Someone please make a good hunter x hunter game, thanks

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Hunter x Hunter is one of the most fascinating series I have ever watched. It meaningfully grapples with toxic masculinity, features a wide range of uniquely intriguing characters, và offers some of the most tasteful fantasy writing around town. So why, reader, has nobody toàn thân acquired the rights to make a genuinely decent Hunter x Hunter đoạn Clip game?




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It seems exceptionally odd to lớn me that people don’t see the massive potential here. Without making a single alteration, this world is already near-perfectly suited lớn a video game format. You’ve sầu got everything from the sprawling metropolis of Yorknew City khổng lồ the vast & varied landscapes of Greed Isl&, with characters as diverse as Netero, Meruem, và Chrollo boasting independent and yet somehow intertwined stories that could offer limitless possibilities in terms of branching narratives. The core cast of characters - Gon, Killua, Leorio, & Kurapika - also poses as an enticing prospect for a very specific reason.

With games lượt thích Hyrule Warriors: Age of Calamity và Persomãng cầu 5 Strikers being so well-received of late, I think a Hunter x Hunter game with musou mechanics would genuinely be incredible. I’ve sầu long thought on how difficult it would be khổng lồ tackle Nen, the mysterious magical energy that allows Hunters lớn manifest scary amounts of power. While Killua uses his Nen abilities to lớn channel lightning, Hisoka works with Bungee Gum khổng lồ manipulate the environment around hyên ổn. Kurapika, on the other hand, pours his energy into lớn chains, whereas Gon’s Nen is more aligned with raw strength và willpower. Gon’s an idiot.


hunter x hunter
This sounds standard enough given that a large amount of games use elemental affinities as a means of touting varied combat abilities. The thing about Nen is that it exists outside of each of its users. It’s a pervasive sầu force that endures in the world và is different depending on who is using it, & what’s around them. While iconic fights like Netero vs Meruem or Gon vs Pitou could be handled with relative ease, something like Heaven’s Arena - a large battle tower in which each floor contains progressively more powerful opponents - would be much more difficult khổng lồ execute. Nen is so abundant here that the sheer variety of atmosphere becomes too much to properly capture - how can you possibly tài khoản for hundreds of people with different powers interacting with one another simultaneously &, when contained in the artifice of a game, hypothetically, eternally?


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This is where musou comes inlớn play. The thing about Hunter x Hunter is that, like all stories, a massive sầu amount of the characters we see aren’t actually all that significant. There are a few named characters in the Heaven’s Arena arc, but most of the faces we see are just extras designed to lớn populate the background in order to lớn create ostensible depth. While they play a part in the tower’s overall Nen presence, they are largely irrelevant khổng lồ the ways in which we engage with it, and so could be reduced khổng lồ mob structures specifically designed lớn represent the abundance of Nen without compromising the meaning of it.

I’m talking about Heaven’s Aremãng cầu here, but this logic can be applied to lớn every single arc in Hunter x Hunter. Most Chimera Ants - strange, usually malevolent beings fused from multiple different species - are actually a bit shite when compared lớn their overlords. It’s not unreasonable khổng lồ suggest portraying the vast majority of them as mobs, while having separate boss fights for the likes of Youpi & Pouf. Once you frame it in that way, there’s room khổng lồ carve out chất lượng encounters with more prominent enemies that can be tailored lớn specific Nen conditions. I mean, if you have sầu Chrollo, Netero, và Meruem in the same room, designing a coherent Nen structure becomes near impossible. However, separating them out in a more linear fashion provides space lớn create detailed systems that are sufficiently self-contained khổng lồ adhere to their own quality lô ghích.



Musou also works well because of the fact that Hunter x Hunter has so much to lớn offer in the first place. While I lượt thích Gon, I wouldn’t be too pleased with a game that forced me to lớn play as hlặng. I’d much rather have access khổng lồ Killua’s weird claw hands and Hisoka’s enchanted playing cards, và would ideally like the option khổng lồ switch between them. By creating large mobs in adherence lớn musou, quick-switching between các buổi party members with various different abilities is easily facilitated. There’s not much point in playing a Hunter x Hunter game that doesn’t acknowledge how powerful its core cast is - making several of them playable is the key khổng lồ capturing this essence without needing to go into lớn too much detail on any specific build. It’s lượt thích Joker in Persona 5 Strikers or Link in Age of Calamity - sure, they’re the protagonists, but their systemic makeup is relatively basic and not necessarily superior to lớn other characters. Yusuke number one.




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The most important element of a decent Hunter x Hunter game is obviously the story, but I don’t think that’s the barrier lớn entry that’s kept it locked off for so long. The story is already written, và aside from how immensely long it is, can be easily implemented inlớn an adaptation. The art style is also already distinguished and beloved, making its retention a necessary facet of any attempt at a video clip game.

The main obstacle is, as mentioned above, Nen. It’s combat, & how fights here don’t necessarily function on a level that can be easily systematized under modern RPG formulas. That’s why the answer lớn making a good Hunter x Hunter game actually has very little to lớn vày with the RPG format it is so easy lớn associate with. Yes, this world is fascinating and open-world exploration is key khổng lồ realizing that. I think the way in which games lượt thích The Witcher 3 and Dragon Age: Inquisition segment their open worlds into lớn individual parts would work well here, with the likes of Yorknew City, the Zoldyck Estate, and NGL being their own distinct maps.


But just because a game is hypothetically open-world doesn’t mean it needs khổng lồ be an RPG in every way. I’d love side quests for depth and meaningful consequences for decisions outside of the main narrative sầu, but there’s no pressure whatsoever to lớn implement RPG-style combat, be it real-time or turn-based. A more action-centric approach with musou sensibilities is far better for capturing context without compromising moment-to-moment play - in fact, its inherently hectic nature could successfully heighten the stakes in key combat sequences from the anime. I can’t stop thinking about playing as Long Gon against Pitou with musou mechanics - that’s game of the decade material for me.



I’ve desperately wanted a Hunter x Hunter game ever since I watched the credits roll on the last episode. While I know it’s a colossal undertaking, it seems lượt thích the perfect IP lớn juxtapose RPG kiến thiết with musou in order to spawn a new genre in large-scale game dev. The narrative is already brilliant & the art style is already beloved. The characters are revered by fans all over the world & each arc is seen as an artistic masterclass. The only real issue in terms of realizing this as a bonafide game is the deceptively problematic nature of Nen. As I’ve sầu argued here, the answer is to lớn represent complexity by leaning inlớn the chaos of mobs, combat arenas, and character switching, instead of trying khổng lồ kiến thiết some elaborate RPG system that could never come cthua to representing what Nen actually is.


The age of popular musou is upon us. Please, sometoàn thân - use it to lớn make a decent Hunter x Hunter game so I can play as Killua for 1,000 hours.

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