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what video game style would you like KR to have in future?
Posted: Sun Dec 30, 2007 5:35 pm
by MJknight
Since the last two offerings for Knight Rider were not as well recieved as we would have liked, the question I pose to you all is: what gaming style i.e. graphics, control/handling and story/mission-mode would you like to see applied to the gaming franchise side of Knight Rider?
For me, and you can state what you feel is necessary, I think Knight Rider could benefit from having a game series developed by EA. Considering that the Need for Speed series has enjoyed a successful run over the last half decade it would be prudent to presume that Electronic Arts would give KITT and Knight Rider the right animation and game-play that would please fans old and new.
Now, I have never played the original games by Davilex that were out on the PS2 (and from what I've been told, I am better off not knowing) so I am in position to judge them or not, but I would like to know from you how good the games were.
I think EA could do the Turbo Boost scenes justice when you consider how the stunts look in NFSMW look when you see cars shoot off ramps or leap over hills.

Re: what video game style would you like KR to have in future?
Posted: Sun Dec 30, 2007 6:07 pm
by cloudkitt
Actually, I thought the Davilex games were close. The first was far superior to the second (not that that is saying a whole lot), but as for the game's structure, I think they had the right idea.
For example, there's a mission in the middle of the first game when you have to chase Garthe's helicopter through a canyon. It is a GREAT mission, the missions before and after it simply can't compare. It's fast-paced and intense. You have to keep up with the helicopter while avoiding all kinds of obstacles which actually require the high-speed use of Turbo Boost and Ski Mode.
The Davilex game included the investigation half of Knight Rider, which is crucial, however, KITT became Mario. Jumping from building to building. A good KR game should simply have you control MK for the investigation side of things. Sneaking into buildings, having KITT scan through the commlink, and calling KITT if you get into trouble. If you tok the davilex game and changed JUST that aspect of things it would be leagues better already. Another thing the Davilex NEEDED was a better sense of speed. The car topped at 124mph and looked more like 60mph. When you went into SPM and the car jumped to 200-some, THEN it felt like 124.
Now that games can have HUGE worlds, they could also create a great KR game by giving you free reign over a city and supplying you with missions, sorta like GTA. But it would need more locations, but they could make mroe than one city or place, and have the semi take you there. Or maybe even rip driving montages right from the show

Re: what video game style would you like KR to have in future?
Posted: Sun Dec 30, 2007 6:39 pm
by PHOENIXZERO
Most of what you said is what I've thought for many years, before even GTAIII was released that it'd be good to have an open ended world, somewhat similar to GTA, though a bit restrictive and obviously a lack of violence. The problem would be balancing things out so the things done on foot aren't a detriment to the gameplay and the driving stuff presents a lot of options so it doesn't get boring.
Re: what video game style would you like KR to have in future?
Posted: Tue Jan 01, 2008 3:15 am
by scottab21
Well, depending on the success of the new KR on NBC, or the new movie, the current re-surgence in 80's popularity and KNIGHT RIDER as a whole could get a decent videogame or two. I have played both Davilex games, and I agree with cloudkitt on those. I would like to see a nice balance of action, driving, stunts, and when you go into cockpit view you could actually hear and see KITT talk to you. I believe with the current consoles out on the market, you could make a fully functional dash come to life, and have parts of the game where you are on foot, fighting, and you could call kitt any time when things get rough using your watch... The possibilities are endless!

Re: what video game style would you like KR to have in future?
Posted: Tue Jan 01, 2008 9:54 pm
by Handzus' Stupid Fro
If it's anything like Driv3r (Driver 3 as some call it) I'll be happy. They should definately have the original TA with SPM and the brake flaps that open up and all - can't remember the acronym for that one...

