Bio F.R.E.A.K.S Arcade (Prototype)
The arcade prototype plays as a fast-paced 3D arena fighter where each combatant is a biomechanically enhanced soldier. Every character has an integrated weapon, so ranged attacks are a constant element of the fighting system rather than an occasional special move. Close-quarters combat is mapped to multiple attack buttons tied to different limbs, with combinations producing chain strings and juggle opportunities. Movement includes not only standard walking and dashing but also vertical mobility: fighters can execute hovering jumps or controlled aerial maneuvers to reposition or extend combos.
Stages are multi-tiered and include hazards such as spinning blades or machinery that can be used to end fights in spectacular fashion. The prototype prominently features gore mechanics, allowing limbs to be destroyed during battle and leaving opponents maimed but still fighting until finished off.
Buttons were split into two melee strikes per side of the body, plus dedicated ranged fire and special mobility. The stick controlled movement on the horizontal plane, with inputs for jumping, crouching, and dashing.
Left Punch / Right Punch: Standard close-range attacks, chainable into combos.
Left Kick / Right Kick: Leg-based strikes, often launching or creating knockback.
Weapon Fire: Each character had a built-in gun or energy weapon, mapped to a single button. This gave everyone access to projectiles without complicated inputs.
Fly / Hover: A unique mobility button that allowed short aerial bursts, hovering, or controlled flight arcs, depending on the character.
This design meant the game was not about memorizing long input strings but about weaving melee, ranged pressure, and flight into constant aggression.
Chains and Juggles: Punch and kick combinations could be canceled into aerial pursuit thanks to the hover/fly button. It was common to see strings where a player would launch an opponent, hover, and extend damage in mid-air.
Weapon Integration: Firearms weren’t treated as “special moves.” Instead, the weapon fire button could be inserted mid-combo or spammed to control space, which made matches feel more like firefights blended with martial arts.
Stage Interaction: Arenas included hazards like turbines, grinders, or saws. These could be used to trigger instant kills when opponents were knocked into them.
Gore System: Limbs could be targeted and destroyed, crippling an opponent but not immediately ending the fight. For example, blowing off an arm meant the enemy lost access to that side’s melee attacks.
Finishers: Each character had graphic execution moves reminiscent of Mortal Kombat’s fatalities. They could also combine with environmental hazards for crowd-pleasing ends.
The game is super buggy and even if complete it would not whorty to play to be honest.
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