What I love about the xenoblade series is the challenge of exploring high level areas I should not be currently exploring just because its right there, the types of things you find out like enemy behavior pattern, how they walk where their field of vision for aggro is, finding things like how ladders or climabable surfaces makes you invulnerable and also instantly pull away aggro, to all the loot and exp you can gain just from discovering landmarks, and just the overall thrill of trying to stealth pass a lvl 90 unique monster only for it to notice you and that rush of adrenaline you feel from thinking "Oh shit I'm screwed" its so fun to do these kinds of things.
I think everyone just calls "Jingoistic Gigantus" as Territorial Rotbart since...come one look at him: giant level 80 monkey you see at the start of the game
@@Epsilon246 Jingoistic Gigantus is the result of both Rotbarts fusing together when the worlds collided to create the ultimate apex predator: the Ourotbartos.
The area thats in the Xc3 Sea with the liquid green highlighter, i made my way into before i had Segiri. I managed to just hop and move across it slowly and worked my way down into the depths and got the item from that chest all the way down there. From the first time i got there. When i see an overleveled spot i immediately think "how can i cheese this to get by it" and it brings me so much joy when i show my friends it. Xenoblade is an amazing series :)
Something I feel should have been mentioned is the start of XBC1 - You start off at lv.30 in the prologue, effortlessly taking down mechon. This makes you anticipate working your way up to that level, and eventually surpassing it. Metroid prime did something similar, where you start with your powers, but they are taken away after the start and you have to earn them again. knowing what you will be capable of gives you motivation to move forward.
@@JorbitTheEarth Plus, when dunban shows up with the monado to save shulk and reyn, he's completely overleveled and destroys all the mechon easily, great narrative gameplay cohesion
one of my favorite things in xenoblade 1 is that in the very first area colony 9 theres a random flamingo boss on an island thats a higher level than the self proclaimed leader of mechonis and i just find it hilarious this random flamingo you can find right at the start of the game is stronger than a machine man in a gigantic golden mech lol
There's a really specific example of this in future redeemed. In the starting area there's a collectable that is just out of reach but very easy to see. No matter how hard I tried I couldn't find a way to get to it. As you progress through the story you unlock more ways to traverse the world but new higher level enemies will also start to spawn in previously explored areas. Throughout my play through I would frequently return to the starting area to see if I had unlocked something that allowed me to get the collectible and as I explored the area again I would find new enemies that were around my level to fight. One of the enemies that spawned was small kevesi outpost, new buildings spawned in along with them too. It was a cool way of story telling that you would miss if you solely focused on the main story
I know exactly what you're talking about. That god damned Ether Channel. It took me so long to figure out the string of things I had to do in order to get there, but once I figured it all out it was super satisfying.
Very sad Mira was not mentioned. You have a really ridiculous jump height, so you can get to all sorts of places you're not supposed to with a little bit of clever platforming, which does seem to be actively encouraged by the world design. Once you get a skell, that's an even bigger jump you have. And eventually you get FREE FLIGHT, which is the perfect reward for exploring the game up to that point and unlocks areas that you could see but not reach without it like the islands in Oblivia, the noctilucent sphere in Sylvalum, and the divine roost. I also think X's map design with all of the hexes and things to do in every single one is the best in the series. Combat, however, is a different story...after getting a halfway decent overdrive build you can take on enemies 30 levels higher than you no problem. Man I love X. I finally have hope for a switch port again, but they're probably just going to crush us X players' dreams...
@@boshwa20 Elden rings open world is very bad but its made even worse by the fact that it actively detracts from the tight replay value that makes souls games so fun.
X has the best open world in almost any game. And unlike most, it's not repetitive in the least. No boring kilometers of generic forests or glaciers, but new richness at every turn.
Something I think is really cool too is in xenoblade 1 specifically, Territorial Rotbart is almost the exact level of the final boss (2 lower than the last phase). The devs are essentially subconsciously teasing you with the kinds of enemies you will be able to overcome by journey's end, and that makes it the coolest example to me, because I think it was very much thought out to work that way. When you beat the game and wanna start backtracking to fill out your UM's, the one that's instantly gonna pop out in your mind is that giant monkey that killed you 50 hours ago, so when you go check to see if you can take it on, turns out you're the exact level range to do it. Super smart design from monolith, as we've come to expect.