Re: what video game style would you like KR to have in future?
Posted: Sun Feb 24, 2008 8:58 am
by KnightLegend
I really enjoyed the Daveilx games, I thought they were rather good. Now Knight Rider The Game 3 would be awesome, for me, all that was needed was some tighter controls and more balance to the game. The only reason I got a PS2 in 2004 was because of the Knight Rider games. They are still the only two games I have for the console.
Re: what video game style would you like KR to have in future?
Posted: Sun Feb 24, 2008 9:13 am
by Niggle Snoosh
Similar to that of the GTA Franchise, the main game should revolve around driving, chasing, evading, smashing through things and of course the mighty turbo boost. However i think it would be fair to have some of the game take place in third person as Michael Knight or Mike depending on franchise used with a mixture of gun play (with cover like Gears of war and the GTA IV and hand to hand combat.
I do have the original Davilex on my PC, its ok but STRICTLY for Knight Rider fans only, it doesn't really work as a game on it's own merits. If a new game is to be successful it would really need a big name developer to stop it being anything other than mediocre. Rockstar games would be an ideas choice but i doubt that would ever happen, Naughty dog made a game called uncharted which is a good interperation of what the Mike/Michael aspect could be but i am unware of there knowledge og making driving games. EA although they are the largest game publishing firm and have the resources to fund a KR project they are generally critised about caring far more about making quick $$$ than making a good game.
Re: what video game style would you like KR to have in future?
Posted: Mon Feb 25, 2008 10:17 am
by jup
I had an entire game layout planned at one time. I just lacked the skills to produce it. Here's how the plot went.
KARR was back! He had been rebuilt by private funding means. He wanted to increase his fleet by capturing and reprogramming KITT. He had a new weapon that could neutralize KITT's main functions. It couldn't ride aboard KARR. So, he built a trap. KITT fell for it and was nailed by the device while Michael was inside a building, tracking down clues to a false case. KITT was loaded into a semi by some henchmen that KARR could afford to hire and keep around. The only thing not planned for was some of the upgrades that allowed KITT to reboot in mid-transport back to KARR's hideout. KITT contacts the semi and explains what happened. Micheal, driving from the distant FLAG HQ, breaks KITT out of the semi on remote control. The fully functional KARR gives chase as Michael tries to desparately get KITT back to the semi. Meanwhile, KITT is trying to get all of his functions back on-line. (Not only a great story line, but a great gaming device to keep the super car from turbo jumping and ramming everything in sight. Taking license from that one Garthe episode where Michael can barely get KITT to deploy the parachute.) Which means that at most points in the game, KITT can turbo boost. (I had a brilliant idea to govern KITT's flight time. Something the show never said yea or nay to. And, classic Star Trek inspired. KITT's Turbo Boost had to be charged up. Like the pressure was a combination of the turbine engine and a storage tank. (Taken from how the phaser banks held high power to the phasers. But, you couldn't fire endlessly; requiring a recharge cycle.) I gave KITT four compression tanks. Each jump used one tank and required something like 10 to 20 seconds to repressurize. However, other functions come and go spuratically. (Things like oil slick, smoke and stuff...even the laser pack I introduced in my one and only story, are occasionally available. This also gave me the 'one function button' approach over a keyboard of buttons that did stuff.) Along the route, KITT would have to deal with other traps that KARR could radio ahead to introduce. One bit that I had really worked out was this extremely long bridge. KARR would have some hired drivers with bomb loaded vehicles. KITT would have to disable most of these vehicles to keep the bridge safe. If one or two got through, KITT could still turbo boost over the gap. But, too much and KITT would have to stop and be cornered by KARR until his truck with the weapon could arrive, thus ending the game. With four full tanks, KITT could jump four damaged gaps. That added some demands on the driver for missing the bomb cars and not using Turbo. After enough miles went by, KITT would reach the Foundation Semi so that Bonny can do some incredibly quick pit stop repairs, Michael can get behind the wheel and face off KARR with a fully functional KITT. (Would have to choose the right function for the one option button. Probably laser as Turbo Boost always had it's own button.) My choice of interface was mostly freeway driving in one direction during the first half. Then, a 360 degree, off road environment for the KITT/KARR assault mission. I envisioned it being a laser on laser shoot out. After KITT blew KARR away, Michael would gain some clues as to whom rebuilt KARR. The game would return to freeway driving towards 'the big, unnamed city'. Then, it would change scenes, again, to a city grid driving interface where Michael could get out and investigate inside some buildings. This would include sleuth, questioning and even some action. I think Garthe won out the choice to be the 'evil human' opponent. It's been so long.
I had all this planned before Davilex showed up on the scene...when it seemed like Knight Rider was a dead license. So, my vision was like a primitive 3-D driver, mixed in with a PS1 interface of GTA and even a tad of Mortal Kombat for Michael's combat scenes in that 2-D fighting environment. By today's standards, it is downright primitive. And, I even have a small portion of the game scripted. Though, it's not much. A few intro splash screens, a partial first stage where KITT could drive down a freeway that never swerves or goes over hills, approaching a city and able to blow up innocent vehicles with the laser or turbo over them. His tweeter was working, as was the radio. (It played so much of the show's classic music instead of the theme song.) Can't remember if I got him to speak or not. Then, KITT reaches the city...sort of...and the game goes to credits. (Had some nice photos to go behind the moving text.) Problems were that my scritping was limited to Microsoft VBasic. And, I was pulling miracles with it. Looked like something the 80's NES might have run. Then, I lost the time to work on it in exchange for working for money. And, I never did truly get back to it. Not even worth trying, now that there's new life in the KR license and the studio would probably care. (Lawyers and all that. No freebie games allowed to compete with the potential PS3/X-Box 360/PC releases.) Probably couldn't even run VBasic in Vista or recover any of that old code, now.
Never had a chance to see a single copy of Davilex's two KR games. But, I'm an elder gamer that remembers the old time versions. Three classic KR driver games, (NES/Neo Geo/Commodore 64) none of which ever seemed very good. What plot they had was window dressing for driving down the road and jumping/shooting at things. No investigation. Nothing but KITT, the fuel guzzler. O_o
Re: what video game style would you like KR to have in future?
Posted: Mon Feb 25, 2008 3:22 pm
by Niggle Snoosh
I like the idea put forth by 'jup' that KITT is not working at full capacity to allow for experimenting and understanding his functions.
What would be important to me however is that once he is back to normal there must be more than one level to enjoy that. So many games that give you skills etc over time only give you the last level which rations the greatest job quite considerably. Also there should be freedom in how you can complete a level, although Turbo boost would be the most appealing choice the problems should be able to be completed in what ever manner you choose, allowing for Tons of replay value.
An interesting moment that could appear in the game would be to just like in the pilot "Knight of the Pheonix" have someone hijack KITT, big time or small time crooks don't matter and You/KITT will have to scare the criminal with donuts, reckless driving, stopping inches before hitting something (could be an interesting feature to xplore) turboboosts etc and in the grand finale have them propelled from the ejector seat. (With todays ragdoll & physics engines could be very appealling)
I suppose minigames (though out ones) could be used for the less obvious cool moments and abilities from tracking and scanning, stopping people breaking into/sabotaging KITT etc.