New 'X' trailer [Monolithsoft] shows uncut gameplay

This might just be a cutscene, though.

What if it's a special move? It'd be kind of cool if some specials had you manually aim your shots for a limited time. You'd trade the auto-aim and aim for weak spots for massive damage.
 
It's really annoying when people make drive by comments like this and thread gets derailed for a few pages.. but I guess that's to be expected when you have constant influx of new members.

This would have been more bearable if they at least labelled it FFXII clones.
 
I'm not trying to be difficult, but what little I've seen of X, and what little I've played of Monster Hunter, I feel that they are very similar: you have a team of three or four, you fight large monsters that are damage sponges, and a bunch of numbers are popping up on-screen. Am I wrong?

You just described like 90% of RPGs out there that focus on battling. Seriously.

Monster Hunter is completely an action RPG with very little story element; the entire gameplay revolves around hunting monsters.

Xenoblade was a turn-based rpg (an evolution of, at least, that uses cool-down periods to pace each character's attack rate). Or maybe turn based isn't the best term for it. It's kind of a weird evolution of a menu driven battle system that adds some 'fake' action elements to it. It had a story, with important characters, bosses and events that unfolded as you go (that plot twist near the end...).

At this point we haven't seen much of X. Any online element and lack of story comments are just guesswork at this point. And looking at the track record of Takahashi, I doubt that he will all of a sudden put out a game that doesn't emphasize having a big story.

I do recommend people go play Xenoblade if they really want to get an idea for Takahashi's style.
 
I don't know where people complaining about the battle mechanics or the UI are coming from. We saw battle footage ages ago. We saw how the UI resembled Xenoblade's UI ages ago. What were people expecting?
 
Yes and no with that you can see where the party members are at, before any of them are inside mechs and after the dude gets out near the end you can only see 1 blue dot, the one supposedly belonging to the controlled character on screen.

Eh? You can see the green dots the entire time... Before, during and after the mechs.
 
This would have been more bearable if they at least labelled it FFXII clones.

FFXII needs way more clones. And yeah, I don't see how this is similar to Monster Hunter at all. Is Skyrim also a monster hunter clone? You hunt dragons and shit. You can craft your own gear, skin animals, mine ore. Much similar!
 
Has there been any footage of something plot related? It's worrying at the very least.

It shouldn't be. Monolith Soft are RPG developers. It's what they do and have been doing since Xenogears on the PS1 and possibly before. All of their RPGs are story heavy. I doubt we'll get a full story trailer thought until they're ready to give it an official name and release date.

I have to say it is crazy this game still doesn't have an official name or even a working title.
 
This game just has such amazing atmosphere and sense of scale.

I really like how there are just giant monsters walking about that you can take on if you want. Also the art direction is godlike.
 
Oh I finally pinpointed what bugged the most. (Besides the animations which I am sure which will improve with time)

It's the sound. Not the lack of of music or anything (Though that was a major point) but the of sound from hitting the enemy, the whirring movements of the mech, overall it sounds uhh "weak". Or not cohesive.

There's no satisfaction of hitting an enemy with a big move.

I think in Xenoblade, the music was loud (and melodic) enough to "mask" a somewhat quieter combat in comparison but in here with Sawano's more ambient track the current sound design doesn't fit that well. I mean what were you listening to in battles in Xenoblade? In X, what seems to be the main focus in the sound? This might also be a reason why the battlecries are sounding grating, because the balance isn't there and it's overpowering everything.

I think a more musical/sound person would understand it better of which I am not.

EDIT:Just listened to some battles in Xenoblade and this only solidifies my opinion. There's no uhh "centerpiece" here that your consciousness keeps slipping into during combat. Instead the cries and sounds are noise rather than accents.
 
I'm not trying to be difficult, but what little I've seen of X, and what little I've played of Monster Hunter, I feel that they are very similar: you have a team of three or four, you fight large monsters that are damage sponges, and a bunch of numbers are popping up on-screen. Am I wrong?

I'm not trying to be difficult, but what little I've seen of X, and what little I've played of Monster Hunter, I feel that they are very similar: you have a team of three or four, you fight large monsters that are damage sponges, and a bunch of numbers are popping up on-screen. Am I wrong?

Am I... is this what deja vu feels like?
 
I'm not trying to be difficult, but what little I've seen of X, and what little I've played of Monster Hunter, I feel that they are very similar: you have a team of three or four, you fight large monsters that are damage sponges, and a bunch of numbers are popping up on-screen. Am I wrong?
WTF? Someone already replied to you here, why are you reposting the same dumb question? Are you trolling?

(In the unlikely chance that you aren't: yes, you are 100%, completely wrong.)
 
Eh? You can see the green dots the entire time... Before, during and after the mechs.

isl4UhrMGdI1d.bmp


You can see what I mean here, one blue dot for the PC's mech. (offscreen in this still) The other mechs have nothing on the radar.
 
isl4UhrMGdI1d.bmp


You can see what I mean here, one blue dot for the PC's mech. (offscreen in this still) The other mechs have nothing on the radar.

