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03-28-24 06:10 PM
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mariogalaxythree
Posted on 07-14-15 11:43 PM (rev. 2 of 07-14-15 11:44 PM) Link | #62260
Sorry for being inactive for so long. Been up to other stuff. I've noticed that there are a lot of Xenoblade Chronicles fans here on Kuribo so here's some ideas on how to make the game even better. Note: FULL SPOILERS FOR THE ENTIRE GAME, DO NOT CLICK ON THIS SPOILER TAG UNLESS YOU HAVE PLAYED THE GAME.

So first of all, location additions that I think would be a good idea are here, followed by a new character addition.


Foundation Beach: The game will start here, at this new location. This is actually on the Bionis’ foot, and features a large lake in the middle. Lots of sand surrounds the lake, and this is a frequent area for the Homs to travel, usually as a vacation resort. Unfortunately, there are rails around the edge of the foot to prevent diving off into the vast ocean below. A mysterious hole can be found at the very front of the beach. This hole isn’t seen until later, in which it is revealed that it is actually a gate to an underwater tunnel created by the Machina from the fallen arm, as a way to get to Bionis during the time that the Machina and the beings from Bionis lived in peace. This tunnel is how Dickson diffuses with the Machina, and he is the only Homs to have knowledge of it. This area has a series of cliffs and staircases engraved within the lower leg of the Bionis to reach Colony 9. It also features a lift system for reaching it as well, although it can’t be activated at the start of the game. A sidequest later on allows for it to open back here. Both day and night feature well placed haze and clouds to cover up the full view of Mechonis, although the red eyes can be seen, along with glimpses of the Fallen Arm in the distance. Small parts of the rest of Bionis can be seen as well, but the leg blocks most of it. During the daytime, it is very hazy and has clouds up high, and the music is more of an upbeat standard beach theme. During the nighttime, the area become much different, and the sand starts to brighten up, and the water begins to glow blue as well, in addition to a very relaxing, soothing music track.
Story content wise, the game starts here instead of Colony 9, near the end of the foot. Shulk and Reyn are relaxing here. They decide that they need to get back to the Colony after vacationing too long, and thus proceed to climbing up the foot. This entire area is explored minus the cavern that leads to the hidden underwater tunnel to the Fallen Arm. This cavern can be explored by doing a sidequest, unlocking the key to enter it. This would complete what would be a complete loop of the world going from Foundation Beach-Colony 9-Tephra Cave-Bionis’ Leg-Colony 6- Satorl Marsh-Bionis’ Interior-Makna Forest-Bionis’ Shoulder-Eryth Sea-Valak Mountain-Sword Valley-Galahad Fortress-Ether Conduit-Central Factory-Waste Plant-Mechonis Field-Fallen Arm-Foundation Beach.

Ether Mine – Xord doesn’t blow up the mine once he kills himself, allowing any area of it to be skip traveled to. In addition, before he dies, Xord reveals more about his past life as a Blacksmith in Colony 4 (the same colony Mumkhar was originally from) In addition, many of the walls and floors have more organic components as well, signifying that this is somewhat inside the Bionis verses just a random cave, giving more buildup to the Bionis Interior.

Makna Forest – This area is slightly altered to have a path lead behind the great Makna Falls onto the Bionis’ Shoulder, making it slightly larger. This also gives a great view of the area. In addition, the Valak Pass is removed (this is explained in the story as a Mechon attack caving it in to cut off the main route to Valak Mountain to the Homs) – in favor of a different area leading into it. A sidequest involving the building of a powder keg can clear the Valak Pass and make it normal again.

