guy is good with electronics, pickpocket can steal keys and paperwork, charming guy can distract people... it's a classic waiting to happen. Add several different ways to complete each break-in and you've yourself a winner. You could even break up different heists into different locations by nicking bits of equipment from elsewhere.

Nick the best bits from Splinter Cell, throw in a bit of M:I-style action (lowering yourself through air vents etc.), a few Bond-style gadgets and you've got a class-A game. Obviously the game would have to be fairly difficult, and you'd fail the first few times, but once you get to learn people's routines, find passwords and codes, disguise yourself as key employees etc. you learn each level.

Man, this game would rule. Like Splinter Cell but set in Vegas without Michael Ironside. All ideas are copyrighted to me, mofos. As far as I know, a game like this has never been created, that focuses solely on the break-in side of things, so it'd be fairly fresh and original.

And yes, I did just watch the Parole Officer.
Sun 20/06/04 at 00:12
Regular
"bei-jing-jing-jing"
Posts: 7,403
I think that, like Rainbow Six, you've got to choose the armoury that you're going to use during the mission before, so as to actually have to plan before taking on a mission. Also, restricting the amount of a certain item would be good, as this would make certain parts of missions tense and realistic, because you've only got one chance. There's always a part in a great game like that, where it takes you numerous times to get past it.

I'm also picturing the surroundings like a kind of casino, bank and air vent, where money is stored. Although you decide to do that as just one chapter, with different missions, and do another level as a major bank, another a famous location and so on. Spanning across different landmarks across the board.

Sounds promising if you ask moi...
Sun 20/06/04 at 00:11
Regular
"gsybe you!"
Posts: 18,825
As I said - cinematic.

Smooth and clever - not Rockstar-style 'boom boom f**ker hur hur' humour. Witty stuff. Casual interplay between characters etc. As in Ocean's Eleven. Surprisingly.
Sun 20/06/04 at 00:08
Regular
"tokyo police club"
Posts: 12,540
Yeah, it'd have to be as close to a Hollywood film as possible, with all that entails.
Sun 20/06/04 at 00:06
Regular
"Which one's pink?"
Posts: 12,152
And classic comedy touches - but witty, intelligent comedy. Not rubbish comedy.
Sun 20/06/04 at 00:06
Regular
"tokyo police club"
Posts: 12,540
Cyclone wrote:
> Make it like Hitman.
>
> Possible to do with just a Spaz-12 shotgun and no scruples, or more
> rewarding to do it proper like.

That's what I was thinking it to be like.

Multiple route-s
Sun 20/06/04 at 00:05
Regular
"gsybe you!"
Posts: 18,825
Make it like Hitman.

Possible to do with just a Spaz-12 shotgun and no scruples, or more rewarding to do it proper like.
Sun 20/06/04 at 00:04
Regular
"Which one's pink?"
Posts: 12,152
And character detail would also have to be just right.
Again, like Ocean's 11. Your different characters, each with their own uniqueness.
It'd need to all just slip into place in the end.
Sun 20/06/04 at 00:04
Regular
"tokyo police club"
Posts: 12,540
I'd probably work best as a PC game, with all the planning and stuff.
Sun 20/06/04 at 00:04
Regular
Posts: 13,611
Planning, and actually carrying out the final getaway would be great. You could use maps and observation to determine whether to use cars, disguises, or other methods (e.g. rooftop acrobatics a la Jump London) until you get to a pre-planned safe point.

There could be a back-up plan too, such as a different route - or you could even work out a decoy. You should be able to choose to be the driver, ride shotgun, etc. It may even be fun to just be someone in the back of the car, for example - doing very little but experiencing the intensity of the getaway from a passenger's perspective.
Sun 20/06/04 at 00:03
Regular
"gsybe you!"
Posts: 18,825
That'd need an interesting amount of player planning I reckon - to make it that clever.

Hmmm.

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