Ohhh, I see what you're trying to say. But that could just mean that each character has a mech that only they can use. Like in pretty much every Mech based game, the character has a special mech.
 
I'm not trying to be difficult, but what little I've seen of X, and what little I've played of Monster Hunter, I feel that they are very similar: you have a team of three or four, you fight large monsters that are damage sponges, and a bunch of numbers are popping up on-screen. Am I wrong?

You are wrong. Don't get me wrong, you do fight large monsters in each but Monster Hunter relies on timed execution of attack and attacking focal points on the monster. Monster hunter you also gather resources to build new armor and weapons from killing monsters, rinse and repeat. Also, I've yet to ever play the game with anyone else so it's a solo experience for me at least.
 
X/Xenoblade is like Monster Hunter ? Are these the same people who stated Wonderful 101 is like Pikmin 3 ? Jesus.
 
Looks like getting the battle start quicktime event refills your dolls meter. I wonder if thats health or fuel its replenishing. Also looks like tension and the party meter aren't in this one.

The second meter is actually Tech Points. You can see that certain actions in normal combat consume them, and are indicated as such on their description.

The "Doll" indicator above it seems to simply indicate that they have it ready and usable.
 
I would love an online component though. Not sure how it would work. Maybe it's best not to speculate that at this point.
 
Ohhh, I see what you're trying to say. But that could just mean that each character has a mech that only they can use. Like in pretty much every Mech based game, the character has a special mech.

Yeah I mentioned that just if that's the case and there is no mech warping shenanigans on the field, wouldn't it be important to know where your party members mechs are if AI?

Unless like mentioned you don't need to babbysit that because mech warping shenanigans.

Plus I noticed at least here 2 and 2 characters are using the same mech by name....

That said anyone working to translate stuff for us non JP speakers? :)
 
This is a pretty good example of how unreactive the monsters are. For an apparently real time system, the bad guys sure do stand in place a lot and barely shown aggression towards the player character(s).
That's because it's not truly real-time or action. In a way it's closer to turn-based, but it's more like the worst of both worlds.
 
This is a pretty good example of how unreactive the monsters are. For an apparently real time system, the bad guys sure do stand in place a lot and barely shown aggression towards the player character(s).

I thought about this. I'll worry if it becomes a trend in other promos. This guy was likely just a caterpie to demo the footage.

That's because it's not truly real-time or action. In a way it's closer to turn-based, but it's more like the worst of both worlds.

Hmm, maybe it's been to long since I've played Xenoblade.
 

This gif kind of puts things in perspective. People are complaining about enemies not having reacting animations, but I think a lot of turn based RPGs are actually like that. If you think about it in that sense, it kind of makes sense, because Xenoblade's battle system really wasn't an action-real time system, it only faked those elements by being able to run around, and seemlessly go in and out of battle.

Still, some reaction animations would be nice, and maybe some canceling systems would be cool, kind of like Grandia where you can cancel their attacks if you attack at a certain time (other RPGs do this as well).

This game still seems like it will be getting some tweaks, so they may add elements to the game as it continues in development.
 
Looks like getting the battle start quicktime event refills your dolls meter. I wonder if thats health or fuel its replenishing. Also looks like tension and the party meter aren't in this one.

It's possible they just aren't showing up yet. In Xenoblade they were added as the game progressed some. Also I believe in one of the trailers you can see what looks like a chain attack icon like what Xenoblade had.
 
This is a pretty good example of how unreactive the monsters are. For an apparently real time system, the bad guys sure do stand in place a lot and barely shown aggression towards the player character(s).

Yeah, like Xenoblade, this is actually a turn-based RPG masked as a real time RPG. Just like Xenoblade, I wouldn't mind the option to play it as a true turn based game.

It is very similar to Final Fantasy XII in this regard, except you can't use gambits and stuff to make it a true turn based game.
 
X/Xenoblade is like Monster Hunter ? Are these the same people who stated Wonderful 101 is like Pikmin 3 ? Jesus.

Seriously, if this Monster Hunter clone shit is going to be the next Pikmin 3 ground textures, TW101 Pikmin clone, Mario 3D World 3DS up-port, Yoshi's New Island art is gross, Pokemon Gen 1 is tha best, Fucking Donkey/Cranky Kong, or ALBW is a ALttP rehash with ugly ground textures I'll be annoyed. These memes strip the life out of any enjoyment I derive from talking and posting about games.
 
And that same format was foolish there too; Nobody took interest in the game until the name change and the story/exploration videos got released. :\

I don't think the combat in Xenoblade is particularly entertaining to watch as a spectator, but I did think it was super engaging when I actually played the game. I never got sick of it in the 150 hours I sunk into that world.
 