Duuude I have said for YEARS that this is one of my favourite parts of Xenoblade so much is said and communicated to the player without SAYING anything just by putting high level monsters into parts of the map Not only is it encouraging to come back and overcome a challenge but it says to people "Dont even try to get everything here all at once, you WILL be looping back here later" - which also communicates a kind of lax whimsicalness, and almost less pressure on people so they can just explore and have fun. I love these games so damn much!
Unique Monsters are such a great idea in general, and the vast majority of my most memorable Xenoblade fights have been against various Unique Monsters I fought while underleveled.
@@JorbitTheEarth It is... The side stuff isn't boring or annoying at all... Except that dang Bioluminescent Bob... Man he was annoying, but so satisfying when I got to the point of farming exp from him...
Xenoblade gives the illusion that Bionis is a fully lived in world. Much like how Lions and Hyenas coexist in the same area as the Gazelles and Meercats, Xenoblade features Lv 80 Monkeys coexisting with the Bunnies (Bunnit/Bunniv) and Cows (Armu).
The first Xenoblade Chronicles game has this special thing where I'm pretty certain I could draw out a relatively accurate map of most of its areas, and that is partially also because I remember exactly where I encountered specific kinds of enemy monsters. It's of course also the extremely memorable layout of many of these regions, but it certainly helps having the "Rotbart area", the "Gonzales area" and the "Clifftop Bayern area" on the Bionis' leg for example.
The feeling of walking into an area, seeing the level of the monsters and just turning around because "That looks like a bad idea" is surprisingly great. There's just the faint adrenaline rush as you realize you were about to walk straight into a bloodbath, and a certain degree of relief after you escape it. The first game even gives this gem of a tip- Running away is a valid tactic
That monster at 3:17 was actualy way underleveled for me when I got to that area. I did everything in a game before advancing from any region so when I arived there I was level 58/59, tho that is also because I was challenging hight level areas and killing monsters that were always around 5 levels above me. Made story bosses seem super unbalanced when they still could down my characters even when I was easily 20 levels above them.
I think the reason for these higher level monsters to exist is so that the player has a reason to go back and explore those past areas. (Other than side quests that is). It could also be so that the player could level up, like in 3, there's an area in the cadensia region filled to the brim with lvl 90-100 monsters which removes your access to the ouroboros powers in order to make you fight more tactically.
great little video :) metroidvanias are one of my favourite genres and i never really thought about how that might play a part in my love for xenoblade. i'm sure many people could relate to as soon as you beat xc1 going to gaur plains and taking on the rotbart haha. subbed :)
I always knew that there were these kinds of enemies to come back and slay once your actually strong enough to fight them. But never before have I thought to make that comparison of Xenoblade to Metroid like this, but now it all makes sense. This is also the first video I've seen from you. Some things could be better like video quality, but it's still really well done! You've earned another sub : )
Idk if its nostalgia talking, but i think Xenoblade 1 has the best world/area-designs. It’s been the only one I actually want to explore and fill out the map while playing. The other two have cool worlds but i just tend to walk from point A to point B when i need to.
As much as i love Aionios, i gotta agree with you. Bionis and Mechonis felt like there was something behind every corner. Every vista was a new breathtaking view. The others feel big just to be big, a tradition they *must* uphold.
