Yes, that's Xenoblade's gameplay. It's an jrpg. Sounds like you just don't like this type of game. Move on.
I have the feeling a lot of people in this topic are going out of their way to persuade themselves into believing X won't be great (or that Xenoblade was anything less than a game made by the gods themselves), so that gives them a reason not to get the console for just one game. A lot of the critiques seem petty, or double standards, or at the very least presumptuous.
For some reason I feel like this is the JRPG we should've gotten in like 2007 or 2008 -- looks like Final Fantasy XII-style gameplay on HD hardware. It still looks great in 2014 though.
Is there any story at all? If so, are we talking Gears/Saga worthy or shounen stuff like blade?
Come on Takahashi!
Is X like Xenoblade because if it is, maybe I won't bother buying Xenoblade if that's what the combat is like. That was a terrible, terrible piece of gameplay to show for your first gameplay reveal.
Mecha can be physically damaged and actually lose parts in battle. Something that a quick spell or potion can not fix.I wonder if there's a drawback to using the Mech while fighting? On a side-note the fighting seemed choppy but it looks just like Xenoblade so it should fine.
I don't know if this was mentioned but according to FAQs, one of the characters was talking about calling the planet their home someday.
The story could be something about colonising the planet or something?
- Doll fuel and TP seems to be the same thing. In the combat trailer, the guy uses some kind of supermove that requires 3000 TP to use... and he has 3000 fuel points when he uses it (dunno if it's fuel, technique points or perhaps talent points)
- Timed button presses are still in. I can't really tell what it's used for. If it's like Xenoblade, it's to increase tension, but I didn't see anything indicating tension. So perhaps it could make certain moves more effective as well.
+ The two that I noticed both seemed to involve readying weapons. First was when he used Aggressive Mode and switched to the gun. Later his Doll seems to dodge or recover from a leaping attack by Kanji Bruno, and he appears to have been taken out of combat. He has to ready his weapon again after Hugely Succeeding. (Oh, after checking later posts, looks like that was when he lost his arm. I didn't notice that.
- Switching between sword & gun seems to go automatically, based on the distance between the character and enemy like speculated before. The gun does seem to have a different move set though. I assume both of them have unique moves and that you just need to fulfill the distance requirements to use them. It doesn't seem like the whole set changes, so you'd most likely have to equip both sword and gun moves on the same set. Don't know for sure though, can't read Japanese.
+ At the beginning, we see him swinging his sword unsuccessfully while he's too far away from the enemy. He switches to the gun when he uses Aggressive Mode, although we also see him switch to it seemingly without prompting later on. It seems that the abilities on the right side of his bar, Wide Missile and Audobon(?) Soul, are gun moves, and he switches back to the sword as soon as he uses Raging Blade on the left side.
- Fortunately, the vast majority of the attack names are in katakana, making it easy to read with a simple substitution cipher.
- For ground combat, the gun seems to be less effective than the sword in terms of damage. It does do rapid damage. Probably has its advantages.
- To no surprise, the Dolls seem to have a completely different move set and seem to be much stronger.
- Dolls are able to switch between ground combat and aerial combat on the fly.
- The big turning gear signs that appear above the regular choice menu comes after a special move that costs 3000 TP. It seems to count hits from the special moves you do, but not auto-attacks. Every hit the small one goes up, after 10 hits the big one goes up. It could mean a variety of things, so I'm not gonna speculate on this.
- Buffs & debuffs seem to be listed to the right of the character's data. Seems to be a huge improvement over Xenoblade, since I had a hard time figuring out if certain buffs/debuffs were active or not at times.
- Attack range now includes vertical as well as horizontal position relative to where you strike the enemy. You can see in the lower right corner of the UI that it changes dynamically and it keeps track of both Front/Side/Back (horizontal position, just like in Xenoblade) and Low/Middle/High, vertical position, which really reminds me of break zones from Xenosaga Episode II.
The protagonist isn't a returning character from a previous Xeno franchise
Here we get a from-the-back glimpse of the man we presume to be the game's main character. His noticeably black hair indicates that he is not Shulk, the protagonist of Xenoblade Chronicles. Unless, you know, Shulk decided to dye his hair.
And that's definitely no Monado strapped to his back--just your average 3,000-pound sword that he uses to slice through the hides of towering monsters. He doesn't resemble any of the other cast members from Chronicles either, so we can only assume he's an entirely new character.
Here's where things get interesting. The box on the left side of the screen is a chat interface, suggesting this game supports some sort of cooperative play. You can see online handles of players within the chat box. Starting at the top of the chat box, the Japanese text translates to:
"Hello, nice to meet you."
monocap: "Nice to meet you, too!"
kojimaru: "Good evening."
moniburl: "What should we do today?"
monocap: "Huge!"
kojimaru: "Whoa!"
moniburl: "Wha?"
monocap: "Ok, let's do it!"
