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
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