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Xenoblade Chronicles Wii / 3DS / Definitive Edition
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negative_zero:
If any of you guys are interested, I wrote a top 10 wishlist for Xenoblade Chronicles 2 / X over on Negative World:


http://www.negativeworld.org/topten/9332/top-10-improvements-that-i-would-like-to-see-in-xenoblade-chronicles-2-aka-x


It really just focuses on things that were already in Xenoblade and can be improved.  I wasn't throwing totally new stuff in there.
leahsdad:

--- Quote from: Mop it up on February 04, 2013, 05:41:34 PM ---
--- Quote from: TrueNerd on February 02, 2013, 04:58:21 AM ---I think there's a decent large scale video game story there but the execution of the dialog and the excessive use of slow mo and making EVERYTHING AS DRAMATIC AS POSSIBLE is kind of laughable.
--- End quote ---
I'd have to agree with this, a lot of the dialogue felt like they were saying the same thing in slightly different ways. They also make a lot of the twists obvious and predictable. I wonder if part of the reason the story is like that is to make sure people remember what's going on if they haven't played in a while. It's tough to have a story that stretches out over the length of a game like Xenoblade.

--- End quote ---

Eeh...some people make call a twist "obvious."  Others might call it properly telegraphed.  One thing for sure, nothing is completely out of the blue.  Everything that happens late-game is hinted at by something in the early game.   And I'm not just talking about the super-ominous conversations between   Lorithia, Alvis, and Dickson
leahsdad:

--- Quote from: negative_zero on February 11, 2013, 08:03:09 PM ---If any of you guys are interested, I wrote a top 10 wishlist for Xenoblade Chronicles 2 / X over on Negative World:


http://www.negativeworld.org/topten/9332/top-10-improvements-that-i-would-like-to-see-in-xenoblade-chronicles-2-aka-x


It really just focuses on things that were already in Xenoblade and can be improved.  I wasn't throwing totally new stuff in there.

--- End quote ---

Hey, great article!  Just read it, you have a lot of good points.   I'm commenting here, because I'm not on Negative World's boards.  But everyone should give it a read.

However, I strongly disagree with you on #3 (Changing the Chain Attack System).   You have a lot of good points on this one.  You're right, the risk/reward gap is HUGE -- losing those revives is an incredible risk, especially in the last 20 hours of the game, where the bosses are just ridiculously difficult.  But at the same time, the stress and "tension" it adds to the game (I've got to be careful saying "tension" as it is also a Xenoblade term) really adds to the appeal to gamers like me, who are attracted to high-difficulty games. 

Also, to be honest, if you have to revive anyone, including yourself, more than a few times in a boss fight, then your strategy for that boss is seriously flawed, and you will not win.   I don't care whose auras you stack or how high your tension is,  there is no way you can revive...oh, let's say your tank, more than 4 or 5 times in a fight and keep pace with your party gauge.   And if it's not your tank that's dying that much, then you have got to manage your aggro differently.  I'm generalizing, sure, but I think what I'm describing here neatly applies to every post-lvl69 boss fight.  Especially the one at Level 69.

And the chain attack system, more than anything else, encourages you to organize your skills so that you maximize the damage you get from the color coded (especially, the red) multipliers.   Even for the toughest bosses, if you can string 5 strong reds in a row, then you can maybe knock a tenth off of a boss's health.   Add to that if you can topple and daze that boss BEFORE you initiate that string, then oh my, you are a damage dealing machine.  I will admit, at least, that if you aren't exploiting the chain attack system in this way, then you shouldn't bother using chain attacks.  Well, maybe to do some topple/daze's, but you don't really need to do that within a chain attack, it just makes it easier.
noname2200:

--- Quote from: leahsdad on February 12, 2013, 12:56:05 AM ---
Hey, great article!  Just read it, you have a lot of good points.   I'm commenting here, because I'm not on Negative World's boards.  But everyone should give it a read.

However, I strongly disagree with you on #3 (Changing the Chain Attack System).   You have a lot of good points on this one.  You're right, the risk/reward gap is HUGE -- losing those revives is an incredible risk, especially in the last 20 hours of the game, where the bosses are just ridiculously difficult.  But at the same time, the stress and "tension" it adds to the game (I've got to be careful saying "tension" as it is also a Xenoblade term) really adds to the appeal to gamers like me, who are attracted to high-difficulty games. 

Also, to be honest, if you have to revive anyone, including yourself, more than a few times in a boss fight, then your strategy for that boss is seriously flawed, and you will not win.   I don't care whose auras you stack or how high your tension is,  there is no way you can revive...oh, let's say your tank, more than 4 or 5 times in a fight and keep pace with your party gauge.   And if it's not your tank that's dying that much, then you have got to manage your aggro differently.  I'm generalizing, sure, but I think what I'm describing here neatly applies to every post-lvl69 boss fight.  Especially the one at Level 69.

And the chain attack system, more than anything else, encourages you to organize your skills so that you maximize the damage you get from the color coded (especially, the red) multipliers.   Even for the toughest bosses, if you can string 5 strong reds in a row, then you can maybe knock a tenth off of a boss's health.   Add to that if you can topple and daze that boss BEFORE you initiate that string, then oh my, you are a damage dealing machine.  I will admit, at least, that if you aren't exploiting the chain attack system in this way, then you shouldn't bother using chain attacks.  Well, maybe to do some topple/daze's, but you don't really need to do that within a chain attack, it just makes it easier.

--- End quote ---

Agreed completely. By the late game, enemies, even those that are twenty+ levels above you, shouldn't be hurting you because you're abusing the chain attack system to ensure that they stay toppled/dazed/incapacitated throughout. The flipside being, of course, that if you screw up your chains you're going to die. It's a well-balanced system.
EasyCure:
sounds like I should start practicing, I'm getting lucky skating by these battles and I'm only about level 22-28(?)
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