An addition I've always wanted in Xenoblade is an option to pause during battle and see a list of all the currently active buffs and debuffs, on both the party and the enemy. Being able to scroll down the list and get a refresher on what every buff/debuff does. Some people wouldn't like this feature because it'd "slow down" the combat, but they could just...not use it if they don't want to.
EXACTLY! So many niche pieces of Lore could be explored instead of us all just waiting and risking it in an Art Book. Sure I guess, save some things for the Xenoblade Perfect Works but this could be such a game changer
The one thing I would kill for is the running and jumping from X. But I would also like multi-staged hero quests, like something from persona or the trails into cold steel games.
I too wish there was an archive room in Origin, maybe a 3-segment area for: an initial Alrestian room with a copy of Tora's blueprints can be pasted on a wall, Bionite Room with prototypes of Origin metal synthesis likely modeled after a refined Mechon armor, and after finishing FR, Aionian/City room for early years of Aionios and post-FR lore. The ABC Rooms if you will, that’s why I put Alrest first instead of standard Bionis first. In each is the computer logs, also in Aionian room shows how the two are meant to link together upon merger.
I also should say, I'm not sure if Bionite is the official demonym of Bionis, just got it from the Bionite Order, the racist High Entia cult which the problematic view they had might mean there is disassociation, and likewise Mechonite to group Mechon and Machina. Technically could be Bionite-Mechonite room, maybe like “*Greco-Roman* mythology” it is Mecho-Bionite or Bion-Mechonite. Remember that Bionis and Mechonis are entirely localized names as in Japanese its ‘Kyoshin’ or “Giant God” for Bionis, and ‘Kishin’ for Mechonis or “Machine God”, Mechon is even called ‘Kishinhei’ or “Machine God Soldier”, though Machina are both ‘Kishin-kai hito’ or “Machine God World Person” but also given “Mashīna” as phonetics guide which is Machina if we pronounced it less like “Deus ex Machina” and more like “Machine” with an ‘-a’. Homs are still “Homusu”, Nopon is “Nopon”, and High Entia is “Hai Entā”, very close to English interpretation for most with a bit of difference for High Entia. Also, Xenoblade 1 was in a different localization cultural period to Xenoblade 2/Torna, FC, and 3/FR, I can’t narrow when a sudden shift happened in approach, but early 2010’s Nintendo and Switch era Nintendo were different. Arguably there were strengths to early 2010’s where Nintendo’s Japanese devs would give outlines if it is a more comedic game like Kid Icarus Uprising, since aa lot of comedy uses wordplay that simply doesn’t always work in other languages. Seinfeld is infamous for being difficult to translate as sometimes they’ll even make fun of how English words sound, like the “man slaughter” vs “murder” stand-up bit on how “man slaughter” sounds harsher but is more innocent than “murder”, not gonna work in a language where the wording of those crimes is clearer in impression. So “Giant God” and “Machine God” might be accurate but “Kyoshin” and “Kishin” work in Japanese as they work with how they have named Gods, and are both simple to say, “Bionis” and “Mechonis” work in the west as most would be familiar with Greek mythology for polytheism, gamers know Bionis means life from Biology and Mechonis means machine from Mechanics. That was a tangent and a half on localized endonyms. I can’t seem to find the Japanese term for “Bionite Order” however.
Fun thing to note, in Xenoblade 1 world, Shulk would actually play a major part in constructing Origin on Bionis-Mechonis as he has leading experience with studying and managing exotic technology. I’m sure even with High Entia tech there are enough living High Entia-Homs to relay design documents if necessary. Since the main idea is being able to synthesize Origin. I’d imagine there is enough scrap from what remains of Mechonis (particularly the sword) to process into Origin metal, unknown if Shulk is responsible for this. Somehow I predict another curveball is thrown and if it’s Juju who invented the metal itself for Tora to remake into the architecture/engineering, I mean Juju is already into tech like Shulk, he made whatever Shulk gave to be useful for Colony 6 reconstruction, Juju and Tora being responsible for surviving this event also just sounds perfect, they’re both popularly disliked among the fandom in their respective games, I don’t even like them (Poppi grew on me though).