Also notice the placeholders for Players 1-3, again suggesting you can form a party with other players online. As for the main character, our guess is you'll create a custom character from scratch. The Japanese text under "LV" in the top left corner translates to Anficoerias, which appears to be the name of the giant enemy.
It is 100% about that. Onilink has speculated as much and this trailer confirmed it.
The "city" is a space ship from the United States. And this is obviously not Earth.
I don't know if we will actually get to leave the planet but it's Monolith so anything is possible.Does that mean we get to fly in space? PLEASE TELL ME THIS IS TRUE
Isn't he much higher Level than the others? The other characters were close to the boss's Level IIRC.
This whole reaction reminds me of SM3DW last year. People were mercilessly tearing it apart for being a bare upgrade over the original, with boring design and bland enemies. They just showed a random clip of what is basic combat against a nameless enemy.
And I also don't get why everyone was so taken aback by the combat. This is very similar to what was shown off in the first trailer, where it was obvious it was similar to Xenoblade. Everyone was saying that. So, if you got hyped for that trailer, and saw people saying (excitedly) how similar to Xenoblade it was, why would you not look into how Xenoblade played?
Is X like Xenoblade because if it is, maybe I won't bother buying Xenoblade if that's what the combat is like. That was a terrible, terrible piece of gameplay to show for your first gameplay reveal.
people have already tried showing Xenoblade gameplay and I think they're just skipping over it. Minds are made up and X is now Monster Hunter for some reason
I wish X had more similarities to Monster Hunter, I'd be more interested in it then. Not that I feel like a battle system based on cooldowns, attack ranges and tank-dps-heal structure isn't serviceable, just seems like a full-on action RPG would be a better fit with that big game world.
you know what i just realized?
a monolith is usually a rectangle, sometimes a square.
SQUAREsoft.
MONOLITHsoft.
mind=blown. i dunno why it just occured to me.
Sure is.
I have no idea why people are comparing a menu-driven rpg to Monster Hunter.
I have no idea why anything with large enemies now seems to draw comparisons to monster hunter.
Game looks pretty good, though. Hope the localization doesn't take forever.
What? All JRPGs are not like Xenoblade. That's part of the reason it has such a cult following. What you probably mean is it's an open-world JRPG with mmo-like combat, which is what Xenoblade was and what FFXII was approaching.
....or people could just be posting their first impressions of the combat. It's rather less likely that people have some sort of agenda with their negative comments.
Eeeh XII's combat is different (ATB+Menu+Gambits vs action+AI-setting). I know people compare the two all the time, but in practice they don't really play similarly. It's the open world concept that people use to link them for the most part.
As a Saga fan I hope it's more like that and less like the latter. More sci-fi please! And aerial combat would be nice.
you know what i just realized?
a monolith is usually a rectangle, sometimes a square.
SQUAREsoft.
MONOLITHsoft.
mind=blown. i dunno why it just occured to me.
That combat looked terrible. Is that what I was missing by not playing Xenoblade? You just stand there and pour damage numbers (for a surprisingly long time) on enemies that look completely indifferent to anything you are doing. Watering a garden looks about as exciting. Please tell me there is more to it.
Yup, it's exactly like Xenoblade, with some tweaks. And I would tell you that you are indeed not missing out much at all and to not believe the GAF hype about Xenoblade. Personally I bought it after a friend recommended it to me, and hearing so much universal praise, but I was pretty horribly disappointed. I spent maybe 30-something hours and gave up, it was just so damn boring. I will definitely pass on X* since it seems to have kept all the annoying bits from Xenoblade. Which isn't surprising to me, mind you, but I was half-hoping they'd return to a more turn-based approach, Xenogears style, and hopefully ditch the obnoxious battle cries. Alas, it was not to be.Is X like Xenoblade because if it is, maybe I won't bother buying Xenoblade if that's what the combat is like. That was a terrible, terrible piece of gameplay to show for your first gameplay reveal.
I love classic jRPG turn-based combat, but I don't like this. Cooldown systems annoy the shit out of me. Someone compared it to FFXII, WoW and Dragon Age, and surprise surprise, I don't care for those systems either.If you don't like turn based combat you probably won't like this.