This is a pretty good example of how unreactive the monsters are. For an apparently real time system, the bad guys sure do stand in place a lot and barely shown aggression towards the player character(s).

It's like that in Xenoblade too. Enemies have different types. Some monsters never attack you unless you attack them, some attack if they see you, and others attack if they hear you, or if you use ether attacks. Also, if a monster is a few levels lower, they won't attack you at all, until you attack them.
 
Really hyped to have more footage to look at. I'm still worried about the story that seems absent so far.

And I really hope there will be a way to adjust the SFX/VO/Music volume. The balance was really off in both Xenoblade and this new trailer. Oneliners become very very grating and overpower the music. I wanna hear Sawano's score!!
 

To those who thinks that the UI is complicated, how is the UI any more complicated than recent JRPGs such as this?
Final_Fantasy_XIII-2_gameplay.jpg

I don't see anyone complaining about that UI.

The current UI is already an improvement over Xenoblade's as Aeana pointed out.
 
Really hyped to have more footage to look at. I'm still worried about the story that seems absent so far.

And I really hope there will be a way to adjust the SFX/VO/Music volume. The balance was really off in both Xenoblade and this new trailer. Oneliners become very very grating and overpower the music. I wanna hear Sawano's score!!

Even more so when Xenoblade's was melodic compared to Sawano's ambience.
 
It's best for everyone to think of this system as a pseudo-turn based system. It's really not an action battle system. You still have to attack from a menu, and press an escape button if you want to run away. The character movement doesn't even really matter much in battle, except for attacks that require you to be at a certain side of the enemy. You do have to position yourself in proximity to an enemy to hit, but as you can see in some of the vids, the attacks will connect even from far away.

I'm not sure how much they are changing up this formula, but it looks very, very similar in this video, besides the weapon swapping and doll combat.
 
To those who thinks that the UI is complicated, how is the UI any more complicated than recent JRPGs such as this?
Final_Fantasy_XIII-2_gameplay.jpg

I don't see anyone complaining about that UI.

The current UI is already an improvement over Xenoblade's as Aeana pointed out.

That doesn't really make the UI better with X...both look pretty cluttered imo.

Assuming most of this is placeholder? Or at least going to be tweaked. The little effects around the large damage numbers are hopefully an option to remove or scale...
 
This is a pretty good example of how unreactive the monsters are. For an apparently real time system, the bad guys sure do stand in place a lot and barely shown aggression towards the player character(s).

It isn't a "real time" system in the sense of an action RPG.

The combat system is like a MMO, think WoW.
You select an attack from your hotbar at the bottom, the game calculates whether it hits, how much damage it does, then the animation plays out and the damage appears on the enemy.
It doesn't even matter if the ability physically hits the enemy or not, and a lot of the time it won't. You can stand right in the middle of a MASSIVE enemies legs and be attacking the air in front of you and still be damaging them.

Then also like MMO's there's cooldowns on abilities, spike damage (like thorns in WoW), agro, AoE attacks etc.

It's a combat system I really enjoy.
 
Well that was certainly underwhelming. Action looked boring and the UI is so cluttered. Bleh

I can't believe the most exciting thing for me during that whole announcement was the Little Mac announcement.
 
That doesn't really make the UI better with X...both look pretty cluttered imo.

Assuming most of this is placeholder? Or at least going to be tweaked. The little effects around the large damage numbers are hopefully an option to remove or scale...

Yeah I agree both look pretty cluttered, but for some reasons people are more vocal / sensitive about it in this thread. I rarely hear any complaints about the UI in ffxii-2.
 

For those not in the know and never played Xenoblade and are trying to compare this with Monster Hunter. STOP.

Look at this screenshot. see that UI at the bottom of the screen with those circular icons, those are your commands. You pick those and your character does an attack, much like selecting from an attack menu in turned based RPG.

Unlike FF which has ATB or each character has individual actions per "turn" in Xenoblade selecting one of your command circles will grey it out (cool down) and you can't spam that same action again until it no longer greyed out.

Monster Hunter does not use menu based combat, It is FULL REAL TIME. pressing buttons leads to an immediate reaction. Your entire actions are not dictated by cooldowns or queued menu inputs, but entirely player driven button presses. BIG difference.
 
Assuming most of this is placeholder? Or at least going to be tweaked. The little effects around the large damage numbers are hopefully an option to remove or scale...

It might be place holder, it looks different to me compared to the first two trailers. There may also be the option to move some of the info over to the GamePad.
 
That's because it's not truly real-time or action. In a way it's closer to turn-based, but it's more like the worst of both worlds.
I totally agree. Do one or the other, not a half-assed combo of both that makes you look bad in the process to anyone who didn't play your game with the same mechanics.
 
What is the translation of the text in the monster bar?
It'd be nice to have hilarious unique monster names again. Flabbergasted Jerome, Immovable Gonzalez and the likes.
 
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