“Minor spoilers ahead” Proceeds to show major spoilers for all 3 games, including the final bosses, endgame areas, and spoiler characters But genuinely it was a good video
I would like to see the Database from Xenosaga 3 return in future games and I think implementing an active time lore feature that would redirect you to relevant articles from the database when you paused cutscenes would be nice too. I'm not really a fan of the you can only read this info in a special room in a late game dungeon idea though. I think the collectable database entries from Xenosaga 3 were a good incentive to explore secret areas in that game and I'd like the more obscure and interesting lore to be collectables you can get for completing a dungeon, challenge, or quest.
The ultimate point I was trying to get at is that we need more Written Lore. A Database style thing would be amazing but admittedly, thats a lot of work for the devs to go to, especially for almost every aspect of the game so at the bare minimum, some form of hidden room with the Lore situated inside would be enough as long as it fills us in on those last few necessary aspects.
@@JBspherefreak Xenosaga definitely had way more ambitious lore than the Xenoblade series had so making another database as big as Xenosaga 3's would be a pretty monumental task. Then again I don't think the Xenoblade franchise has as extensive lore as Xenogears and Xenosaga because the point was to do world building through exploration more than lore dumps for the Xenoblade series. In a sense "Show don't tell" This is probably why they haven't implemented a database to any blade games. Still it would be nice to have a database that fills up with information as you explore new areas and progress the story so if you take a long break from the game for some reason you can be caught back up with it. Heck I'd love to see the "The story so far" slides from Xenosaga 2 and 3 return as well.
Golden Sun Dark Dawn had a similar thing where you could tap people, places, and things when they came up in conversation and it would write out an explanation. They also kept track of how many you found, so it turned the lore into a collectible. You have no idea how badly I want this to become standard for a lot of JRPGs.
All memes aside though I really do agree on the readable lore section and hope they bring this to the next game. Should make it like a mix with the active time lore section from FF16 as to where you can pause the game during certain sections of the cutscenes to understand more context as well as learn more extra lore and adding the database similar to xenosaga episode 3 that way you can read about everything at anytime that you want. Honestly wish they added this for Xenoblade 3 as it was in dire need of one for various reasons, would have made the game so much better.
One thing I'd love is if they include more interesting travelling mechanics. Xenoblade always have interesting areas but you just run through them. Xenoblade x letting you use skells later in the game was very cool as it creates a fresh new experience in places you've already been. I think they could've done something like that in 3 with the ouroboros. Have them move around with a timer and later you can unlock more abilities to navigate the world like more time. Maybe even have them fly like in cutscenes. I feel like this was a huge missed opportunity to enhance the experience and make it even more memorable.
I absolutely agree with the real time combat ideas. Xenoblade 1 is my favorite because visions allow you to react to what an enemy is going to do. The other Xenoblade games are more focused on specific damage setups, which makes what enemy you are fighting feel irrelevant to the strategy.
I think it would be really cool if the new World you discover in XC4 would be just one GIANT Spaceship with like different bioms and verticality and all that good shit
I agreed with most of your points. But the one i'm on the fence is faster transportation. The reason why those areas feels so massive is the footwork to trek across from one point to another. And the branching paths gives the player a chance to wonder off. The sense of a spaning world is the process of travel, not to blaze through it. But once you make your way to a point of interest, that point should be warpable. Also, in XC3, I love how some of the party would travel ahead of you as if they're aware of their surroundings. I like how each and everyone stops at random points when the player stops moving. It's the small details like this which make the experience worth the wait as you take time to process and enjoy the beautiful vistas the development team has put some much work into. And as I'm aware of the system to increase running speeds, I feel its sufficant enough.
Wow, this video's great! Some people might hate the changes though. But do you know what I hate? Bananas. The color, the smell, the taste, the texture... Hey you, you're drooling!
