Nintendo has been keeping XENOBLADE pretty quiet so far with only a name change and the original trailer when it was revealed at E3 2009. Nintendo let go of the leash on Monolith Software’s Tetsuya Takahashi, director of XENOBLADE, when he spoke to Famitsu. He revealed a nice chunk of details for the title and clarifies XENOBLADE’s relevance to other Xeno titles.
If you were hoping to fill in some gaps in the Xeno universe then you will be sorely disappointed. “The world setting, story and other elements have no relation [to the other titles],” said Takahashi. He revealed that the title is completely new from the ground up and, despite his past works in the Xenoseries focusing on events and scenarios, the company is going to be placing more of a focus on a enjoyable overall adventure. He said he and his team are looking back at the origins of the RPG genre for this title.
The story of the title takes place thousands of years after a great war between two gods. These great gods eventually met in combat and once they were finished all that was left were their two massive corpses which the XENOBLADE lays atop of.
More details and Famitsu scans after the jump.
The back story is significant because the entire game takes place on these two massive corpses which span about the size of Japan says Takahashi. Each part of the corpse has different climates, weather conditions, and ecosystems, so players will come across a wide variety of areas and monsters as they travel. The two corpses are completely surrounded by water, so civilization hasn’t expanded. Interestingly enough there is no outer space either.
Like the dead gods themselves, the inhabitants of each corpse hate the inhabitants of the other corpse. Civilization on one is completely organic, while the other side is inhabited by mechanical life. The game story starts out simply as “fight against mechanical life that threatens the peace of mankind,” and will escalate from there.
Monolith Software is trying to keep world navigation simple in XENOBLADE. The game will keep track of where you should be going for both the main story quests and sub quests to lead you in the right direction and there will be plenty of warps placed around to get you quickly from point A to B as long as you previously visited the area. If you do want to take the hike though, there will be a system in place to keep players from getting lost.
The team tried to design a world similar that to a MMO and want to encourage players to explore old areas to find special areas or monsters that they may have not been able to defeat before. Similar to a MMO, the monsters will roam on the overworld and engaging them will be a seamless transition. The lack of battle arenas for encounters makes it possible for nearby enemies to attack as well.
During battle, the player’s team will consistent of three party members. Two will be controlled by AI and one will be controlled by the player. The character will automatically attack while the player manually chooses special moves known as “arts.” These special skills are used for everything from special attacks and healing party members.
The developer plans on hitting the typical 50-60 hour mark that most RPGs take to complete nowadays, but the team is trying their best to avoid necessary lengthy grinding and creating seemingly endless cutscenes.
XENOBLADE is set to release in Japan sometime this Spring.
(Scan Source: Truegaming)