History YMMV / Xenoblade

7th Nov '17 6:37:08 PM Nicoaln
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** Riki. There are those who see him as TheScrappy, given his habit of ruining dramatic scenes with his grating voice, childish concerns and speech patterns. There are others who find him absolutely hilarious and enjoy the fact that he is both comic relief and also a character with depth in his own right. And then there are those who love him for his surprising usefulness in battle.

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** Riki. There are those who see him as TheScrappy, given his habit of ruining dramatic scenes with his grating voice, childish concerns and speech patterns. patterns (as well as the fact that a lot of his CharacterDevelopment come from Heart-to-hearts, which are optional whereas everyone, even Reyn and Sharla, speak in and get CharacterFocus during the main story). There are others who find him absolutely hilarious and enjoy the fact that he is both comic relief and also a character with depth in his own right.right from said heart-to-hearts. And then there are those who love him for his surprising usefulness in battle.
26th Oct '17 7:15:10 PM RAlexa21th
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* NightmareFuel:
** Some areas are not fun to run through for those with arachnophobia.
*** There's an early sequence of sidequests involves you having to find the "Giant's Mirror." It's located in a ruined shrine on the edge of a cliff, which seems simple enough... But the moment you pick it up, you'll see a leg emerge from the abyss, and suddenly a ''huge'' spider[[labelnote:*]]Technically it's an Antol King, but somewhat ironically the ants in this game look more like spiders than the actual spiders do.[[/labelnote]] pulls itself up right in front of you. And at the point you can first do this quest, it'll probably kill you horribly in one hit. And then when you go to the place you have to offer the mirror [[spoiler: the same thing happens, but there are ''three'' giant spiders this time!]]
*** Oh, and that first spider will show up if you explore the ruins no matter what, even if you haven't gotten the sidequest yet. You could run into it on on your very first trek up the Bionis' Leg, well under half the level needed to actually beat the thing. It also attacks-on-sight and takes a while to get over the edge of the cliff, so you could walk to the edge, turn around, and [[JumpScare not know you're under attack until the mini-boss theme kicks in]].
** The Mechon entirely. Especially the Faces [[spoiler: once you find out [[ReforgedIntoAMinion what]] [[BrainwashedAndCrazy they]] [[WasOnceAMan are.]]]]
** [[spoiler: The High Entia getting turned into Telethia, they go through a PainfulTransformation and which they are powerless against and lose all their free will.]]
** The Mechonis's transformation. It happens at night, with menacing eyes in the background and massive shock from the Bionis army.
26th Oct '17 4:21:24 PM Sherick
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** The Mechon's transformation. It happens at night, with menacing eyes in the background and a massive shock from the Bionis army.

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** The Mechon's Mechonis's transformation. It happens at night, with menacing eyes in the background and a massive shock from the Bionis army.
18th Oct '17 3:25:33 AM darkpit06
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** In fact, the only fights in which you DON'T hear Vision Reacts and Enemies Closing In are [[spoiler:the fights with Yaldabaoth in Agniratha, and the final phase of Zanza.]]



* ParanoiaFuel: Territorial Rothbart, when you first enter Gaur Plains. Having that giant Level-76 sucker just wandering around when you're barely around Level ''20'' will have you spending about half those first few fights making sure he's ''nowhere'' around when you begin. And suddenly having the otherwise-awesome "You Will Know Our Names" start up out of nowhere is Nightmare Fuel in its own right.

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* ParanoiaFuel: Territorial Rothbart, when you first enter Gaur Plains. Having that giant Level-76 Level 81 sucker just wandering around when you're barely around Level ''20'' will have you spending about half those first few fights making sure he's ''nowhere'' around when you begin. And suddenly having the otherwise-awesome "You Will Know Our Names" start up out of nowhere is Nightmare Fuel in its own right.
17th Oct '17 3:13:31 AM darkpit06
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** Similar to the above, we have Enemies Closing In. Whenever someone gets knocked out in battle, or the party's tension greatly goes down, this song will immediately hijack the previous battle theme. The only way to restore the original battle theme is to revive all party members and get your tension back up. When facing against strong bosses or Unique Monsters, this song will be especially annoying to those who were enjoying An Obstacle in Our Path, or You Will Know Our Names.

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** Similar to the above, On a similar note, we have Enemies Closing In. Whenever someone gets knocked out in battle, or the party's tension greatly goes down, this song will immediately hijack the previous battle theme. The only way to restore the original battle theme is to revive all party members and get your tension back up. When facing against strong bosses or Unique Monsters, this song will be especially annoying to those who were enjoying An Obstacle in Our Path, or You Will Know Our Names.
16th Oct '17 3:32:29 PM darkpit06
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** Vision Reacts. It's not a bad song per se, but it overrides any other battle theme save for Tragic Decision and the final boss's theme, and once it starts playing it plays for the remainder of the battle. Against enemies like Ancient Daedala, who use a vision-triggering attack as soon as the battle starts, you'll maybe get to hear two seconds of You Will Know Our Names before it's replaced with the repetitive Vision Reacts.