100% agreed. I might be biased though, since I genuinely think Xenoblade is the highest quality JRPG series by far at the moment, only surpassed by the golden era of Final Fantasy (from VI to X)
I didnt start this series until xbc3 and just finished the dlc, and it feels to me like a classic jrpg like back on ps1, where you are given paths and stuff that you either cant access yet, or cant go because the enemies are too high of level, it feels like they made the perfect classic jrpg, if that makes sense
i think the reason xenoblade 3 used a differnt enemy instead of rotbart was becuase they knew he was so iconic and was saving his baby form for the expansion, still kept his brother immovable gonzalos though. its funny how the giant monkes have become a xenoblade staple
Dissapointed you did not talk about x. X does overleved enemies allot and they are often in the way to your next objective. This leads to you having to sneak by them or find a different route which really hammers in that you are stuck in a hostile environment where you are not top dog. Then there is a feeling of liberation when you get a skell. The world is no longer as hostile and once you get the flight pack and can soar over what once gave you so much trouble. You are now an apex predator the tyrants are no longer predators but peers as you have gained mastery over the world.
Also it is hellerius when you are beeing swarmed by enemies, you are in baad shape, but you are mannaging. Now there is only 2 enemies left youre whole party are back to full health and the enemies are just a few attacs from defeat. Then you will know our names start playing. You turn arround TERATORIAL ROTBART swipes youre whole party in 1 hitt🤣🤣🤣🤣🤣
The only other Games ive ever seen implement these borders by overleveled enemies is the Gothic series. Sadly not many games use this system, as it is actually really cool and natural
I think the actual best part about those enemies isn’t coming back for them. I fought rindolph the first chance I got and beating something the game put there thinking you weren’t ready for and you proving the gave wrong is great. It makes you feel like you have a good understanding of the mechanics if you don’t need to rely on stats to win.
Funny many people bash the games for the exact same reason. If you watch the videogamedonkey video of Xenoblade2 you will see that he sees it as totaly pointless and unnecessary annoying.
X2 execution of this is real poor actually, the monsters dont show as dot on the mini map, which makes exploring lot more annoying than other xenoblade games. You can see the giant monster yes, but if you're in the middle of a fight and one of those patrolling elite monster comes in your back or flying down you're dead. Of course there are areas where this isn't a problem but in the first beginner area it's very noticeable.
But it's because I've played a lot of JRPG and I'm a fan of Metroid. Personally, I don't like the Prime series very much because many of them can be seen at a glance that in early maps, it is necessary to gain abilities later in the game and then sweep the map again to obtain rewards. Star Ocean, also a game series that has long used ability locks After sharing with a friend in China, his response was: I saw someone roast that JRPG was going back to the map to unlock the elements of the design is very annoying, but I think this early map with a big Boss design will allow players to take the initiative to return to revenge after the upgrade, beat him and get the hidden items, which makes sense.
Although acknowledging the boss in the area can have a profound impact, the annoying level 80 gorilla is in the way. But when it comes to scheduling players' gaming interests, there is a relatively lack of driving force in the design. When it comes to getting through the game as mentioned above, we need to clean up the map again and take away the treasure boxes left by early maps. The reward is just a small supply. But bosses are at least more attractive than treasure chests
Hot take: XenoBlade 2's field skill is a good idea with a really shitty execution. Should have been done with all blades rather than ones in your party
what does "best designed world" actually means? because i would argue chrono trigger world is perfect, from world building to overall design and locations. there's also an argument to be said about FFX. and many people still belive dragon quest viii has some of the best cities in any jrpg.
The gameplay is close to the typical MMORPG games that came during XC1's release. It reminds me a bit of WoW. That being said, a lot of people prefer something more action-oriented. XC stands somewhere between action and turn-based.
When i play xenoblade i always has a 1 thing that makes me mad when playing the main story certain area and character are not playable Example in xenoblade 3 has that concept of heroes in main story later 2 of the heroes died and after that those dumbarse is not playable in whole entire campaign the only way for them to unlock them again is by playing new game plus like fxk dude
X messed this up entirely by spreading high level monsters everywhere, rather than to close off specific areas. It doesn't make you want to return later, it just forces you to constantly run away when trying to explore or even just going from point A to B.
Another reason I actually like high level enemies in a low level area is because it feels more like an actual ecosystem rather than a video game level
Just being able to see something off in the distance and eventually getting there is the best way to make a game that much more immersive!
Totally agree! The games do that really well. Thanks for watching!
not immersive?
What is that last sentence? Yes, I’m gonna tease you over this.
