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Forums - Nintendo Discussion - I demand a sequel to Xenoblade X!

 

Do you want a sequel to Xenoblade X?

Yes 128 59.81%
 
No 26 12.15%
 
That's a stupid question 15 7.01%
 
I don't even own that game 13 6.07%
 
I don't even own a Wii U 13 6.07%
 
I don't even have a current gen system 5 2.34%
 
I don't even do gaming 5 2.34%
 
I just want to wonder why... 9 4.21%
 
Total:214
bigtakilla said:
maxleresistant said:
No thanks.
Xenoblade X's sequel needs so much change that the people who wants a sequel will not like it.
And keeping the Xenoblade X name will just scare away the people who didn't like the game on WiiU. And yes, they are a lot of people who didn't.

My take on it?
Take what works in Chronicles X, take out what didn't, and make a spiritual sequel. And make it less of a grinding repetitive overcomplicated niche game.

What would really need to change?

Let's look at the top arguements.

Character designs: Easily done and they have done it before (Xenosaga).

Story: With a sequel specifically meant to dive deeper into the story... Done. (And even then, this only would apply to the people who actually played the game,)

-Better UI and menu,

-way less missions, fillers. Quality over quantity

-Sound options

-No more songs with singers, tone it down, make it more like background music.

-Way more songs for each zones/battles etc, the number was fine for a 60h RPG, but not for a game that long

-Easier customisations. There is way too many characters playable, the fact that you have to customize, level up, build affinity for each one of them is an awful awful awful drag.

-Your character should have had more impact on the city, I wished we could have help build and grow NLA. That would have been way better than managing probes...

-No relationships? WTF?

-More customizations for your home (have more of real home)



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maxleresistant said:
bigtakilla said:

What would really need to change?

Let's look at the top arguements.

Character designs: Easily done and they have done it before (Xenosaga).

Story: With a sequel specifically meant to dive deeper into the story... Done. (And even then, this only would apply to the people who actually played the game,)

-Better UI and menu,

-way less missions, fillers. Quality over quantity

-Sound options

-No more songs with singers, tone it down, make it more like background music.

-Way more songs for each zones/battles etc, the number was fine for a 60h RPG, but not for a game that long

-Easier customisations. There is way too many characters playable, the fact that you have to customize, level up, build affinity for each one of them is an awful awful awful drag.

-Your character should have had more impact on the city, I wished we could have help build and grow NLA. That would have been way better than managing probes...

-No relationships? WTF?

-More customizations for your home (have more of real home)

It honestly seems most of these are personal gripes instead of actual problems with the game. UI (to a degree, I personally don't see the issue) and sound control are the two exceptions. 

And some contradict themselves (you want less filler, but also the ability to help build and grow NLA which you do through leveling researchers, and befriending alien life).



After all the hours I invisted in the game I don't mind another shot at Mira, but yeah U are right the ending demands part 2



RolStoppable said:
Mike321 said:
I feel the same way, first thing that came to my mind after the ending was "this game needs a sequel, otherwise this would go down as one of the worst endings ever".

I don't know about that. Sometimes it's simply better to not attempt to explain something, because the explanation could be so bad that it wrecks everything. And the way XCX is written on the whole, I believe this is one of those cases.

True, but then why include those last cliffhangers if they are not going to address them? 



                                                                                     

RolStoppable said:

Probably to add to the mystery of the planet Mira. If you can't give a good explanation for certain things, take advantage of it by making the spectators wonder about them even more. "There's something about this planet" isn't a bad conclusion.

 

It may not be a bad ending but it's not satisfiying imo. You went through a lot of trouble to get the lifehold core just to find out not only that it was already destroyed, making most of the game missions pointless, but for some random reason (that may or may not be explained in the future) your bodies still function.

 

Just my opinion but I can't be satisfied with that, neither with "this story truly never ends". Not sure what they were aiming for with those cliffhanger, but they didn't work for me.

 



                                                                                     

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Mike321 said:
RolStoppable said:

Probably to add to the mystery of the planet Mira. If you can't give a good explanation for certain things, take advantage of it by making the spectators wonder about them even more. "There's something about this planet" isn't a bad conclusion.

It may not be a bad ending but it's not satisfiying imo. You went through a lot of trouble to get the lifehold core just to find out not only that it was already destroyed, making most of the game missions pointless, but for some random reason (that may or may not be explained in the future) your bodies still function.

Just my opinion but I can't be satisfied with that, neither with "this story truly never ends". Not sure what they were aiming for with those cliffhanger, but they didn't work for me.

Yeah, especially after such a long game, it was pretty unsatisfying. It kept leading me on with the promise of a payoff that never arrived, and that's a problem.