Bionis’ Shoulder – One of the earliest explored areas of the Bionis and is home to the first Homs colony ever. Like the High Entia, many Homs were aware that Colony 1 existed, but none have ever travelled to it. Homs actually still live there. This area is entered from the Great Makna Falls and leads right to Eryth Sea via a cave. The shoulder is one of the largest areas on Bionis, and offers a view of almost anywhere. The story content in this area is minimal outside of the main town. In the main town itself, the party members are greeted by the Colony 1 Homs. Although there are fewer of them than the other colonies, a few still live there. In a plot twist, it is actually revealed that Reyn was born here. Most of the villagers stay secluded, but Reyn’s parents were rebels, and migrated to Colony 9. They were part of the defense force but were killed by Mechon during the war. Knowing his birthplace, Reyn feels right at home here, way more than at Colony 9. After meeting his Grandmother Pern, Reyn wants to stay there, but Pern insists on Reyn helping Shulk and freeing the world from the curse of the Mechon. The party moves onwards away from the village, and goes inside an underwater cave that leads them to Eryth Sea.

Eryth Sea - First of all, an underwater tunnel connects to Eryth Sea on the left side. Adjacently, on the front right side of the sea, a hovering reef (requires Imperial Sanction just like Prision Island) leads to a tunnel. This tunnel has a deep elevator leading down. It then connects to a cave that gets colder the longer it goes, and this becomes the new entrance to Valak Mountain)

Valak Mountain - In addition to Valak Pass, a higher entrance can be accessed which leads directly to the cave which leads to Eryth Sea. Also, due to the world being seamless, the entire shadow and glowing eyes of Bionis and Mechonis can be seen past the fog, both during day and night.

Waste Plant – the area below Central Factory, and above Mechonis Field. This area is located inside the waste of the Mechonis. This area is the second smallest area on Mechonis, only behind Mechonis Core. This area is extremely dark and has a very distinct red hue. All decomposed Ether waste is cycled through here along with other waste, such as damaged mechon and machinery. The lower floor is where the furnace and exhaust vents are, and the second floor is where the ether waste is exhausted. Believe it or not, the decomposed Ether actually resembles Homs blood, and Shulk makes this connection here as well. The music here is extremely creepy and unsettling, but in more of a mechanical way versus an organic way (Bionis Interior). At the top of it, a lift takes the party to Central Factory. Story wise, this is where Shulk makes the discovery that Ether consists of many different variables, and the Homs blood is one of those variables that factors into what Ether is. Thus, Shulk realizes that when Homs die, their blood becomes integrated into the Ether stream. It motivates Shulk to go after Egil even more.

Central Factory – A new path is discovered at the top that leads the party to the Ether Conduit. The Agniratha Transporter is still there, but has to be repaired via a sidequest.

Ether Conduit – The Mechonis Arm. This is one of the biggest areas in the game, but only by sheer size. As soon as the party reaches the end of Central Factory, Vanea reveals that the Mechonis database requires an access key that is being held in the Galahad Fortress sanctuary. The sanctuary is sealed away and cannot be reached from Sword Valley, and the party must go across the Mechonis Arm to reach it. A lift from Central Factory takes the party up the Mechonis a bit, and a series conveyer belts get the party across it more so they reach the arm. These conveyer belts are located in the shoulder. Once inside the arm, there are many carts that transport them across the streams of Ether. Believe it or not, the ether actually glows in the massive tunnel inside the arm. It creates an almost disco-like effect. Once at the Mechonis Hand, the party reaches the other side of Sword Valley, and can take a backdoor into Galahad Fortress. Inside the fortress, the access key is found, and also can open up the gate that connects to the main part of Galahad Fortress. Once back outside, the access key opens up a second route back to the Mechonis – by going on top of the arm instead of going inside of it. This area is particularly windy, sometimes the wind gets so extreme it blows the party back even. Fortunately, much of the railing is intact, but often it doesn’t function the way it should. Many special “Wind” Mechon can be found here, which not only blow wind at the party, but also can engage the enemy. In the arm itself, special “Radiation” Mechon are found, having increased resistance against the Ether pool. Once past the section on top of the arm, Shulk and his companions travel up the shoulder of the Mechonis – and through a series of lifts and walkways, manage to reach the head of the Mechonis. Here, an entrance to Agniratha is found.

Agniratha – a path goes to the edge of the map and leads directly to the Ether Conduit, and this is how this area is accessed. Additionally, the battle with Yaldabaoth lasts for much longer.