@@corrinflakes9659 autocorrect had me write not when I meant more lol
What I love about the xenoblade series is the challenge of exploring high level areas I should not be currently exploring just because its right there, the types of things you find out like enemy behavior pattern, how they walk where their field of vision for aggro is, finding things like how ladders or climabable surfaces makes you invulnerable and also instantly pull away aggro, to all the loot and exp you can gain just from discovering landmarks, and just the overall thrill of trying to stealth pass a lvl 90 unique monster only for it to notice you and that rush of adrenaline you feel from thinking "Oh shit I'm screwed" its so fun to do these kinds of things.
I think everyone just calls "Jingoistic Gigantus" as Territorial Rotbart since...come one look at him: giant level 80 monkey you see at the start of the game
Based on the Rotbart Jnr from redeemed I'm personally about 99% certain that Gigantus is a descendant of either One or Two's Rotbart.
@@Epsilon246 Jingoistic Gigantus is the result of both Rotbarts fusing together when the worlds collided to create the ultimate apex predator: the Ourotbartos.
I call him Territorial Notbart, cause he's not Territorial Rotbart.
And no I'm not making it up for a joke, I genuinely call him Notbart
@@Hi-Im-Gibokay I love this one lmao
I like how the monkeys have Lore
The area thats in the Xc3 Sea with the liquid green highlighter, i made my way into before i had Segiri. I managed to just hop and move across it slowly and worked my way down into the depths and got the item from that chest all the way down there.
From the first time i got there.
When i see an overleveled spot i immediately think "how can i cheese this to get by it" and it brings me so much joy when i show my friends it.
Xenoblade is an amazing series :)
Literally me lol
I think I spent 30 mins trying to jump over the Immovable Gonzalez in XC2
I made it, but I don't think it was worth it
Something I feel should have been mentioned is the start of XBC1 - You start off at lv.30 in the prologue, effortlessly taking down mechon. This makes you anticipate working your way up to that level, and eventually surpassing it. Metroid prime did something similar, where you start with your powers, but they are taken away after the start and you have to earn them again. knowing what you will be capable of gives you motivation to move forward.
Good point! Mechon feel super threatening at the beginning but you know eventually you’ll be able to take them on easily
@@JorbitTheEarth Plus, when dunban shows up with the monado to save shulk and reyn, he's completely overleveled and destroys all the mechon easily, great narrative gameplay cohesion
Splatoon 3 also does that, you have all your agent suit upgrades before you fall down into Alterna, and you have to regain them afterwards.
one of my favorite things in xenoblade 1 is that in the very first area colony 9 theres a random flamingo boss on an island thats a higher level than the self proclaimed leader of mechonis and i just find it hilarious this random flamingo you can find right at the start of the game is stronger than a machine man in a gigantic golden mech lol
There's a really specific example of this in future redeemed. In the starting area there's a collectable that is just out of reach but very easy to see. No matter how hard I tried I couldn't find a way to get to it. As you progress through the story you unlock more ways to traverse the world but new higher level enemies will also start to spawn in previously explored areas. Throughout my play through I would frequently return to the starting area to see if I had unlocked something that allowed me to get the collectible and as I explored the area again I would find new enemies that were around my level to fight. One of the enemies that spawned was small kevesi outpost, new buildings spawned in along with them too. It was a cool way of story telling that you would miss if you solely focused on the main story
Yeah! Future redeemed has this everywhere. It's a really awesome map
I know exactly what you're talking about. That god damned Ether Channel. It took me so long to figure out the string of things I had to do in order to get there, but once I figured it all out it was super satisfying.
Very sad Mira was not mentioned. You have a really ridiculous jump height, so you can get to all sorts of places you're not supposed to with a little bit of clever platforming, which does seem to be actively encouraged by the world design. Once you get a skell, that's an even bigger jump you have. And eventually you get FREE FLIGHT, which is the perfect reward for exploring the game up to that point and unlocks areas that you could see but not reach without it like the islands in Oblivia, the noctilucent sphere in Sylvalum, and the divine roost. I also think X's map design with all of the hexes and things to do in every single one is the best in the series.
