Monolithsoft WiiU trailer - X (Takahashi x Tanaka x Sawano, Xenoblade x/multiplayer?)

Status
Not open for further replies.
Music wise, I hope they'll have some collaborative shit going on for both this game (X) and Smash 4 ala Kid Icarus Uprising (fucking awesome music in that game).

I actually like the fact that they're choosing to use one composer. I think it will make the game feel much more grounded and it won't feel as mish-mashy, if you like.
 
Fighting this will be crazy.

5eebe387682581f2cbd318f4aeeb94d5fe512b02.png__576x480_q85.jpg


It's probably like around level 90.
 
You're aware this is a Nintendo first party game, right?

yes, but in my brain I still make a distinction between this and the typical nintendo first party lineup, because monolith is its own entity that has made games for many consoles in the past.

it's irrelevant. I just wanted to say I need this GOD DAMN GAME!
 
Fighting this will be crazy.

5eebe387682581f2cbd318f4aeeb94d5fe512b02.png__576x480_q85.jpg


It's probably like around level 90.

I love how they present it in a way that you can't just run in guns blazing. Instead, you have to tactically take it out from long-distance with your machine gun. Which is alot more realistic than just attempting to hack it down from short-range with a sword.
 
I don't think I want to lol, in Xenoblade I attacked that Ape creature when I was like level 20 and I didn't know it was level 80 until I attacked it...I ran very far.

Yep, this or you're only attacking a creature nearby and then you hear this.

Oh shit...RUN!
 
Fighting this will be crazy.

5eebe387682581f2cbd318f4aeeb94d5fe512b02.png__576x480_q85.jpg


It's probably like around level 90.

Dude, there were level 30-ish enemies in Xenoblade that were almost this huge. :D

->
Ah, but what if it's only around level 10? o_o

^knows whattup!


I don't think I want to lol, in Xenoblade I attacked that Ape creature when I was like level 20 and I didn't know it was level 80 until I attacked it...I ran very far.

Oh you mean this ol' fellow?

:D

I'm still interested in how this pans out. A few more few titles like this and I will eventually buy a Wii U. Which brings me to this. I am really starting to reconsider some of the shots I have fired at Nintendo. Weaker hardware aside, all it needs is some games. And the fact that it is just a friendly old console that plays games with none of the bullshit like what Microsoft is trying to pull off makes it all the more attractive. Indeed, many of us may be thankful for a console like the Wii U down the road. Something to think about.

That is certainly a post you don't see every day. Kudos!

Yeah, I want Hiroyuki Sawano to work on this one by himself too.

Oh please no. I don't like his style at all.
 
Yep, this or you're only attacking a creature nearby and then you hear this.

Oh shit...RUN!

Which reminds me, I really hope they handle music better in this game. Don't completely change songs after whatever the equivalent is to a broken vision tag. Have a jingle or something, or even just a sound effect.

And I've already expressed my thoughts on more seemless exploration/battle music changing, but that too.
 
Dude, there were level 30-ish enemies in Xenoblade that were almost this huge. :D

->
Oh you mean this ol' fellow?

:D

Oh right...I forgot lol, but still it's massive.

And yes that creature, when I first saw it I was like "Lol, that looks like a level 25 tops, I could so take this"

After I attacked it.

":'("
 
The biggest shock for me was when Immovable Gonzalez appeared on top of the spiral pathway on gaur plains.

I got absolutely murdered.
 
I have a theory that maybe Takahashi has opted for one composer because he wants to make something that feels completely seamless. Having four composers working on the soundtrack kind of breaks that code and it's easier to achieve this with one composer. It also helps that Sawano has worked on on alot of anime TV dramas.

For example: Let's say, in Xenoblade, you're joyously running around in Guar Plains and suddenly a massive fuckton of Arachno pop up and ambush you, the music changes from the Guar Plain track to frantic battle music but the transition isn't seamless; there's a cut off and the Guar Plains theme abruptly stops. This in turn makes it feel like a seperate track. It's hard to describe what I mean but this is what I think he may be trying to achieve in X. He's trying to make the music flow and merge without halts or cut offs in the tracks. Just a thought.
 
I have a theory that maybe Takahashi has opted for one composer because he wants to make something that feels completely seamless. Having four composers working on the soundtrack kind of breaks that code and it's easier to achieve this with one composer. It also helps that Sawano has worked on on alot of anime TV dramas.

For example: Let's say, in Xenoblade, you're joyously running around in Guar Plains and suddenly a massive fuckton of Arachno pop up and ambush you, the music changes from the Guar Plain track to frantic battle music but the transition isn't seamless; there's a cut off and the Guar Plains theme abruptly stops. This in turn makes it feel like a seperate track. It's hard to describe what I mean but this is what I think he may be trying to achieve in X. He's trying to make the music flow and merge without halts or cut offs in the tracks. Just a thought.

They could do seemless music changes without sticking to one composer. That's a design choice. I'd like the game to have 3 tracks for each area - a day track, a night track, and a battle track, all of which seemlessly transition from one to the other. And then it can have a separate, unseemless track for UM fights and stuff.