Mechonis Core – Purely story changes. Yaldabaoth will battle Shulk like normal, but Yaldabaoth proves to be too powerful for Shulk. Fiora, Melia, Riki and Sharla hold Egil down while Shulk, Reyn, and Dunban attempt to sabotage Mechonis. But then, Zanza tells Shulk that Bionis can be awoken and used to stop Egil. Shulk doesn’t trust Zanza after learning about what happened to the Machina, but Zanza appears to have changed in front of Shulk. In addition, Zanza tells Shulk that he is dead, but his spirit remains within the Monado, as sort of a memento. Shulk believes this, and goes with Dunban and Reyn back to Bionis, with the help of Junks. Reyn goes to Colony 9 to warn everybody about Bionis’ reawakening, and Dunban evacuates everybody at the Refugee Camp at Bionis’ Leg, as when Bionis moves, people will die if certain parts of Bionis are moving. Shulk awakens Bionis, defeats Mechonis, and returns to the core. When he comes back, Egil is weakened. The events play out like normal until Zanza resumes control of Bionis, and Egil attacks back. Instead, you get to play as Egil, controlling Mechonis, and fight Bionis. Mechonis loses, the head gets chopped off like normal, and Yaldabaoth is cut in half, and the events play out like normal. That is until Zanza reverts the High Entia into Telethia, the major change being that Alcamoth is being shown sinking deep into the water and not being seen until the party actually goes there. Additionally, Egil is found alive on the Fallen Arm, albeit barely alive, somehow surviving Bionis’ attack because of Lady Meyneth’s last wish. He then proceeds to join the party. Junks flies right here after Mechonis Core, then proceeds to fly back to Bionis, where they are then ambushed by Dickson and his Telethia.

Bionis’ Interior – When Zanza tells Shulk to awaken Bionis otherwise all life on it will die, Shulk reluctantly agrees after Zanza tells Shulk he no longer feels hatred towards the people of Mechonis. Shulk gets dropped off at Satorl Marsh to get into Bionis’ Interior and awake the Bionis. From here, Shulk gets a lift from a friendly Nopon to access the main area of Bionis’ Interior. There are no monsters here, as this is still during the “Carcass” state. Shulk must simply navigate the area to get inside the heart. Once inside the heart, Shulk connects with the Bionis, and becomes it’s new soul (although he thinks, but it’s later revealed that it was still Zanza that is the Bionis). Shulk is willing to completely dedicate himself to being Bionis to stop Mechonis and weaken Egil. Once Bionis is awoken, Shulk fights Egil, Bionis vs. Mechonis. With the power of Zanza (unknown to Shulk), Bionis weakens Mechonis and tells Fiora (still inside Mechonis) to stop Egil as his power is draining. But Shulk manages to become himself again, free from the Bionis. He wonders how and returns to Junks. This time however, the Bionis is in it’s “Pulse” state, being awake, but the enemies haven’t appeared yet. Once Shulk exits the Interior, Junks arrives and picks up Shulk, along with Dunban and Reyn, and they return to Mechonis. This place is locked out temporarily, but can be later accessed again via a sidequest for a replica monado. The enemies are here, and the enemies contain drops vital to that Replica Monado. Junks flies here to access this sidequest, and the place is filled with Selula and Telethia.

Alcamoth – For the bulk of the game, this area is unchanged. Post-Mechonis Core however, this area is completely submerged underwater. This is where Lorithia is fought instead of Bionis’ Interior. Here, she is essentially rallying up an army of Telethia to exterminate all life on Bionis. Special suits developed by the Machina are used to both swim and walk underwater, allowing for underwater combat. A special underwater breed of Telethia are found here as well. The story involving Lorthia plays out as normal, however her Telethia is smaller to fit the boss arena. The Throne Room is where the party fights Lorthia instead of the Bionis’ heart. The transporters here do not work, but the whole area can be swam to. Due to the improved engine allowing for the whole world to be seamless, Alcamoth can instantly be swam to without any loading times. In addition, Alcamoth can be seen from Makna Forest now, as it is in the body of water. Alcamoth becomes more separated and compact to fit inside the Eryth Sea without falling into Makna Forest.