Combat, however, is a different story...after getting a halfway decent overdrive build you can take on enemies 30 levels higher than you no problem.
Man I love X. I finally have hope for a switch port again, but they're probably just going to crush us X players' dreams...
That’s actually a great point. I can’t believe I didn’t mention X haha. That game has some amazing exploration
Tbh, X could have it’s own entire video just based on what you mentioned
It's a better open world than elden ring
@@boshwa20 Elden rings open world is very bad but its made even worse by the fact that it actively detracts from the tight replay value that makes souls games so fun.
X has the best open world in almost any game. And unlike most, it's not repetitive in the least. No boring kilometers of generic forests or glaciers, but new richness at every turn.
Something I think is really cool too is in xenoblade 1 specifically, Territorial Rotbart is almost the exact level of the final boss (2 lower than the last phase). The devs are essentially subconsciously teasing you with the kinds of enemies you will be able to overcome by journey's end, and that makes it the coolest example to me, because I think it was very much thought out to work that way. When you beat the game and wanna start backtracking to fill out your UM's, the one that's instantly gonna pop out in your mind is that giant monkey that killed you 50 hours ago, so when you go check to see if you can take it on, turns out you're the exact level range to do it. Super smart design from monolith, as we've come to expect.
Duuude I have said for YEARS that this is one of my favourite parts of Xenoblade
so much is said and communicated to the player without SAYING anything just by putting high level monsters into parts of the map
Not only is it encouraging to come back and overcome a challenge but it says to people "Dont even try to get everything here all at once, you WILL be looping back here later" - which also communicates a kind of lax whimsicalness, and almost less pressure on people so they can just explore and have fun.
I love these games so damn much!
1:40 very nice touch of having the Class you learn the Field Skill from equipped for these shots
Glad someone noticed :)
Unique Monsters are such a great idea in general, and the vast majority of my most memorable Xenoblade fights have been against various Unique Monsters I fought while underleveled.
I love getting killed by a giant bird swooping down from the sky :)
Thanks nintendo
I just 100% completed the Future Connected DLC... These are the only RPG's I've even bothered fully completing... And it was fun the whole way... 👍
I've been playing it nonstop lol. It's really addictive!
Well that's just dlc so... still impressive.
@@JorbitTheEarth It is... The side stuff isn't boring or annoying at all... Except that dang Bioluminescent Bob... Man he was annoying, but so satisfying when I got to the point of farming exp from him...
Xenoblade gives the illusion that Bionis is a fully lived in world. Much like how Lions and Hyenas coexist in the same area as the Gazelles and Meercats, Xenoblade features Lv 80 Monkeys coexisting with the Bunnies (Bunnit/Bunniv) and Cows (Armu).
Once again Xenoblade X is completely forgotten 😔
The first Xenoblade Chronicles game has this special thing where I'm pretty certain I could draw out a relatively accurate map of most of its areas, and that is partially also because I remember exactly where I encountered specific kinds of enemy monsters. It's of course also the extremely memorable layout of many of these regions, but it certainly helps having the "Rotbart area", the "Gonzales area" and the "Clifftop Bayern area" on the Bionis' leg for example.
the xenoblade x level 81 monkey tho...
if I recall the dude becomes fucking invincible after 8 seconds or something, like what the hell xd
The feeling of walking into an area, seeing the level of the monsters and just turning around because "That looks like a bad idea" is surprisingly great. There's just the faint adrenaline rush as you realize you were about to walk straight into a bloodbath, and a certain degree of relief after you escape it.
The first game even gives this gem of a tip- Running away is a valid tactic
Good stuff, man. Enjoyed the video!
Thanks for watching!
Nia: Uh oh
T. Rotbart: backhands her off Gormott
That monster at 3:17 was actualy way underleveled for me when I got to that area. I did everything in a game before advancing from any region so when I arived there I was level 58/59, tho that is also because I was challenging hight level areas and killing monsters that were always around 5 levels above me. Made story bosses seem super unbalanced when they still could down my characters even when I was easily 20 levels above them.