@@JBspherefreak Some people just don't want things to change (i.e. having to react/aim for Action Arts), but it was mostly a segue. As for bananas... I'M SORRY! I used to really like them, but I haven't eaten them in a while 😭 I don't actually hate them, I just thought an Earthbound reference would be funny 😅
I'm 100% in agreement about readable lore and embracing an open world design closer to Xenoblade Chronicles X. I also would like to see huge changes to combat, making varied approaches to fighting enemies a key element. I think the biggest weakness of the series so far, especially as it has gone on, is the way all the battles increasingly play the same: unload your skills on the enemy to charge up a big combo attack/transformation, then deal massive damage. Repeat until the enemy is dead. Buffs and debuffs have sometimes been nice, but rarely played into any big strategies. If elemental damage has mattered, I haven't noticed. Once you unlock all the features of the battle system, combat quickly gets stale. I want to see enemies with elemental resistances, buffs/debuffs that actually can change the tide of battle, enemies that are harder to fight at close range and enemies that crumple like tissue paper when you manage to get close, etc. If I felt like I actually had to have strategy when fighting enemies, I might actually enjoy the combat instead of taking the first opportunity I can find to level up to the point where all the enemies ignore me. On that note, the EXP growth needs some massive nerfing. I shouldn't have to do every quest to be strong enough to handle the next area, but doing all of them shouldn't mean I'm 10 levels above everything until right before the end of the game.
one thing about the stance change mechanic idea that i actually think is really cool, is that it looks like the devs at least considered it at some point for both xb2 and 3. In the art book for 2 near the back I think there is concept art for what looks like a lot of the in game weapons have two modes, like the shield hammer actually having a mode where you hold it like a shield. And i think all the weapons in 3 sort of having multiple ways you can use them kind of seems to come from a similar idea, especially lanz's variable turret. It almost seems like monolith toys with recreating the weapon switch system from xbX but ultimatly decideds against it
Xenoblade 2 Field Skills can be fixed through one simple tweak... Once it has been completed, it is permanently active and I mean that in the sense that we don't need to keep swapping Blades constantly. Field Skills can add a lot when implemented properly
No full open world. To tell the linear story a region based design is better imo. This isnt Witcher 3. No action combat. The currect combat is fine at it is. Keep it that way and iterate on it. If you want to go action then make a different game or spin off. An action button is not needed. I would argue implementing a sequenz where you actual have to pay attention on execution an action scene on top off every else is more complicated then how it is now. Overhauling the combat for FF16 didnt actually have a huge impact on the sales in fact it is the opposite imo. Rest yes and the settlements and world depends on the setting for the story. They are already divers.
FFXIV AOE Mechanics would do plenty to the next Xeno. As for the Lore DB... since Xenosaga had one, dunno why they didn't add such a thing to Blade. I understand how they want people to talk over things on the Internet but readable basic details would surely be useful.
Il est possible que je puisse faire quelque chose dans ce sens, mais je pense que j'aurais du mal à donner des réponses précises. L'histoire de Xenoblade 3 est certes un gâchis lorsqu'il s'agit de ne pas expliquer les choses, donc jusqu'à ce que nous obtenions un deuxième artbook qui clarifie certains détails, je devrai peut-être mettre cette idée de côté.
The problems which arose from OD mainly were caused by them not explaining jack sh*t or, them not balancing certain abilities and mechanics properly for the game itself (*Cough*decoy*Cough*). But overdrive itself is easily the most balanced Chain Attack system in the series, which also happens to push for the most creative freedom.
An addition I've always wanted in Xenoblade is an option to pause during battle and see a list of all the currently active buffs and debuffs, on both the party and the enemy. Being able to scroll down the list and get a refresher on what every buff/debuff does. Some people wouldn't like this feature because it'd "slow down" the combat, but they could just...not use it if they don't want to.
The closest you get is Chain Attacks for that, but you have to recognize the symbols
I'm DYING for readable lore in xenoblade. Would make things so much easier lol
EXACTLY! So many niche pieces of Lore could be explored instead of us all just waiting and risking it in an Art Book. Sure I guess, save some things for the Xenoblade Perfect Works but this could be such a game changer
Xenoblade Perfect Works sounds nice right about now@@JBspherefreak
A Mass Effect codex in xenoblade would be A Architectsent
The one thing I would kill for is the running and jumping from X. But I would also like multi-staged hero quests, like something from persona or the trails into cold steel games.
Xenoblade X movement is the peak of JRPGS
I was hoping they'd bring back the sprinting from X in 3. It's so much more fun than just jogging everywhere.
I too wish there was an archive room in Origin, maybe a 3-segment area for: an initial Alrestian room with a copy of Tora's blueprints can be pasted on a wall, Bionite Room with prototypes of Origin metal synthesis likely modeled after a refined Mechon armor, and after finishing FR, Aionian/City room for early years of Aionios and post-FR lore. The ABC Rooms if you will, that’s why I put Alrest first instead of standard Bionis first. In each is the computer logs, also in Aionian room shows how the two are meant to link together upon merger.
