I was massively into import Kung Fu movies. The more unbelievable the action, the better. I loved the early 90's Jet Li films, like
Fong Sai Yuk, stuffed full of whimsical fights that defy physics. Sequences that are so intensely creative the scope of their imagination leaves you reeling.
I wanted to make a balletic fighting game inspired by those movies. I detailed a whole Neural Network system that composed the camera and all the enemies together with the player as a graph. The idea was to let you focus your fight one individual enemy, but while you were engaging, the AI would generate flurries of blows, swipes, arrow shots from the hoard of surrounding, close combat enemies. Some few would strike you, and perhaps unbalance you imperceptibly, but many of them would just miss, striking empty space that you were in just moments before, making the whole scene look epic.
The fights would be point to point races to reach an objective, with fantastical settings, like bounding over the heads of a crowd, on the backs of water buffalo crossing a river, across bird-filled rooftops, dodging bamboo scaffolding that is constantly toppling like dominos beneath you. All the while the inverse kinematics and realtime animation generation created by the AI and framed by the AI camera, would make sure that you saw the most insane fighting, dodging and acrobatics, leaving you pumped with adrenaline and in awe at the tricks you pulled off.