I think the reason for these higher level monsters to exist is so that the player has a reason to go back and explore those past areas. (Other than side quests that is). It could also be so that the player could level up, like in 3, there's an area in the cadensia region filled to the brim with lvl 90-100 monsters which removes your access to the ouroboros powers in order to make you fight more tactically.
great little video :) metroidvanias are one of my favourite genres and i never really thought about how that might play a part in my love for xenoblade. i'm sure many people could relate to as soon as you beat xc1 going to gaur plains and taking on the rotbart haha. subbed :)
Thanks for the sub! :)
I love how in every Xenoblade the enemy levels are not steadily increasing but you can actually find endgame content in every area
I always knew that there were these kinds of enemies to come back and slay once your actually strong enough to fight them. But never before have I thought to make that comparison of Xenoblade to Metroid like this, but now it all makes sense.
This is also the first video I've seen from you. Some things could be better like video quality, but it's still really well done! You've earned another sub : )
Thanks for watching!
JeeZ, its still blew my mind i just found your channel by happen chance.
When the stars align
There is few feelings as good in Xenoblade as going back to the starting area and giving Rotbart a good whack for all the trouble he caused earlier
"I may have rambled more than I wanted to"
no trust me this was very concise compared to the multi hour retrospectives that fill this site lol
Rare to see a video from someone with less than 100 subs who knows how to balance audio. Can't wait for you to blow up!
Thanks so much! It was a lot of trial and error lol
A lot of the environments from the games reminds me of Pandora from Jameson Cameron Avatar
Idk if its nostalgia talking, but i think Xenoblade 1 has the best world/area-designs. It’s been the only one I actually want to explore and fill out the map while playing. The other two have cool worlds but i just tend to walk from point A to point B when i need to.
I agree I have the best memories exploring xenoblade 1 overall
As much as i love Aionios, i gotta agree with you. Bionis and Mechonis felt like there was something behind every corner. Every vista was a new breathtaking view. The others feel big just to be big, a tradition they *must* uphold.
@@JorbitTheEarthXenoblade 1 world, with future redeemed collectibles would be so good. And how future redeemed made affinity growth and whatnot
100% agreed. I might be biased though, since I genuinely think Xenoblade is the highest quality JRPG series by far at the moment, only surpassed by the golden era of Final Fantasy (from VI to X)
Haha true it’s hard to put the bias aside
You know I thought I hated metroidvania design philosophy but Xenoblade does do it very well!
It’s great because it’s almost all optional in xenoblade. Pretty cool :)
I didnt start this series until xbc3 and just finished the dlc, and it feels to me like a classic jrpg like back on ps1, where you are given paths and stuff that you either cant access yet, or cant go because the enemies are too high of level, it feels like they made the perfect classic jrpg, if that makes sense
0:24 I've never laughed harder.
Great video bro, hope your channel takes off!
Thanks so much! I’ve got a lot of ideas >:)
Never played a xenoblade in my life. Very good video bro
Thanks so much! Glad you enjoyed
You have just earned a sub, fantastic work!
Thanks for watching!
i think the reason xenoblade 3 used a differnt enemy instead of rotbart was becuase they knew he was so iconic and was saving his baby form for the expansion, still kept his brother immovable gonzalos though. its funny how the giant monkes have become a xenoblade staple
Dissapointed you did not talk about x.
X does overleved enemies allot and they are often in the way to your next objective. This leads to you having to sneak by them or find a different route which really hammers in that you are stuck in a hostile environment where you are not top dog.
Then there is a feeling of liberation when you get a skell. The world is no longer as hostile and once you get the flight pack and can soar over what once gave you so much trouble. You are now an apex predator the tyrants are no longer predators but peers as you have gained mastery over the world.
Very true! X has such a sick world. I’ll definitely have to talk about it in the future
Xenoblade x actually introduced fields skills but they didn’t block parts of the world they just blocked loot.
