Forum > Gaming Discussion > XENOBLADE Reviews from page 10 onwards - "A goosebump inducing, splendid, expansive, epic."
XENOBLADE Reviews from page 10 onwards - "A goosebump inducing, splendid, expansive, epic."
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Sat, 30 Jan 2010 21:50:30

gamingeek said:

ASK_Story said:
This looks pretty cool! A Nintendo first-party RPG by Matsuno?

I'm in!

I hope it comes here! I'm sure it would but hope it does.

That was the rumour at the time, at E3 last year. But I don't think its true as it hasn't ever been officially mentioned.

Maybe Matsuno is working with Sakaguchi at Mistwalker on Last Story?

Hmmm...you may be right. I do know that Sakaguchi loves Matsuno's games and respected him most at Square-Enix. He even said Square-Enix went downhill after Matsuno left.

Hope it's true!

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Now Playing: Golden Sun Dark Dawn, God of War Ghost of Sparta, and DKC Returns

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Sun, 31 Jan 2010 11:04:05

The character models have a slight Vagrant Story look to them, similar to FF 12.

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Sun, 31 Jan 2010 12:28:47

I think if you watch the trailer the close up visuals looks Dreamcast quality. But the actual gameplay when things are zoomed out looks good.

Who stickied this?

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Sun, 31 Jan 2010 14:20:12

gamingeek said:

I think if you watch the trailer the close up visuals looks Dreamcast quality. But the actual gameplay when things are zoomed out looks good.

Who stickied this?

i was wondering the same.  was it by mistake?

___

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Sun, 31 Jan 2010 19:25:37


I stickied it! lol

It was fun....my first sticky!!! *Dances in circle*

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Mon, 01 Feb 2010 12:28:37

edgecrusher said:


I stickied it! lol

It was fun....my first sticky!!! *Dances in circle*

Woooo!

*knocks Edge out, stuffs him in a sack*

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Tue, 02 Feb 2010 23:16:07

         1200923.png?77682175

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Wed, 03 Feb 2010 14:14:17
I'm completely unfamiliar with the Xenosaga series. Can you tell me anything about them and why they are some of your faves Edge?

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Wed, 17 Feb 2010 10:39:17
Grinning
said:

http://www.andriasang.com/e/blog/2010/02/17/xenoblade_preview/

All it took was a "Xeno" to get gamers everywhere talking about Monolith's new Wii RPG. Previously announced at E3 2009 as Monado: Beginning of the World, Nintendo, the title's publisher, gave the game the new name of "Xenoblade" a couple of weeks back and had people wondering if this might be a new entry in the Xenosaga series.

It's not a new entry in that fabled PlayStation series, though. Xenoblade director Tetsuya Takahashi made this clear in an interview in this week's Famitsu.

"The world setting, story and other elements have no relation," explained Takahashi on connections to past Xeno games. "It's a completely new title."

Design philosophy also appears to be different here. Past titles from Monolith have focused on events and scenario, Takahashi admitted. However, he feels that this type of development has reached a "dead end." The Xenoblade project started off by looking at the origins of the RPG genre. Takahashi wanted to make a game where it was simply enjoyable to adventure.

He suggested that players consider the "Xeno" part of the title to be just a symbol. "I wanted to to have some sort of common point with the games I've made."

Takahashi was a little shy in fully explaining the Xenoblade name to the magazine. "Xeno" has the meaning of "different nature" or "uniqueness," he explained. As for the "Blade" part, Takahashi asked that we refer to the game's ending to find out.

Possible ties with Xenosaga out of the way, Takahashi shared details on Xenoblade's unique story and world setting, and even gave some preliminary gameplay details.

Xenoblade's background story starts thousands or maybe tens of thousands of years in the past as two great gods waged a great battle. In the end, all that was left of the two gods were two giant corpses. Xenoblade is set on top of those two corpses.

