HUNTER X HUNTER: 10 GAMES TO PLAY IF YOU LOVE THIS BELOVED ANIME SERIES

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, & offers some of the most tasteful fantasy writing around town. So why, reader, has nobody toàn thân acquired the rights to lớn make a genuinely decent Hunter x Hunter Clip game?


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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 khổng lồ a đoạn Clip game format. You’ve sầu got everything from the sprawling metropolis of Yorknew City to lớn the vast & varied landscapes of Greed Isl&, with characters as diverse as Netero, Meruem, và 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 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 to lớn tackle Nen, the mysterious magical energy that allows Hunters to manifest scary amounts of power. While Killua uses his Nen abilities lớn channel lightning, Hisoka works with Bungee Gum lớn manipulate the environment around him. 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 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 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 trương mục 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 sầu 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 khổng lồ populate the background in order lớn 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, và so could be reduced lớn 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 lô ghích can be applied to 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 lớn 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 lớn carve 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 to create detailed systems that are sufficiently self-contained lớn adhere to lớn their own chất lượng ngắn gọn 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 hlặng. I’d much rather have sầu access lớn Killua’s weird claw hands & Hisoka’s enchanted playing cards, and would ideally lượt thích the option khổng lồ switch between them. By creating large mobs in adherence lớn musou, quick-switching between 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 inkhổng lồ too much detail on any specific build. It’s like Joker in Persomãng cầu 5 Strikers or Link in Age of Calamity - sure, they’re the protagonists, but their systemic makeup is relatively basic và 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 to 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 inkhổng lồ 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 sầu, Nen. It’s combat, & how fights here don’t necessarily function on a cấp độ 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 khổng lồ bởi vì with the RPG format it is so easy to associate with. Yes, this world is fascinating và open-world exploration is key to lớn realizing that. I think the way in which games like 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 Zoldychồng Estate, và NGL being their own distinct maps.


But just because a game is hypothetically open-world doesn’t mean it needs lớn 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 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 like the perfect IPhường khổng lồ juxtapose RPG kiến thiết with musou in order to lớn spawn a new genre in large-scale game dev. The narrative is already brilliant and the art style is already beloved. The characters are revered by fans all over the world và 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 to represent complexity by leaning into the chaos of mobs, combat arenas, & character switching, instead of trying to thiết kế some elaborate RPG system that could never come cthảm bại to lớn representing what Nen actually is.


The age of popular musou is upon us. Please, sometoàn 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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