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Someone Please Make A Good Hunter x Hunter Game, Thanks Hunter x Hunter is one of the best anime ever made and it desperately needs a good đoạn Clip game.

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

It seems exceptionally odd to me that people don’t see the massive potential here. Without making a single alteration, this world is already near-perfectly suited to lớn a đoạn phim game format. You’ve sầu got everything from the sprawling metropolis of Yorknew City to the vast and varied landscapes of Greed Isl&, with characters as diverse as Netero, Meruem, & Chrollo boasting independent & yet somehow intertwined stories that could offer limitless possibilities in terms of branching narratives. The core cast of characters - Gon, Killua, Leorio, and 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 long thought on how difficult it would be khổng lồ tackle Nen, the mysterious magical energy that allows Hunters to lớn manifest scary amounts of power. While Killua uses his Nen abilities to lớn channel lightning, Hisoka works with Bungee Gum lớn manipulate the environment around hyên. Kurapika, on the other h&, pours his energy into 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 and is different depending on who is using it, and what’s around them. While iconic fights like Netero vs Meruem or Gon vs Pitou could be handled with relative sầu ease, something lượt thích Heaven’s Aremãng cầu - a large battle tower in which each floor contains progressively more powerful opponents - would be much more difficult khổng lồ exeđáng yêu. Nen is so abundant here that the sheer variety of atmosphere becomes too much to lớn properly capture - how can you possibly account 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 inkhổng lồ play. The thing about Hunter x Hunter is that, like all stories, a massive amount of the characters we see aren’t actually all that significant. There are a few named characters in the Heaven’s Aremãng cầu arc, but most of the faces we see are just extras designed to populate the background in order to create ostensible depth. While they play a part in the tower’s overall Nen presence, they are largely irrelevant to lớn the ways in which we engage with it, & so could be reduced lớn mob structures specifically designed to lớn represent the abundance of Nen without compromising the meaning of it.


I’m talking about Heaven’s Aremãng cầu here, but this xúc tích can be applied khổng lồ 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 to lớn their overlords. It’s not unreasonable to lớn suggest portraying the vast majority of them as mobs, while having separate boss fights for the likes of Youpi và Pouf. Once you frame it in that way, there’s room to carve sầu out quality encounters with more prominent enemies that can be tailored khổng lồ specific Nen conditions. I mean, if you have sầu Chrollo, Netero, & 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 to adhere to their own unique xúc tích.



Musou also works well because of the fact that Hunter x Hunter has so much to lớn offer in the first place. While I like Gon, I wouldn’t be too pleased with a game that forced me lớn play as hyên. I’d much rather have access to Killua’s weird claw hands và Hisoka’s enchanted playing cards, & would ideally lượt thích the option to switch between them. By creating large mobs in adherence to musou, quick-switching between buổi tiệc ngọt 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 like Joker in Persona 5 Strikers or Link in Age of Calamity - sure, they’re the protagonists, but their systemic makeup is relatively basic và 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 khổng lồ 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 đoạn 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 khổng lồ making a good Hunter x Hunter game actually has very little lớn vị with the RPG format it is so easy to lớn associate with. Yes, this world is fascinating và open-world exploration is key to realizing that. I think the way in which games lượt thích The Witcher 3 và Dragon Age: Inquisition segment their open worlds inkhổng lồ individual parts would work well here, with the likes of Yorknew City, the Zoldyck Estate, và NGL being their own distinct maps.


But just because a game is hypothetically open-world doesn’t mean it needs to be an RPG in every way. I’d love sầu side quests for depth & meaningful consequences for decisions outside of the main narrative, but there’s no pressure whatsoever khổng lồ 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 sầu 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 thiết kế with musou in order to spawn a new genre in large-scale game dev. The narrative sầu 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 argued here, the answer is lớn represent complexity by leaning inkhổng lồ the chaos of mobs, combat arenas, and character switching, instead of trying to thiết kế some elaborate RPG system that could never come cchiến bại lớn representing what Nen actually is.

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The age of popular musou is upon us. Please, somebody toàn 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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