Xeno series made it’s way back again and this time Xenoblade is coming to Wii. Continue reading for major Famitsu details.

  • “The world setting, story and other elements have no relation (to past Xeno games). It’s a completely new title.” – Xenoblade director Tetsuya Takahashi
  • Takahashi feels that past Monolith titles have focused on events and scenarios, and this development path was a dead end
  • Xenoblade started off with the dev team examining the origins of the RPG genre, and creating a game that was simply fun
  • Why does this game have ‘Xeno’ in the title? “I wanted to to have some sort of common point with the games I’ve made.”
  • “Xeno” has the meaning of “different nature” or “uniqueness”
  • The ‘blade’ portion of the name is explained in the game’s ending
  • Background story involves two golds that fought a great battle tens of thousands of years ago
  • The end of this battle resulted in two giant corpses, which happen to be the setting for this game
  • “It seemed like it would be enjoyable to adventure on top of the body of a giant god.” h
  • Mr. Takahashi was inspired by Soma Bringer for his giant god idea, and started to work on design documents right away
  • A model of the two gods (one with wings) was created in order to better give a sense of what’s going on
  • The two gods are frozen in battle, with swords clashing against one another
  • The model was created before game development began. “It was of great help when explaining the project to Nintendo.
  • The entire game takes place on the two gods, and you’ll find nothing but ocean surrounding them. There’s not even any outer space to speak of.
  • The game world is about the size of Japan
  • Areas of the world open up as you explore
  • You’ll be able to go inside one of the gods
  • Verticality is a big part of Xenoblade. “From the start of the project, we thought it would be interesting if we could make use of a vertical construction.”
  • Areas of the world correspond to parts of the gods’ bodies
  • You’ll also experience different weather and varied monster ecolog
  • You can head to the top of one of the gods to see an aurora
  • The people that live on the different gods are fighting with each other
  • One god is a home to organic life (where the main character is from), and the other is home to mechanical life
  • Story beginning: “It’s simple — the fight against mechanical life that threatens the peace of mankind.”
  • The game kicks off in a cave on the foot of one god
  • Your aim is to make it to the god’s headthe game keeps track of where you should be going for both the main quest and side quests
  • Use warps to transport back to older areas
  • Specific systems in place to keep you from getting lost
  • Seamless world movement: “We’ve put effort into this, because we felt that in order to show a living world, we needed an overwhelming sense of scale, like that of an MMORPG.”
  • Gain experience for exploring special areas that include monsters that can’t be defeated at first. Level up and return to take these foes down.
  • Enemies visible in the game world, encounter one and you seamlessly transition to battle
  • Nearby enemies can join in on battles
  • Journey with two AI-controlled characters
  • select special skills (called Arts) for your AI party members
  • your character performs attacks automatically
  • Arts – attack skills, recovery skills and more
  • 50 to 60 hours of gameplay
  • Takahashi promises you won’t spend endless amounts of time grinding or engaging in event scenes

Source from GoNintendo.

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