Also it is hellerius when you are beeing swarmed by enemies, you are in baad shape, but you are mannaging. Now there is only 2 enemies left youre whole party are back to full health and the enemies are just a few attacs from defeat. Then you will know our names start playing. You turn arround TERATORIAL ROTBART swipes youre whole party in 1 hitt🤣🤣🤣🤣🤣
The only other Games ive ever seen implement these borders by overleveled enemies is the Gothic series. Sadly not many games use this system, as it is actually really cool and natural
My favorite thing in the postgame and the 1st thing I do is kill territorial rotbart, the satisfaction is unreal
I think the actual best part about those enemies isn’t coming back for them. I fought rindolph the first chance I got and beating something the game put there thinking you weren’t ready for and you proving the gave wrong is great. It makes you feel like you have a good understanding of the mechanics if you don’t need to rely on stats to win.
Immovable gonzalez
0:09
weee
Cross Blade (Rex xbc3) = Azure II: Blaze (Morag/Brighid xbc2)
Based
It's not a Xenoblade game unless there's a random as hell giant monkey in the starting zone.
and an even tougher sleepy monkey just sitting there like snorlax
3:16 NIA CAN *RIDE* DROMACH?
What’s the name of the song at the end?
Sorry for the late response It’s called “you will know our names - finale (climax)”
Funny many people bash the games for the exact same reason. If you watch the videogamedonkey video of Xenoblade2 you will see that he sees it as totaly pointless and unnecessary annoying.
X2 execution of this is real poor actually, the monsters dont show as dot on the mini map, which makes exploring lot more annoying than other xenoblade games. You can see the giant monster yes, but if you're in the middle of a fight and one of those patrolling elite monster comes in your back or flying down you're dead.
Of course there are areas where this isn't a problem but in the first beginner area it's very noticeable.
Imagine putting kos mos on Nia instead of Zeke.
But it's because I've played a lot of JRPG and I'm a fan of Metroid. Personally, I don't like the Prime series very much because many of them can be seen at a glance that in early maps, it is necessary to gain abilities later in the game and then sweep the map again to obtain rewards. Star Ocean, also a game series that has long used ability locks
After sharing with a friend in China, his response was:
I saw someone roast that JRPG was going back to the map to unlock the elements of the design is very annoying, but I think this early map with a big Boss design will allow players to take the initiative to return to revenge after the upgrade, beat him and get the hidden items, which makes sense.
Although acknowledging the boss in the area can have a profound impact, the annoying level 80 gorilla is in the way. But when it comes to scheduling players' gaming interests, there is a relatively lack of driving force in the design. When it comes to getting through the game as mentioned above, we need to clean up the map again and take away the treasure boxes left by early maps. The reward is just a small supply.
But bosses are at least more attractive than treasure chests
Hot take: XenoBlade 2's field skill is a good idea with a really shitty execution. Should have been done with all blades rather than ones in your party
This is partially why I love Torna so much. It's version of field skills feels so much better
what does "best designed world" actually means? because i would argue chrono trigger world is perfect, from world building to overall design and locations. there's also an argument to be said about FFX. and many people still belive dragon quest viii has some of the best cities in any jrpg.
I love the open world in xenoblade, but I absolutely hate the gameplay
The gameplay is close to the typical MMORPG games that came during XC1's release. It reminds me a bit of WoW. That being said, a lot of people prefer something more action-oriented. XC stands somewhere between action and turn-based.
and yet, XC2 i the best
Worst out of every single Xenoblade game
I’m sensing a bit of bias with the title and your pfp/content
When i play xenoblade i always has a 1 thing that makes me mad when playing the main story certain area and character are not playable
Example in xenoblade 3 has that concept of heroes in main story later 2 of the heroes died and after that those dumbarse is not playable in whole entire campaign the only way for them to unlock them again is by playing new game plus like fxk dude
X messed this up entirely by spreading high level monsters everywhere, rather than to close off specific areas. It doesn't make you want to return later, it just forces you to constantly run away when trying to explore or even just going from point A to B.
Elden ring has better openworld i said it
The level design in 2 is NOT good.
Zeno blade 3 > xenoblade 1