RolStoppable said:
curl-6 said:

Yeah, especially after such a long game, it was pretty unsatisfying. It kept leading me on with the promise of a payoff that never arrived, and that's a problem.

I have been much more disappointed with RPGs that tried to explain things.

Strictly speaking regarding XCX, it isn't a long game when it comes to story. Not even 15 hours, so there isn't much that happened. Nevermind that the open world structure has a notable negative impact on the kind of narrative that JRPGs tend to have.

When I finished the game I'd played for 90 hours, and that's without doing all that many unnecessary sidequests. 

You're probably right as far as there being 15 hours of actual story, but that's a big problem when so much of its runtime is filler.



curl-6 said:
RolStoppable said:

I have been much more disappointed with RPGs that tried to explain things.

Strictly speaking regarding XCX, it isn't a long game when it comes to story. Not even 15 hours, so there isn't much that happened. Nevermind that the open world structure has a notable negative impact on the kind of narrative that JRPGs tend to have.

When I finished the game I'd played for 90 hours, and that's without doing all that many unnecessary sidequests. 

You're probably right as far as there being 15 hours of actual story, but that's a big problem when so much of its runtime is filler.

See I think that's a terrible way to look at XCX's narrative.  The strength of it comes not from big cutscenes telling some linear adventure, it's about the survival of mankind and the challenges faced both personally by your team members and the city of NLA as a whole.  There's not a clean divide between X's core story content and side content a la TES.  It all bleeds together.  Comparisons have been made to Majora's Mask and it's very appropriate.  If you take MM's "core" story you get one of the most barebones (though still charming) stories in Zelda history.  But that would be completely missing the point.  X is the same.  The Affinity missions and even most Normal missions factor into the overall narrative on some level.  The weakness I suppose being that unlike MM which has an ideal experience run time in the tens of hours, X has an ideal experience runtime of over 100 hours :P.

And I felt there was payoff for a lot of things and some great revelations that explain a lot of the circumstances setup at the very opening.  It felt like the season finale of a great show.  One arc raps up (humanity getting settled on Mira, defeating the Ganglion) and then new questions are raised for the next season.  Some people aren't going to like that of course but it's hardly like the game just up and stopped.  It's not like the story just gave up 2/3 of the way through like in Bravely Default.  There are FAR worse endings in RPG history and game history and partial payoff is better than a game just stopping in which I've seen :P



RolStoppable said:
curl-6 said:

When I finished the game I'd played for 90 hours, and that's without doing all that many unnecessary sidequests. 

You're probably right as far as there being 15 hours of actual story, but that's a big problem when so much of its runtime is filler.

The open world design is the culprit. That's why WRPGs (which usually feature open worlds) suck so hard in the story department while JRPGs can excel in it. JRPGs take freedom away from the player in order to deliver the story better, but XCX isn't such a game. Hence why it's incredibly unfocused and as a result the story absolutely has to take a backseat.

There are open world games with good stories.



Nuvendil said:
curl-6 said:

When I finished the game I'd played for 90 hours, and that's without doing all that many unnecessary sidequests. 

You're probably right as far as there being 15 hours of actual story, but that's a big problem when so much of its runtime is filler.

See I think that's a terrible way to look at XCX's narrative.  The strength of it comes not from big cutscenes telling some linear adventure, it's about the survival of mankind and the challenges faced both personally by your team members and the city of NLA as a whole.  There's not a clean divide between X's core story content and side content a la TES.  It all bleeds together.  Comparisons have been made to Majora's Mask and it's very appropriate.  If you take MM's "core" story you get one of the most barebones (though still charming) stories in Zelda history.  But that would be completely missing the point.  X is the same.  The Affinity missions and even most Normal missions factor into the overall narrative on some level.  The weakness I suppose being that unlike MM which has an ideal experience run time in the tens of hours, X has an ideal experience runtime of over 100 hours :P.

And I felt there was payoff for a lot of things and some great revelations that explain a lot of the circumstances setup at the very opening.  It felt like the season finale of a great show.  One arc raps up (humanity getting settled on Mira, defeating the Ganglion) and then new questions are raised for the next season.  Some people aren't going to like that of course but it's hardly like the game just up and stopped.  It's not like the story just gave up 2/3 of the way through like in Bravely Default.  There are FAR worse endings in RPG history and game history and partial payoff is better than a game just stopping in which I've seen :P

The sidequest stories didn't really do it for me cos I just couldn't summon the will to care about someone's missing cat or their awkward anime-esque relationship problems, I wanted to know more about the other race that fought at Earth, the Tainted, the Telethia, the mystery of Mira, etc.