Takahashi came up with the idea for this unique world setting after a meeting about Soma Bringer, a past Monolith project. "It seemed like it would be enjoyable to adventure on top of the body of a giant god," he told the magazine. He immediately returned to the office, wrote up a design document, and showed it to a number of other people, getting a positive reaction in the process.

In order to better get the point across about his plan, he had one of the Monolith staffers create a model of the two gods in their final resting position. The Famitsu article has an image of this model. The two gods, one winged, are facing each other, with their swords clashing like they're engaged in battle. One is kneeling while the other looks like he's about to fall to one knee.

This model, the magazine notes, was created far before actual production began on Xenoblade. "It was of great help when explaining the project to Nintendo," said Takahashi.

The entire game world is set on the top of the corpses of these two gods. The rest of the world is nothing but ocean. It's an entirely enclosed space. You won't find outer space if you look up. And it does not seem to be the case that the two gods are resting on a planet.

Takahashi actually gave a pretty specific size to the world. From one end of the corpse to the other (I'm not sure if he's referring to just one corpse or both combined), the world is about the size of Japan.

But it may be larger than it looks. Areas of the world will open up as you progress through the story, and you'll eventually enter the body of one of the gods.

Outside of the sheer uniqueness of a setting on top of two gods, Takahashi pointed out something else of note about the Xenoblade world. Because it's set on these human-like god figures, Xenoblade's world has a lot of height. "From the start of the project," said Takahashi, "we thought it would be interesting if we could make use of a vertical construction."

Areas of the world correspond to parts of the gods' bodies (no jokes now!). You'll find a wide variety to the world, from different weather to varied monster ecology. As an example of some of the regional features, Takahashi said that you can head to the top of one of the gods to see an aurora.

Not surprisingly, your quest is tied in closely with the unique setting. Residents of the two corpses are enemies. The player is on one god, which is home to a population of organic life. The other side of the world has mechanical life. Explaining how the story starts, Takahashi said, "It's simple -- the fight against mechanical life that threatens the peace of mankind."

The adventure starts on the right foot of the player's god, in an empty cave. This was actually something that was decided upon when the god model was first made. You'll initially make your way to the head area of your god.

Navigating what appears to be a large world will be simplified thanks to some of the steps Monolith is taking. The game will keep track of where you should be going, both for the main story and for sub quests that are unrelated to the story. You'll also be able to make use of warps to transport to areas that you've previously visited. Monolith even has some systems in place to keep you from losing your way when you're physically moving about the areas.

Your movement through the world will be seamless. "We've put effort into this," said Takahashi, "because we felt that in order to show a living world, we needed an overwhelming sense of scale, like that of an MMORPG."

Exploration of the world looks like it could be one of the game's charms. Takahashi said that he hopes players will simply walk around in search of special unexplored areas which have beautiful settings. You'll get experience for just finding these. Some areas include monsters that can't be defeated at first. Once you've powered your character up, you'll want to return to take on those beasts.

While most of this first interview was about Xenoblade's world setting, Takahashi also shared a few details on the Xenoblade battle system. Enemies in Xenoblade roam the fields alongside you. Encounter an enemy, and the game will transition seamlessly into battle. Takahashi explained that he didn't want make the game transition from field to battle in typical RPG style.

Since battles take place on the same fields across which you and the enemies roam, you'll find that nearby enemies will join in on the battle. As a strategy, you'll want to engage in battle in areas where there aren't any other enemies.

Your main character will adventure alongside two AI-controlled party members. Your character performs his attacks automatically while you watch the action and select special skills, known as "arts." Arts include attack skills, recovery skills and so forth, and are learned as you progress through the game.

The game will offer an adventure of around 50 to 60 hours, said Takahashi. This time will not consist of endless leveling up. It also, he made sure to note, won't consist of endless event scenes.

This first major feature on Xenoblade consisted almost entirely of the interview with Takahashi, with Famitsu getting its hands on just a few pieces of artwork and screens from the game. Xenoblade is set for a Spring release, so the wait for a more solid look shouldn't be too long.

