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View Full Version : IMO, the Monster Hunter series has saved ADB.


GalvanizA
Jul 17 2009, 08:56 PM
I've bought MHFU and 10 hours in the game reminds me of FFXII in more than one way that I'll list.

1) Enemies on the field. I wouldn't even really call them enemies. It's the games natural wildlife, some passive some hostile. In XII it was a similar case. You even see some interacting just like XII.

2) AoE is there and if you watch monster animations closely you can get out the way before the move hits. XII was similar in that if you read an enemy was preparing a move you could move away for less damage.

3) Zoning and Looting. If you go from zone to zone you'll eventually find rare wildlife just like in XII. Red Chocobo, anyone? Looting is a big part of both games. MH has it so you combine your loot to make new items, XII has it so you sell your loot for Gil.

These features are not unique to these two games as MMORPG have these elements. The point I'm making is that MHF and XII are the only JRPGs to have these features and MHFU has sold 3.5 million copies in Japan alone.

So how has MHF saved ADB? It should be obvious.

Back when XII came out in Japan it was too different to what was expected of a FF game and was called an "offline MMORPG" by the haters. However, it was a good year after XII came out that MHF blew up in fanbase. MHF would then go on to become the biggest new JRPG IP since Pokemon; the game MHF 2ndG has been in the Japanese Top 20 for a year and a half! Yet this hugely popular series plays more like XII than any other JRPG.

XII was just released to a fanbase that didn't expect that type of gameplay. MH had no history so no pre-notion of how it should play. I think a lot of people that like MHF and didn't like XII would enjoy XII if they gave it another chance having enjoyed MHF.

This is where ADB comes in. There's no way SQEX would not use it again given the success of MHF. I think it's likely that if the Itou team is making XV that an improved ADB is on the way, one that will get rid of all flaws.

If you watch this interview with Itou from the XII Collector's Edition DVD, from 2:29 till 3:34 he talks about how making ADB felt similar to making ATB and the possibility of improving ADB in future games. Hopefully it will be a version that will be more accepted by those that disliked it in FFXII. :)

YouTube - FFXII - Interview with director - Gambits and the NFL

Lord Of Dumbasses
Jul 17 2009, 10:37 PM
I admit. I didn't really like XII. It looked like we were watching a movie but we can choose where the character goes. You didn't need much brain to complete the game using gambits.

GalvanizA
Jul 18 2009, 02:04 AM
I admit. I didn't really like XII. It looked like we were watching a movie but we can choose where the character goes. You didn't need much brain to complete the game using gambits.

As much as I enjoyed the flexibility that gambits allowed, even I don't wanna see it back.

What I want from the next ADB is just a seamless ATB with the whole party 100% playable. I can already picture how such a system could work, it's so blindingly simple that I'm surprised it wasn't in FFXII.

Neal
Jul 18 2009, 02:43 AM
The battle system alone didn't make FFXII as crap as it is, contributions its shittiness include; the poor plot, the bland characters and the license board which could be completed half way through the game, the fact that most if not all characters didn't even need to be there etc.

Also, why do you think every game is like FFXII? I stopped reading after the first line because I remembered how you thought the Kingdom Hearts battle system was "like FFXII's", and that is just idiotic im afraid and I couldn't be bothered to read about another poor comparison that somehow makes "Game A" like FFXII.

Kuja Las Vegas
Jul 18 2009, 03:29 AM
2) AoE is there and if you watch monster animations closely you can get out the way before the move hits. XII was similar in that if you read an enemy was preparing a move you could move away for less damage.


That's a myth. You can't take "less" damage. If you keep running, the enemy's charge time action will be filled and as soon as he catches up to you, he will do the full damage possible that he can do to you. It doesn't matter if your back is turned. It doesn't matter if you move around in combat. You can't "dodge" an attack by moving around. It's all statistic based. If the attack is 100% non-missable, like Scathe magick, then trust me, it will hit you.

On YouTube I've seen people running circles around Zodiark, thinking they can dodge his Scathe. You can't dodge it.

Free movement is an illusion!

GalvanizA
Jul 19 2009, 06:19 AM
You can't take "less" damage. If you keep running, the enemy's charge time action will be filled and as soon as he catches up to you, he will do the full damage possible that he can do to you.

Not every move is affected by the AoE algorithim in the game such as standard "Attack". Certain spells that are affected by your distance away from the caster do exist. The spell will always hit you, yes, but it will do less damage than if you were in closer proximity to the caster.

Hynad
Jul 19 2009, 12:58 PM
Bring the Proof.

Neal
Jul 19 2009, 01:52 PM
You cannot dodge attacks by running away. If that was the case then what's the point in the flee command?