Now things are getting interesting.��
Listed on Nintendos japanese site
IGN eyes on trailer and screens
A lone warrior chopping through an army of robotic warriors with an outsized Cloud Strife-like energy sword. Colossal war machines advancing though a misty canyon, shooting anything that moves. The few remaining human defenders hiding behind simple wooden shields that are no match for high-energy weapons. Welcome to the world of Monado.��
The debut trailer for Monado: Beginning of the World premiered today at E3: 2009, and first impressions for the new Wii RPG are that the beginning is going to be pretty exciting. Things kick off with that canyon-set battle, revealing more and bigger enemies with an interesting steampunk design. Things likely don't end well for our lone warrior, as we soon segue to a young blonde hero discovering that energy sword - now inert - only to see it flash blindingly to life the moment he picks it up. Your standard JRPG Hero's Journey (tm) is definitely in full effect here, with just a dash of King Arthur.��
Gameplay appears to be open-world, where you'll traverse lush jungles, glowing forests, climb sheer walls, and encounter the crumbling remains of a conquered people. It looks nicely textured and details pop, animating at what looks like a smooth 30 fps.��
Players will pick up two partners in their travels, and while combat initially looks turn-based, we saw all three party members attacking simultaneously. Transitions into combat are completely seamless; characters approach enemies, draw weapons, and it's on. One scene showed your team (wielding much smaller edged weaponry) surrounding a lizard-man enemy, who didn't make much of a dent in their lifebars before it was downed. A much larger lizard-man (a good twenty feet tall) and giant mutant crab monster probably fared better.
(back up link - check the japanese site first link in post for proper quality trailer)
Hit the HQ option.
Amazing! Thanks! The game needs to come with an in game chart like that.
And its pretty damn obvious that something will happen to the sky place cause it has a timer on all the quests.
Anyway I have been playing for a good 8 hours and I have not even moved an inch in the story, I was just reacclamiting to the world. WOW, there is nothing like it. I need Zelda to be like this.
If you get bored, move the story further and go then go back to the sidequests. Just remeber the head is the next cut off point.
I want the game to naturally have a good difficulty curve. It doesnt matter what side quests I do, so far its all super easy, even in the new areas. Just powering through the story is boring, it doesn't let you explore which is where most of the enjoyment comes from. The game has this monster gap between the enemies that are around your level and these super hard level 90 beasts, where is the middle ground??? Most of the side quests should involve the middle ground enemies, they should provide a challenge not the same exact scrub enemies you fight over and over.
Its poor design or pacing, however you want to qualify it. The game should adjust naturally to players who explore and do side quests, it should have side challenges at regular intervals that are challenging. Not force you to wait on all the big monsters till the very end.
And another thing, this game does a very poor job of promoting new weapons and armor. In FF games you learn of these crazy quests you have to go on to get a super rare weapon, here its all just a screen with "your prize", you cant tell if the equipment you would be getting is any good. You cant enter a myserious cave and find a super sword. The game doesn't properly incentivize you to do the quests.
It frustrates me cause this game has a bunch of stuff that I love, its the exact kind of world I want to explore. The combat is excellent for an RPG. I enjoy the story. I love the NPCs. But the quest system, some of the character management and equipment is kind of a mess.
how is that in any way replying to my post? I didn't say anything about leveling, I said the quest trees are so big that if you want to do some of the endgame quests, you'll regret not having done most of the sidequests earlier on.
I don't know how you play versus how I play but when I hit Sword valley I was getting the sweet middle ground with black and blue colour enemies. I haven't had a problem with the games difficulty at all, in fact in reading everyone talk about Xenoblade you are literally the only person I have seen complain about it. If the game is too easy, avoid the sidequests till the end. Your levelling problems remind me of Oblivion where enemies would level up with you, which kinda makes levelling UP pointless. The whole point of levelling up is so you become more powerful to defeat lesser levelled enemies. You want a consistent level of difficulty, so you might as well scrap levelling completely.
"The game should adjust naturally to players who explore and do side quests"
I naturally split my time between side quests and story and have never come upon these problems you see with the game. I tackle the enemies I can without overeaching and come back to fight harder enemies when I am a tougher, better equipped character. I see no problem with this. With weapons you just go to the equip page and see if they make you stronger or not, I have no problem with this either.
I don't feel this at all, I find it all very managable and easy to do all that. The only problem I had was Alcamoth where you had to run about miles looking for one person. That's the only location in the game I had a problem with.
The reason Vader is complaining about the huge gap between his level and the level 90 beasts is because he just not fully realises yet just how much game there is still left, how much time to level up in area's with beasts that gently close that gap towards the level 90 unique monsters. There is no 'gap', you'll reach level 90 and then come back to fight those you were walking around in big circles earlier on.
Also, what's this with colour coded monsters? Either I didn't notice that at all, or I forgot.
Exactly supreme the gaps in difficult enemies are too huge. I know eventually the reds will become yellows but it doesn't need to take 100 hours for that to happen. I maybe see one yellow every 10 hours, what is that. Quests don't scale to you so as supreme said before if you don't do them as you get them you will be fighting a bunch of easy crap for hours before getting to the hard missions.
i am used to FF games where they scale difficulty and scatter hard but fights me enemies all over the game. FFXII is the closest to this game and I remember constantly having areas with mixed enemies, with plenty in that middle ground where it's a challenge. I remember quests actually fitting your level. That game flowed so much better than this one.
Only pussies wait for reds to become yellow. There is a video of someone at level 40 beating the crap out of a level 99 T-Rex. It is possible. If you understand the complexities of the battle systems and your stats, you will be able to beat monster that are 10 levels above you easily.
When you lock onto a bad guy his name and stats are shown with a colour denoting how easy or difficult they are/were. Blue is a (little) hard but easily do-able, black is pretty hard but doa-able, red is DO NOT GO THERE and some other colours denote that they're walkovers etc. Thankfully if I remember right when you are a high enough level the easy monsters dont even bother engaging you in a fight.
If the monsters levelled up with you to present a similar level of challenge to your ability then what would be the point of levelling up at all? Isn't the point to fight hard monsters which makes you more powerful, which in turn makes the game more managable i.e all your hard work starts paying off. When I played the game I did the main campaign until it got too difficult, then I went and did the side quests until I levelled up sufficiently to manage the next sticking point. It worked a charm.