Resonance of Fate is an example of a game that did this perfectly with it's split battle tracks. A Track for low action points in the battle, transitions to B Track when you're doing hero actions/tri-attacks.
 
I have a theory that maybe Takahashi has opted for one composer because he wants to make something that feels completely seamless. Having four composers working on the soundtrack kind of breaks that code and it's easier to achieve this with one composer. It also helps that Sawano has worked on on alot of anime TV dramas.

For example: Let's say, in Xenoblade, you're joyously running around in Guar Plains and suddenly a massive fuckton of Arachno pop up and ambush you, the music changes from the Guar Plain track to frantic battle music but the transition isn't seamless; there's a cut off and the Guar Plains theme abruptly stops. This in turn makes it feel like a seperate track. It's hard to describe what I mean but this is what I think he may be trying to achieve in X. He's trying to make the music flow and merge without halts or cut offs in the tracks. Just a thought.

What you're talking about is dynamic music. That has nothing to do with the composer or how many there are or what styles they have (as has been pointed out). It's a technical thing. That's why Miyamoto prefers Midi-music mostly because you can program it dynamically for tempo and rhythm and whatnot. That's way way harder with actual instruments in orchestral music. I believe Dark Void (composed by Bear McCreary) did or tried to do this, for example. I have only played the demo so no idea how successful they were with this. There was a dev diary about it, if I recall correctly.

Ah yes, found it: https://www.youtube.com/watch?feature=player_detailpage&v=63EI0YH6IpY#t=124s
 
Looks like it will probably play a lot like Xenoblade, but with optional co-op and maybe some other intricacies added in battle (targeting enemy body parts?)

And that would work really well, you already have two AI party members in Xenoblade, letting someone else control them wouldn't hurt the game at all (as long as the game is well balanced for it).
I hope this is the way the game comes out
 
I don't understand. Exactly what did you come in here to accomplish?

Trolling because Wii U games are not allowed to look this good.

Just Cause 2 from 2009 is an open world game that looks better than this.

I've been through this a while ago with another user. It's not true at all. I checked out the 360 demo (obv. comparing against the PC version is unfair). It's very blurry with crappy shadows from what I remember. It also doesn't have online play (again, PC mod doesn't factor into this). Also lots of pop-in. And weird blur filter to get the most out of the draw distance.

X looks technically superior in its unfinished state. Go troll elsewhere.

Just to be clear, JC2 isn't ugly or anything but coming in here with that nonsense is a waste of everyone's time.
 
What you're talking about is dynamic music. That has nothing to do with the composer or how many there are or what styles they have (as has been pointed out). It's a technical thing. That's why Miyamoto prefers Midi-music mostly because you can program it dynamically for tempo and rhythm and whatnot. That's way way harder with actual instruments in orchestral music. I believe Dark Void (composed by Bear McCreary) did or tried to do this, for example. I have only played the demo so no idea how successful they were with this. There was a dev diary about it, if I recall correctly.

Ah yes, found it: https://www.youtube.com/watch?feature=player_detailpage&v=63EI0YH6IpY#t=124s

Ahh. I knew I probably wasn't using the correct terminology. Thanks for the info.

I would check out the vid, but my mobile doesn't allow me to watch Youtube videos and I don't have access to a desktop. It really hinders my GAF experience :(
 
Ahh. I knew I probably wasn't using the correct terminology. Thanks for the info.

I would check out the vid, but my mobile doesn't allow me to watch Youtube videos and I don't have access to a desktop. It really hinders my GAF experience :(

Bookmark it, it's very interesting. Basically, McCreary says they recorded the strings separately from the rest and then cut his compositions into 15-20sec chunks so they could be randomly re-sequenced to fit whatever the player was doing and that his goal was that players would never hear the same "song" twice. It's a very interesting approach to design dynamic music with non-midi source audio. Though, like I said, I have only played the demo and can't tell how successful the end result was (aside from the fact that Bear is a super rad composer and thus the music itself was the best thing about the game^^).

Also...X has much better graphic style than Just cause 2.

Well, to be fair, JC2 still looks gorgeous on PC thanks to the vibrant colors.
 
Seeing as how the thread's active again, I thought I'd run a theory of mine by the Monolith fans of this site.

I don't agree that this has nothing to do with Xenoblade. The reasons:
The basic battle system seems to be a carbon copy of Xenoblade.
The blond character at the end of the trailer is being shown for a reason. It is clearly revealed for dramatic effect, which would be nonexisting if it were a completely unrelated and unknown character. Maybe it's not Shulk, maybe it's one of his ancestors, maybe it's his grandchild, or himself in an alternate reality... What i'm saying is, it may not be a sequel/prequel to Xenoblade, but it's definitely related somehow.
Also, Xenoblade was critically very acclaimed, they might want to take advantage of that.
The setting, a large open world...

Anyway, this discussion has been had before in this very thread if you go back 20 or so pages.
 
I have a theory that maybe Takahashi has opted for one composer because he wants to make something that feels completely seamless. Having four composers working on the soundtrack kind of breaks that code and it's easier to achieve this with one composer. It also helps that Sawano has worked on on alot of anime TV dramas.