Prison Island (Revisited) – Minor changes. First, the background is completely different, still having the red hue, but having rocks barely visible to show that this is inside Bionis’ head. Additionally, a brain-like structure can be seen in the distance, although it is decayed, hinting at the fact that Bionis might have at one time been an independent being not associated with Zanza at all. These are the only changes.

Tartitan Meadows – A sacred grove and an ancient area on top of Bionis’ head. Few have ever stepped foot here, and this place is said to be a home of the Giants. A graveyard is all that remains on the head in terms of structure. After Dickson is defeated at Prison Island, Shulk ends up here, expecting Zanza. But instead he finds Alvis – Zanza’s last disciple. Alvis battles the party, utilizing spirit energy, unlike anything seen before in their world. However, Alvis is merely testing Shulk during the battle and he even states that. During this battle and at the location, there is no music, really emphasizing on the spectacle and importance of the location.

Memory Space – Venus (Dickson), Mercury (Lorithia), Uranus (Yaldabaoth), and Neptune (Face Nemesis) are all added as additional areas in Memory Space.

Final Boss - The first 3 phases will play out like normal, but after defeating Zanza's second form with the Third Monado, he will warp everybody back to the worlds of Bionis and Mechonis. It is revealed here that the Telethia have wiped out everybody on Bionis, and eliminated the Machina on the Fallen Arm. Shulk is devestated, and swears to end Zanza and bring the world back to balance. Egil states that there is no way for Shulk to accomplish this, as only a god could do such a thing. Shulk then realizes that he has become a god, and summons a third titan out of thin air - Vitonis. It is almost entirely transparent and blue - similar to the Third Monado. Alvis appears and states that he was originally a god and desired to create a third being to balance Bionis and Mechonis, but didn't have the willpower to do so, unlike Bionis and Mechonis, choosing to find someone worthy enough to wield his power that actually could change the world. Shulk realizes that he was chosen to take the power of Alvis and control Vitonis. He then proceeds to create smaller vessels for his party as well, so they can aid him to fight Zanza. Zanza then proceeds to split his soul in half to control both Bionis and Mechonis simultaneously. The battle ensues, with Bionis being faster and more offensive, while Mechonis is very bulky and can take more damage. Bionis wields a much brighter and more powerful version of Zanza's original Monado, while Mechonis wields a hybrid between Meyneth's Monado and Mechonis' Sword. Bionis and Mechonis can chain attack as well. Once they are defeated, Zanza will reunite his soul and then proceed to combine Bionis and Mechonis into one, singular being - a truly united world under his control. This new being is mostly grey and has features of both Bionis and Mechonis - though it's right arm is still white (Bionis) and left arm is still black (Mechonis) similar to Zanza's second form. This form is very powerful and combines the positive assets of Bionis and Mechonis into one. Once this form is defeated, Zanza is released, and Shulk jumps out of Vitonis to kill Zanza. Things play out like normal afterwards, but Alvis states that he was the most powerful of the gods, but couldn't change the world because he is an AI - and lacks the human drive that Zanza and Meyneth had. Shulk, knowing that he is a god now, combines all 3 Monados into the Monado Supreme - a golden, all-powerful Monado that has the power to do anything within the world. Shulk uses the power to turn back time and revive all those who were killed recently - although it can only revive those who have fallen recently, as their souls were still intact. Shulk then creates a new world and gives up being a god - and thus eliminating the concept of gods all together. The ending then plays out like normal, but with the addition of Egil.

Egil - the 8th playable character, would be very strong offensively and can resist Ether quite well, but lacks physical defense and ether damage. Egil also has high HP. He has a special art that can only repair machinery - meaning healing to himself, Fiora, and all mechon. He has a topple and a daze art as well, like Reyn.

What do you guys think?


____________________
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