I also should say, I'm not sure if Bionite is the official demonym of Bionis, just got it from the Bionite Order, the racist High Entia cult which the problematic view they had might mean there is disassociation, and likewise Mechonite to group Mechon and Machina. Technically could be Bionite-Mechonite room, maybe like “*Greco-Roman* mythology” it is Mecho-Bionite or Bion-Mechonite. Remember that Bionis and Mechonis are entirely localized names as in Japanese its ‘Kyoshin’ or “Giant God” for Bionis, and ‘Kishin’ for Mechonis or “Machine God”, Mechon is even called ‘Kishinhei’ or “Machine God Soldier”, though Machina are both ‘Kishin-kai hito’ or “Machine God World Person” but also given “Mashīna” as phonetics guide which is Machina if we pronounced it less like “Deus ex Machina” and more like “Machine” with an ‘-a’. Homs are still “Homusu”, Nopon is “Nopon”, and High Entia is “Hai Entā”, very close to English interpretation for most with a bit of difference for High Entia.
Also, Xenoblade 1 was in a different localization cultural period to Xenoblade 2/Torna, FC, and 3/FR, I can’t narrow when a sudden shift happened in approach, but early 2010’s Nintendo and Switch era Nintendo were different. Arguably there were strengths to early 2010’s where Nintendo’s Japanese devs would give outlines if it is a more comedic game like Kid Icarus Uprising, since aa lot of comedy uses wordplay that simply doesn’t always work in other languages. Seinfeld is infamous for being difficult to translate as sometimes they’ll even make fun of how English words sound, like the “man slaughter” vs “murder” stand-up bit on how “man slaughter” sounds harsher but is more innocent than “murder”, not gonna work in a language where the wording of those crimes is clearer in impression.
So “Giant God” and “Machine God” might be accurate but “Kyoshin” and “Kishin” work in Japanese as they work with how they have named Gods, and are both simple to say, “Bionis” and “Mechonis” work in the west as most would be familiar with Greek mythology for polytheism, gamers know Bionis means life from Biology and Mechonis means machine from Mechanics.
That was a tangent and a half on localized endonyms. I can’t seem to find the Japanese term for “Bionite Order” however.
Fun thing to note, in Xenoblade 1 world, Shulk would actually play a major part in constructing Origin on Bionis-Mechonis as he has leading experience with studying and managing exotic technology. I’m sure even with High Entia tech there are enough living High Entia-Homs to relay design documents if necessary. Since the main idea is being able to synthesize Origin. I’d imagine there is enough scrap from what remains of Mechonis (particularly the sword) to process into Origin metal, unknown if Shulk is responsible for this. Somehow I predict another curveball is thrown and if it’s Juju who invented the metal itself for Tora to remake into the architecture/engineering, I mean Juju is already into tech like Shulk, he made whatever Shulk gave to be useful for Colony 6 reconstruction, Juju and Tora being responsible for surviving this event also just sounds perfect, they’re both popularly disliked among the fandom in their respective games, I don’t even like them (Poppi grew on me though).
“Minor spoilers ahead”
Proceeds to show major spoilers for all 3 games, including the final bosses, endgame areas, and spoiler characters
But genuinely it was a good video
Future redeemed is everything I want in an jrpg
Matthew and his exploding fist
A
Rex and his aegises blade
Shulk
I would like to see the Database from Xenosaga 3 return in future games and I think implementing an active time lore feature that would redirect you to relevant articles from the database when you paused cutscenes would be nice too. I'm not really a fan of the you can only read this info in a special room in a late game dungeon idea though. I think the collectable database entries from Xenosaga 3 were a good incentive to explore secret areas in that game and I'd like the more obscure and interesting lore to be collectables you can get for completing a dungeon, challenge, or quest.
The ultimate point I was trying to get at is that we need more Written Lore. A Database style thing would be amazing but admittedly, thats a lot of work for the devs to go to, especially for almost every aspect of the game so at the bare minimum, some form of hidden room with the Lore situated inside would be enough as long as it fills us in on those last few necessary aspects.