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** Vision Reacts. It's not a bad song per se, but it overrides any other battle theme save for A Tragic Decision and the final boss's theme, and once it starts playing it plays for the remainder of the battle. Against enemies like Ancient Daedala, who use a vision-triggering attack as soon as the battle starts, you'll maybe get to hear two seconds of You Will Know Our Names before it's replaced with the repetitive Vision Reacts.Reacts.
** Similar to the above, we have Enemies Closing In. Whenever someone gets knocked out in battle, or the party's tension greatly goes down, this song will immediately hijack the previous battle theme. The only way to restore the original battle theme is to revive all party members and get your tension back up. When facing against strong bosses or Unique Monsters, this song will be especially annoying to those who were enjoying An Obstacle in Our Path, or You Will Know Our Names.
12th Oct '17 7:31:09 PM kingsizedump69
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** Behind them, Dunban and Riki are of the good, but OvershadowedByAwesome. Dunban is an all around LightningBruiser, but starts falling behind late game compared to Fiora. His attacks and auras are also still behind Shulk's raw damage output and Monado arts in terms of usefulness. Riki is a fantastic damage over time abuser and has surprisingly good tanking abilities and has a great healing art, but falls behind Seven in regards to the tanking and his damage over time abuse eventually starts falling behind the raw damage output the above characters can dish out, and doesn't make as much of a difference with how sky high some bosses HP are, and Melia has a few attacks that cause damage over time effects as well, in addition to dealing more damage. Healing also starts to become a non-issue in the late game once you get Seven set up, and Shulk can cover that surprisingly well with his light heal art. Their saving grace is that their AI, save for a few arts, are much better compared to Shulk's and Melia's.

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** Behind them, Dunban and Riki are of the good, but OvershadowedByAwesome. Dunban is an all around LightningBruiser, but starts falling behind late game compared to Fiora.Seven. His attacks and auras are also still behind Shulk's raw damage output and Monado arts in terms of usefulness. Riki is a fantastic damage over time abuser and has surprisingly good tanking abilities and has a great healing art, but falls behind Seven in regards to the tanking and his damage over time abuse eventually starts falling behind the raw damage output the above characters can dish out, and doesn't make as much of a difference with how sky high some bosses HP are, and Melia has a few attacks that cause damage over time effects as well, in addition to dealing more damage. Healing also starts to become a non-issue in the late game once you get Seven set up, and Shulk can cover that surprisingly well with his light heal Light Heal art. Their saving grace is that their AI, save for a few arts, are much better compared to Shulk's and Melia's.
2nd Oct '17 1:12:36 PM RAlexa21th
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** Behind them, Dunban and Riki are of the good, but OvershadowedByAwesome. Dunban is an all around LightningBruiser, but starts falling behind late game when enemies high agility stats starts making his agility tanking harder to pull off. His attacks and auras are also still behind Shulk's raw damage output and Monado arts in terms of usefulness. Riki is a fantastic damage over time abuser and has surprisingly good tanking abilities and has a great healing art, but falls behind Seven in regards to the tanking and his damage over time abuse eventually starts falling behind the raw damage output the above characters can dish out, and doesn't make as much of a difference with how sky high some bosses HP are, and Melia has a few attacks that cause damage over time effects as well, in addition to dealing more damage. Healing also starts to become a non-issue in the late game once you get Seven set up, and Shulk can cover that surprisingly well with his light heal art. Their saving grace is that their AI, save for a few arts, are much better compared to Shulk's and Melia's.

to:

** Behind them, Dunban and Riki are of the good, but OvershadowedByAwesome. Dunban is an all around LightningBruiser, but starts falling behind late game when enemies high agility stats starts making his agility tanking harder compared to pull off.Fiora. His attacks and auras are also still behind Shulk's raw damage output and Monado arts in terms of usefulness. Riki is a fantastic damage over time abuser and has surprisingly good tanking abilities and has a great healing art, but falls behind Seven in regards to the tanking and his damage over time abuse eventually starts falling behind the raw damage output the above characters can dish out, and doesn't make as much of a difference with how sky high some bosses HP are, and Melia has a few attacks that cause damage over time effects as well, in addition to dealing more damage. Healing also starts to become a non-issue in the late game once you get Seven set up, and Shulk can cover that surprisingly well with his light heal art. Their saving grace is that their AI, save for a few arts, are much better compared to Shulk's and Melia's.
11th Sep '17 12:30:08 PM RAlexa21th
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** Enemy arts that trigger visions will probably be this for most players towards the end of the game. When initially introduced, they're a neat, interesting, and unique spin on standard combat that forces you to think strategically and to know you and your team's own abilities so you can appropriately counter. However, many late game bosses will spam these arts '''constantly''', and too often they'll fire up a new one the instant the previous one is finished. For many players this can wreck the flow of the battle, as the player can't act during a vision, so it can become a frustrating game of stop and go by this point. Also unhelpful is that visions won't show if an attack has an AreaOfEffect or not, meaning you could think your fine because your tank can take the hit only for your other two characters to get caught in the crossfire and go down hard; many of the late game bosses having attacks like these.

to:

** Enemy arts that trigger visions will probably be this for most players towards the end of the game. When initially introduced, they're a neat, interesting, and unique spin on standard combat that forces you to think strategically and to know you and your team's own abilities so you can appropriately counter. However, many late game bosses will spam these arts '''constantly''', and too often they'll fire up a new one the instant the previous one is finished. For many players this can wreck the flow of the battle, as the player can't act during a vision, so it can become a frustrating game of stop and go by this point. Also unhelpful is that visions won't show if an attack has an AreaOfEffect or not, meaning you could think your fine because your tank can take the hit only for your other two characters to get caught in the crossfire and go down hard; many of the late game bosses having attacks like these.
11th Sep '17 10:41:57 AM RAlexa21th
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* LoveItOrHateIt: Either it's an incredibly open, innovative game in a genre that has stagnated for many years, or a repetitive and tedious RPG.
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