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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 notoàn thân acquired the rights khổng lồ make a genuinely decent Hunter x Hunter Clip game?
It seems exceptionally odd lớn me that people don’t see the massive potential here. Without making a single alteration, this world is already near-perfectly suited to a Clip game format. You’ve got everything from the sprawling metropolis of Yorknew City to lớn the vast và varied landscapes of Greed Islvà, with characters as diverse as Netero, Meruem, & Chrollo boasting independent và 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 like Hyrule Warriors: Age of Calamity and 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 lớn tackle Nen, the mysterious magical energy that allows Hunters lớn manifest scary amounts of power. While Killua uses his Nen abilities to channel lightning, Hisoka works with Bungee Gum to lớn manipulate the environment around hyên. Kurapika, on the other h&, pours his energy inkhổng lồ chains, whereas Gon’s Nen is more aligned with raw strength and willpower. Gon’s an idiot.
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, và what’s around them. While iconic fights lượt thích Netero vs Meruem or Gon vs Pitou could be handled with relative ease, something like Heaven’s Aremãng cầu - a large battle tower in which each floor contains progressively more powerful opponents - would be much more difficult khổng lồ exedễ thương. Nen is so abundant here that the sheer variety of atmosphere becomes too much lớn 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 into 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 Arena arc, but most of the faces we see are just extras designed 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 to the ways in which we engage with it, và so could be reduced to mob structures specifically designed to represent the abundance of Nen without compromising the meaning of it.
I’m talking about Heaven’s Arena here, but this lô ghích can be applied 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 khổng lồ their overlords. It’s not unreasonable khổng lồ suggest portraying the vast majority of them as mobs, while having separate trùm fights for the likes of Youpi and 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 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 khổng lồ create detailed systems that are sufficiently self-contained to adhere to lớn their own quality xúc tích và ngắn gọn.
Musou also works well because of the fact that Hunter x Hunter has so much to offer in the first place. While I lượt thích Gon, I wouldn’t be too pleased with a game that forced me khổng lồ play as hyên ổn. I’d much rather have sầu access to lớn Killua’s weird claw hands và Hisoka’s enchanted playing cards, and would ideally lượt thích the option to switch between them. By creating large mobs in adherence to musou, quick-switching between buổi tiệc nhỏ 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 Persomãng cầu 5 Strikers or Link in Age of Calamity - sure, they’re the protagonists, but their systemic makeup is relatively basic and not necessarily superior khổng lồ 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, & aside from how immensely long it is, can be easily implemented into an adaptation. The art style is also already distinguished & beloved, making its retention a necessary facet of any attempt at a video game.
The main obstacle is, as mentioned above sầu, Nen. It’s combat, và 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 khổng lồ bởi vì with the RPG format it is so easy lớn associate with. Yes, this world is fascinating và open-world exploration is key khổng lồ realizing that. I think the way in which games lượt thích The Witcher 3 và Dragon Age: Inquisition segment their open worlds inlớn individual parts would work well here, with the likes of Yorknew City, the Zoldyông xã Estate, and 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 to 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 IPhường to juxtapose RPG thiết kế 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 and 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, và character switching, instead of trying to lớn thiết kế some elaborate RPG system that could never come cthất bại to lớn representing what Nen actually is.
The age of popular musou is upon us. Please, somebody toàn thân - use it to make a decent Hunter x Hunter game so I can play as Killua for 1,000 hours.
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