@@JBspherefreak Xenosaga definitely had way more ambitious lore than the Xenoblade series had so making another database as big as Xenosaga 3's would be a pretty monumental task. Then again I don't think the Xenoblade franchise has as extensive lore as Xenogears and Xenosaga because the point was to do world building through exploration more than lore dumps for the Xenoblade series. In a sense "Show don't tell" This is probably why they haven't implemented a database to any blade games.
Still it would be nice to have a database that fills up with information as you explore new areas and progress the story so if you take a long break from the game for some reason you can be caught back up with it. Heck I'd love to see the "The story so far" slides from Xenosaga 2 and 3 return as well.
Golden Sun Dark Dawn had a similar thing where you could tap people, places, and things when they came up in conversation and it would write out an explanation. They also kept track of how many you found, so it turned the lore into a collectible. You have no idea how badly I want this to become standard for a lot of JRPGs.
All memes aside though
I really do agree on the readable lore section and hope they bring this to the next game. Should make it like a mix with the active time lore section from FF16 as to where you can pause the game during certain sections of the cutscenes to understand more context as well as learn more extra lore and adding the database similar to xenosaga episode 3 that way you can read about everything at anytime that you want.
Honestly wish they added this for Xenoblade 3 as it was in dire need of one for various reasons, would have made the game so much better.
One thing I'd love is if they include more interesting travelling mechanics. Xenoblade always have interesting areas but you just run through them. Xenoblade x letting you use skells later in the game was very cool as it creates a fresh new experience in places you've already been.
I think they could've done something like that in 3 with the ouroboros. Have them move around with a timer and later you can unlock more abilities to navigate the world like more time. Maybe even have them fly like in cutscenes.
I feel like this was a huge missed opportunity to enhance the experience and make it even more memorable.
I was actually gonna talk about this before I cut the video down because it was getting too long but yea
I absolutely agree with the real time combat ideas. Xenoblade 1 is my favorite because visions allow you to react to what an enemy is going to do. The other Xenoblade games are more focused on specific damage setups, which makes what enemy you are fighting feel irrelevant to the strategy.
I think it would be really cool if the new World you discover in XC4 would be just one GIANT Spaceship with like different bioms and verticality and all that good shit
I see Noctilum - I instantly get hyped.
Noctilum is such a great area
I agreed with most of your points. But the one i'm on the fence is faster transportation.
The reason why those areas feels so massive is the footwork to trek across from one point to another. And the branching paths gives the player a chance to wonder off. The sense of a spaning world is the process of travel, not to blaze through it. But once you make your way to a point of interest, that point should be warpable.
Also, in XC3, I love how some of the party would travel ahead of you as if they're aware of their surroundings.
I like how each and everyone stops at random points when the player stops moving.
It's the small details like this which make the experience worth the wait as you take time to process and enjoy the beautiful vistas the development team has put some much work into.
And as I'm aware of the system to increase running speeds, I feel its sufficant enough.
I just want to be stuck in a different planet and have bigger guns.
Banana's have a nice texture to them. They're kind of like the vanilla of nature
Very true 👍
God "Action Arts" sound so cool.
Some could even say sounds "next level"
They could be the next step to really adding something to the Xenoblade Combat Systems
Wow, this video's great! Some people might hate the changes though. But do you know what I hate? Bananas. The color, the smell, the taste, the texture... Hey you, you're drooling!
In what way do you think people will dislike them? (Just curious)
HOW CAN YOU NOT LIKE BANANAS????
@@JBspherefreak Some people just don't want things to change (i.e. having to react/aim for Action Arts), but it was mostly a segue. As for bananas...
I'M SORRY! I used to really like them, but I haven't eaten them in a while 😭 I don't actually hate them, I just thought an Earthbound reference would be funny 😅
@@notpearl3590 I see and in that case then, I need to play Earthbound
I'm 100% in agreement about readable lore and embracing an open world design closer to Xenoblade Chronicles X. I also would like to see huge changes to combat, making varied approaches to fighting enemies a key element. I think the biggest weakness of the series so far, especially as it has gone on, is the way all the battles increasingly play the same: unload your skills on the enemy to charge up a big combo attack/transformation, then deal massive damage. Repeat until the enemy is dead. Buffs and debuffs have sometimes been nice, but rarely played into any big strategies. If elemental damage has mattered, I haven't noticed. Once you unlock all the features of the battle system, combat quickly gets stale. I want to see enemies with elemental resistances, buffs/debuffs that actually can change the tide of battle, enemies that are harder to fight at close range and enemies that crumple like tissue paper when you manage to get close, etc. If I felt like I actually had to have strategy when fighting enemies, I might actually enjoy the combat instead of taking the first opportunity I can find to level up to the point where all the enemies ignore me.
