Demotruk on 17 February 2010
Rhonin the wizard said:
Details:
- "The world setting, story and other elements have no relation (to past Xeno games). It's a completely new title." - Xenoblade director Tetsuya Takahashi - Takahashi feels that past Monolith titles have focused on events and scenarios, and this development path was a dead end - Xenoblade started off with the dev team examining the origins of the RPG genre, and creating a game that was simply fun - Why does this game have 'Xeno' in the title? "I wanted to to have some sort of common point with the games I've made." - "Xeno" has the meaning of "different nature" or "uniqueness" - the 'blade' portion of the name is explained in the game's ending - background story involves two gods that fought a great battle tens of thousands of years ago - the end of this battle resulted in two giant corpses, which happen to be the setting for this game - "It seemed like it would be enjoyable to adventure on top of the body of a giant god." - Mr. Takahashi was inspired by Soma Bringer for his giant god idea, and started to work on design documents right away - a model of the two gods (one with wings) was created in order to better give a sense of what's going on - the two gods are frozen in battle, with swords clashing against one another - the model was created before game development began. "It was of great help when explaining the project to Nintendo." - the entire game takes place on the two gods, and you'll find nothing but ocean surrounding them. There's not even any outer space to speak of. - the game world is about the size of Japan - areas of the world open up as you explore - you'll be able to go inside one of the gods - verticality is a big part of Xenoblade. "From the start of the project, 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 - you'll also experience different weather and varied monster ecolog - you can head to the top of one of the gods to see an aurora - the people that live on the different gods are fighting with each other - one god is a home to organic life (where the main character is from), and the other is home to mechanical life - story beginning: "It's simple -- the fight against mechanical life that threatens the peace of mankind." - the game kicks off in a cave on the foot of one god - your aim is to make it to the god's head - the game keeps track of where you should be going for both the main quest and side quests - use warps to transport back to older areas - specific systems in place to keep you from getting lost - seamless world movement: "We've put effort into this, because we felt that in order to show a living world, we needed an overwhelming sense of scale, like that of an MMORPG." - gain experience for exploring special areas that include monsters that can't be defeated at first. Level up and return to take these foes down. - enemies visible in the game world, encounter one and you seamlessly transition to battle - nearby enemies can join in on battles - journey with two AI-controlled characters - select special skills (called Arts) for your AI party members - your character performs attacks automatically - Arts - attack skills, recovery skills and more - 50 to 60 hours of gameplay - Takahashi promises you won't spend endless amounts of time grinding or engaging in event scenes
Source: GoNintendo
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Underlined: Woo!
Bolded: What?
A game I'm developing with some friends:
www.xnagg.com/zombieasteroids/publish.htm
It is largely a technical exercise but feedback is appreciated.