Iwata clearly said what the video would be about: They wanted to show how Monolith improved the Xenoblade combat system. Kinda sucks for people who don't know the Xenoblade system, and I'd argue that this wasn't a good thing to highlight in a Direct, but it was a video meant for fans. Not for newcomers. If you've never played Xenoblade, you probably won't get it. Not that there's anything wrong with that, but I don't think it was a good idea to feature such a video like in a Direct. I understand it, a few hundred thousand other people understand it, but the vast majority of people had no idea what they were looking at. I actually like the new UI, clutter and all, but I imagine newcomers would consider it extremely confusing.
The hit detection is strictly mathematic. I don't think there are hitboxes or anything, the system only cares about the distance between you and the monster and the weapon's reach. Numbers popping up when you only seem to hit thin air are not new to the franchise, but that door swings both ways. It's easy to get used to, and it becomes very predictable once you do.I don't know... the animations are fluid and good (especially while in the Mech) but the hit detection feels very weak... As if all your moves are hitting thin air... No opmh!
Of course the exploration and whatnot will likely be awesome
Dunno. The first two teasers had a very similar UI, which was also very different from the one seen in this video. I'd imagine that what we've seen yesterday is final, or near final.I think the complaints about a UI that will probably change because it is part of a game that doesn't have a release date other than "2014" is pretty dumb
The current Titanfall UI looks different from a few months ago
I love classic jRPG turn-based combat, but I don't like this. Cooldown systems annoy the shit out of me. Someone compared it to FFXII, WoW and Dragon Age, and surprise surprise, I don't care for those systems either.
Xenogears combat was so good. Why can't they make a true Xenogears sequel or prequel...?![]()
I played it on 360 and everything seemed interesting, but then I kinda just dropped it like a hot rock. Bought it on Steam last year and still haven't started it ;\
Any game that takes more than 20 hours suffers in my hands because of my work hours. Sucks.
On topic, Xenoblade seemed roughly the same idea as FFXII with MMO-lite combat. I guess that just doesn't bother me. Not in an RPG anyway.
I don't know what's more sad... people comparing this to Monster Hunter or that people obviously have no idea what monster hunter looks and plays like...
It's kinda odd that they'd release a pure gameplay trailer so early on. But it's still a long time till this hits the shelves, so there should be enough time for a field overview trailer :>
Also I can't understand why anyone would hate on XB's combat - unless they sucked at it. easy to learn, hard to master.
Yup, it's exactly like Xenoblade, with some tweaks. And I would tell you that you are indeed not missing out much at all and to not believe the GAF hype about Xenoblade. Personally I bought it after a friend recommended it to me, and hearing so much universal praise, but I was pretty horribly disappointed. I spent maybe 30-something hours and gave up, it was just so damn boring. I will definitely pass on X* since it seems to have kept all the annoying bits from Xenoblade. Which isn't surprising to me, mind you, but I was half-hoping they'd return to a more turn-based approach, Xenogears style, and hopefully ditch the obnoxious battle cries. Alas, it was not to be.
* Wonder if I should buy it just in case it becomes overpriced like Xenoblade... XD hmmm nah, that's a dick move.
I love classic jRPG turn-based combat, but I don't like this. Cooldown systems annoy the shit out of me. Someone compared it to FFXII, WoW and Dragon Age, and surprise surprise, I don't care for those systems either.
Xenogears combat was so good. Why can't they make a true Xenogears sequel or prequel...?![]()
The hit detection is strictly mathematic. I don't think there are hitboxes or anything, the system only cares about the distance between you and the monster and the weapon's reach. Numbers popping up when you only seem to hit thin air are not new to the franchise, but that door swings both ways. It's easy to get used to, and it becomes very predictable once you do.
Wow, looks so much...sooo much fun to explore and hunt everything goddamn
I love classic jRPG turn-based combat, but I don't like this. Cooldown systems annoy the shit out of me. Someone compared it to FFXII, WoW and Dragon Age, and surprise surprise, I don't care for those systems either.
Xenogears combat was so good. Why can't they make a true Xenogears sequel or prequel...?![]()
Oh man, this would have benefited so much from next-gen power it pains me to see it like this. No chance of a ps4 release?
Oh man, this would have benefited so much from next-gen power it pains me to see it like this. No chance of a ps4 release?
The mechs made up for it. I cannot really imagine putting Nopons inside mechs... that would just make it impossible to see how cute they are!AGAIN...there was a serious lack of nopons in that trailer.
Oh man, this would have benefited so much from next-gen power it pains me to see it like this. No chance of a ps4 release?
AGAIN...there was a serious lack of nopons in that trailer.
How did you get past the forum registration?Oh man, this would have benefited so much from next-gen power it pains me to see it like this. No chance of a ps4 release?
Saga's story was waaaaaaaaaaaaaaay to complicated. Not needed.
Don't worry, hom-hom! Heropon Riki will save everyone!