On that note, the EXP growth needs some massive nerfing. I shouldn't have to do every quest to be strong enough to handle the next area, but doing all of them shouldn't mean I'm 10 levels above everything until right before the end of the game.
Anything but a Warriors spinoff, please please PLEASE! 🙏🙏🙏
I know people go crazy for those games, but I just can’t get into that gameplay…
I mean... it's not likely that we'd see a Warriors game as a mainline title
one thing about the stance change mechanic idea that i actually think is really cool, is that it looks like the devs at least considered it at some point for both xb2 and 3. In the art book for 2 near the back I think there is concept art for what looks like a lot of the in game weapons have two modes, like the shield hammer actually having a mode where you hold it like a shield. And i think all the weapons in 3 sort of having multiple ways you can use them kind of seems to come from a similar idea, especially lanz's variable turret. It almost seems like monolith toys with recreating the weapon switch system from xbX but ultimatly decideds against it
bring back field skills 🤓 fr tho personally I did enjoy field skills and I feel I am the only one 😔
Xenoblade 2 Field Skills can be fixed through one simple tweak... Once it has been completed, it is permanently active and I mean that in the sense that we don't need to keep swapping Blades constantly. Field Skills can add a lot when implemented properly
No full open world. To tell the linear story a region based design is better imo. This isnt Witcher 3. No action combat. The currect combat is fine at it is. Keep it that way and iterate on it. If you want to go action then make a different game or spin off. An action button is not needed. I would argue implementing a sequenz where you actual have to pay attention on execution an action scene on top off every else is more complicated then how it is now. Overhauling the combat for FF16 didnt actually have a huge impact on the sales in fact it is the opposite imo. Rest yes and the settlements and world depends on the setting for the story. They are already divers.
Honestly, I miss the *B* button prompts. Even if they’re limited, I wish they’ll come back in some form.
Banana's look nice when they're green
I hope the next game is good like my favorite game Xenosaga Freaks
FFXIV AOE Mechanics would do plenty to the next Xeno.
As for the Lore DB... since Xenosaga had one, dunno why they didn't add such a thing to Blade.
I understand how they want people to talk over things on the Internet but readable basic details would surely be useful.
This was good
Tu pourrais faire une vidéo de théories sur ce que Matthew a fait apres avoir quitté la citée ?
Il est possible que je puisse faire quelque chose dans ce sens, mais je pense que j'aurais du mal à donner des réponses précises. L'histoire de Xenoblade 3 est certes un gâchis lorsqu'il s'agit de ne pas expliquer les choses, donc jusqu'à ce que nous obtenions un deuxième artbook qui clarifie certains détails, je devrai peut-être mettre cette idée de côté.
I wouldn't blame anyone for just watching cutscenes here on youtube the combat needs to get overhauled to a more traditional action rpg system.
good video and all but that thumbnail man... that square is putting me off... dunno man not readable enough.... it just doesn't... fit
Your face is a square that doesn't fit properly
Pyro, why are you reading micro text in a thumbnail?
i like banana milk
It's pretty good, I enjoy Choccy Milk also
Hmmm idk man, something about this thumbnail seems off. You think you could use another one or fix it up a bit?
I like how Bananas are yellow. They could've been green
JB your theories are so cute haha plz kiss me
Overdrive was the worst "Chain Attack" system of all Xenoblade games.
Incorrect, the problem is that it wasn't taught or explained properly in the slightest which is a Xenoblade Tutorial issue in general
The problems which arose from OD mainly were caused by them not explaining jack sh*t or, them not balancing certain abilities and mechanics properly for the game itself (*Cough*decoy*Cough*). But overdrive itself is easily the most balanced Chain Attack system in the series, which also happens to push for the most creative freedom.
me when i lie