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Wed, 17 Feb 2010 12:01:14

HQ scans GASP

http://www.gamekyo.com/blog_article239208.html

I'll re-host them here:

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Wed, 17 Feb 2010 13:14:55
Looks awesome. This is the first new/non-remake RPG that I've been excited about in almost 10 years.
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Wed, 17 Feb 2010 15:14:52

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Wed, 17 Feb 2010 19:02:23

1up


http://www.1up.com/do/newsStory?cId=3177981

Monolith Soft, and its founder Tetsuya Takahashi, have spent much of the past decade creating epic-scale console RPGs -- Xenosaga, Baten Kaitos, that sort of thing. Even Takahashi has to admit, though, that JRPGs need to adapt to the times a little -- and Xenoblade, which was first announced last E3 under the name Monado: Beginning of the World, is his shot at making amends.

"Most of the RPGs we've created had their main focus on story and cutscenes, but I think that approach has reached a dead end," Takahashi said in an interview with Famitsu magazine this week. "This project got its start because we wanted to return to basics -- we just wanted to create a fun adventure. We're trying to give the player a lot of freedom without having them feel lost."

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Thu, 18 Feb 2010 17:22:20
OMG very excited, this looks like a true Final Fantasy while FFXIII looks like some it will be this linear dungeon crawler (well not inside dungeons but the same basic setup)
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Thu, 18 Feb 2010 19:02:53


I like the idea that they are trying to make it more adventure-ish and pack it with gameplay and exploration.

Since its a wii game it comes with an expectation from me that it will use the pointer for menus which is important to me as I like simplication without losing depth. These are the Disaster guys so I'd like to see a Raymond Bryce skin or lookalike Nyaa

What's pretty amazing to me is that the game is launching in Spring in japan, which is like within the next 2 and a half months or something?

And the level of visual improvement from E3 too. The artistry, the contrasting colours and lighting. And the scale of things, it's f-ing huge.

Games like Monster Hunter Tri, FFCC and this really show that in terms of the size of environments, you can do some epic scaled real estate, which I never thought would happen on Wii. I also prefer fantasy to sci fi too and that its real time environments, not fixed viewpoint.

This will be sort of like my first FF type game rpg. IF its any good.

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Fri, 19 Feb 2010 06:35:31


^You've never played an RPG before?! Damn dude, you missed out.

What I'm loving about this game is it looks inspired by Final Fantasy, with storytelling possibly styled after Xenogears and a Vagrant Story look to the characters.

Really, it looks like its gonna be an epic game with 100 percent effort put into it....something you can't usually say on Wii.

         1200923.png?77682175

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Fri, 19 Feb 2010 10:27:41

edgecrusher said:


^You've never played an RPG before?! Damn dude, you missed out.

What I'm loving about this game is it looks inspired by Final Fantasy, with storytelling possibly styled after Xenogears and a Vagrant Story look to the characters.

Really, it looks like its gonna be an epic game with 100 percent effort put into it....something you can't usually say on Wii.

I've never played a Final Fantasy RPG before.

Western RPGs sure, other than that, I guess Skies of Arcadia and Tales of Symphonia. Skies is one of my all time favourites.

So what is it about Xenogears storytelling that makes it special?

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Fri, 19 Feb 2010 12:36:00
Xenogears isn't Final Fantasy as far as I'm aware, so you still won't have! Nyaa

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Sun, 14 Mar 2010 22:41:39

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Sun, 14 Mar 2010 22:48:02
One new screen I guess, the game looks pretty awesome, I love the environments.

Edit: ops, you can see the in-game version of the mech gods too, sweet , maybe we get to watch the fight in the intro before they kill each other and form the world the game takes place on :-)
Edited: Sun, 14 Mar 2010 22:51:03
portrait.jpg ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The optimist proclaims we live in the best of all possible worlds
while the pessimist fears this is true.
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