I think it was mentioned in this thread way back that Mrs. Saga was asked if Sawano was chosen because of his work with Gundam Unicorn or something and she said that Takahashi was a Sawano fan before Unicorn.

So basically, I'm thinking Takahashi is just a big Sawano fan like me. :D
 
Bookmark it, it's very interesting. Basically, McCreary says they recorded the strings separately from the rest and then cut his compositions into 15-20sec chunks so they could be randomly re-sequenced to fit whatever the player was doing and that his goal was that players would never hear the same "song" twice. It's a very interesting approach to design dynamic music with non-midi source audio. Though, like I said, I have only played the demo and can't tell how successful the end result was (aside from the fact that Bear is a super rad composer and thus the music itself was the best thing about the game^^).

Wow, that sounds incredible. I could imagine it being quite a lofty task to carry out and perfect. Makes me think how insanely tedious it would be to achieve in a game as big as X.

Bookmarked for future viewing :)

Edit: but then again, if you're dedicated to your craft I suppose the frustration wouldn't cross your mind as much.
 
As great as X looks, it certainly looks like it's running on an enhanced Xenoblade engine. Some of the approaches Monolith uses are outright ancient - not that there's anything wrong with it. They still use billboards for the vegetation, which might seem laughable in 2013, but it allows them to use the performance elsewhere. It also saves them a ton of work. Many developers could learn a thing or two from Monolith.


Just Cause 2 from 2009 is an open world game that looks better than this.
On a good PC, sure.
 
Seeing as how the thread's active again, I thought I'd run a theory of mine by the Monolith fans of this site.

I've been obsessing over this game for a while, and at this point, I'm certain this has nothing to do with Xenoblade (aside from being its spiritual successor). The more I watch the trailer, the more I'm convinced that one of the basic premises of the game is that humans have crash-landed or have come to explore and possibly terraform a primitive alien planet.

Very interesting. I haven't read much of the earlier discussions on this matter but I just looked up what Xeno- actually means and it stems from Ancient Greek and means stranger/alien. So one might easily make a connection between your proposal and the title being another Xeno- offshoot (hence the codename X). And that's not necessarily mutually exclusive with having connections to Xenoblade.

Xenoblade ending spoilers follow:
Since the gods basically came from a version of Earth that was close to extinction and through sci-fi magic imploded and created a new universe inside a computer or whatever it was (a little fuzzy on the details, been a while^^), you could probably write a new scenario in which, after the end, with Bionis and Mechonis in shambles, their ancestors are forced to look for a new world or something like this.

All in all, my excitement can barely be contained and I will explode if this game magically makes it on shelves worldwide this year :D
 
Some current job listings for their Tokyo Studio ( X ).

All of them: http://translate.google.de/translat...UTF-8&eotf=1&u=http://www.monolithsoft.co.jp/

I'll quote the urgent ones.


Network programmer -> Online gameplay?

Urgent! Network programmer

Work location

Tokyo Head Office (Meguro-ku, Tokyo)

Business content

<Development department>
Programming of network clients in home-use game machine.
Development of library and network-enabled applications using the Internet.

Language

C + + language

Qualification requirements

Network game production work experience

Work required for the application

Model and / Title involved, a list of their portion

Remarks

I do not do the recruitment of inexperienced person.
Technology understanding required systems and networks.


Urgent! Programmer &#8251; Havok, Shader experience wanted

Work location

Tokyo Head Office (Meguro-ku, Tokyo)

Business content

<Development department>
The program work on game production

Language

C + + language

Qualification requirements

Game production work experience

Work required for the application

Model and / Title involved, a list of their portion

Remarks

I do not do the recruitment of inexperienced person.
In particular, I am looking Havok experience, a Shader experience.
We preferential plug-in such as maya, the person with the relevant knowledge.


Urgent! Planner

Work location

Tokyo Head Office (Meguro-ku, Tokyo)

Business content

<Development department>
The data creation and planning of the game

We are currently looking for the following staff planning.

&#9312; In game planner consumer game production experience, who welcome a game development experience with a better network with the specification of experience of proposal

Better scripting capability that may in part responsible &#9313; town planner consumer game production experience, was in charge of the city part of the RPG, who welcome a program knowledge

&#9314; event planner responsible
Consumer game production experience, those who are creating event scene experience

&#9315; Battle algorithm responsible planner
There is that the consumer game production experience, a person wrote the AI &#8203;&#8203;of the enemy,
(It can be the programmer) things to do crossed the script

When the application, please indicate the job of &#9312; ~ &#9315; you want.

Qualification requirements

Game production work experience

Work required for the application

Please send one of the following.
- Proposal of the game (required)
Scenario
-Specification

Remarks

I do not do the recruitment of inexperienced person.
We are looking for the only game production work experience.
 
The game is obviously going to have a huge online component, those listings come as no surprise.
You'll probably be able to go through the campaign solo with AI partners or have real buddies substitute.

Do want.
 
That they want a tech guy with shader experience makes me wonder if the game will receive a graphical boost when it's finished.
 
Status
Not open for further replies.
Top Bottom