LTTP: Xanadu Next - Falcom's Hidden Gem

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I finally got around playing Xanadu Next, an ARPG made by Nihon Falcom that originally came out in 2005. I was expecting a clunky mess of a game, but it's surprisingly modern with a tight gameplay loop. The game can be described as a mix of Diablo without the loot/grind and a slower paced Ys. It implements a few systems or level design choices that will be popularized later on by the Souls games.

You start the game with some exposition about the world and the reason for why you are setting out towards Harlech, a small village with a few NPCs. After a brief tutorial, the game truly starts.

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There are no quest makers or anything of the sort, you just go out and explore. You quickly realize two things: the world is fully interconnected and to progress you need to find items to overcome various obstacles. Additional, you have to buy keys from a shop to open various doors placed across the world, feeding into the whole gameplay loop. Since you will get your ass handed pretty easily, you are going to go back to Harlech pretty soon to heal and upgrade your equipment. Harlech acts as the main hub of the game, and you will find yourself coming back quite often, either by walking back or by teleporting with an item that you should be able to find quite soon.

Basically the gameplay loop is: get out and explore, try to make as much progress as possible, as you are about to die go back to the main hub, buy new equipment, rinse and repeat. While doing so, you should aim to unlock the next shortcut, so you will be able to progress further without having to re-tread the same path. The level design is excellent, there are tons of areas where paths link back together... and in some cases, you will find yourself back to Harlech. I wonder who is going to popularize this later on...

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The combat is quite interesting. You don't have any dodge, parry or dash. You can just move around with your character, and smack the enemies by either using the base attack or skills/spells. Hitting enemies from behind grants you extra damage. And yep, that's it. For its simplicity, the combat system is quite tight and addicting. It works surprisingly well, and as soon as you get the hang of it you will start weaving through groups of enemies effortlessly, picking them out one by one. There is also a weapon mastery system similar to ASTLIBRA, so if you liked that kind of gameplay loop, you will enjoy this one too.

The main boss fights are pretty cool! And a major pain in the ass too, you will need to retry them a few times for sure.

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The story is conveyed through stone slabs that you find throughout the world, and that you have to bring back to Harlech to translate. They are completely optional, at least from what I've played until now. Details about the world is delivered via NPC dialogue in the hub: after each major story event the dialogues refresh in typical Falcom fashion. There are around a dozen NPCs in the village, so it doesn't take much time to talk to them after each major story event. The villagers will talk about events and places you won't experience in this game, giving the world a solid foundation and making it feel a bit more alive than it actually is. There is an sense of mystery permeating the world, and I find it quite enjoyable to put together the various tidbits of information you obtain throughout the adventure.

The OST is far more restrained than the average Ys game. Music tends towards the atmospheric and eerie, without losing the melodic qualities that are typical of Falcom games. It really fits the game well.



As you can see from the screenshots (all of these are not mine, I've taken them randomly from the net), the graphics are simple and stylized. Honestly, it looks pretty charming, but your mileage may vary.

By the way, the game seems to be made to be played with mouse and keyboard. The gamepad seems to work fine, but it's a pain in the ass to navigate the menu with it. Maybe it's worth trying it on the Steam Deck, since it has trackpads which makes it easier to interact with the menus.

I'm half way through the game currently, and it gets a full recommendation from me. I personally never played a Japanese ARPG in this style (are there others?), it's quite unique in how it plays.

Here are some artworks, because they are cool as hell.

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Tech tips

Antialiasing
  • Drop this into the main game folder.
  • In the game launch config, set Frame Buffer to "Unused" and uncheck the Antialising checkbox.
  • At the driver level, set:
    • Anisotropic filtering: 16x
    • Antialiasing Mode: Override
    • Antialiasing Setting: 8x
    • Antialiasing Transparency: 8x Supersampling
Framegen
  • The game is locked at 60 FPS, but since the game does not use complex shaders, you can use Lossless Scaling to use frame gen without many side effects.
    • Even at high multipliers it works pretty well, the only artifacts I've noticed are on the zoomed minimap and when you go through grass (as usual, it suffers with transparencies).
    • I didn't notice much input lag, even with the mouse. The game is slower paced, the added input latency does not matter much.
 
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Yeah, really liked this one! Played it a few years ago and it sure felt like a blend of Ys and King's Field.

I don't remember anything about the story, but I really liked the level and world design and the way everything is interconnected.

Maybe it's worth trying it on the Steam Deck
I can confirm, it plays great on the Steam Deck. Had no issues going through the whole game playing on it.
 
Loved the game's interconnected world, how you would exit from the dungeon in a strange part after exploring for a long while - then pop up in the garden behind some guy's house where you could unlock the gate from that side. It'd be a dungeon shortcut from that point on. Very cool stuff.
 
Loved the game's interconnected world, how you would exit from the dungeon in a strange part after exploring for a long while - then pop up in the garden behind some guy's house where you could unlock the gate from that side. It'd be a dungeon shortcut from that point on. Very cool stuff.
- Sir, did you know all along that there was a shortcut leading directly to the Evil God of the Apocalypse in your kitchen's drawer ?
- Of course I knew. I also put the Ultima Red Sword of Divine Liberation in a barrel, outside the house.
- Okay... And the cat sleeping on the bed ?
- You didn't know ? He is the best character of the game. An unpromoted Lv 40 Ninja that attacks 20 times per turn.


JRPGs :messenger_sunglasses:
 
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Love the artwork you shared—especially the one with the moon. I'd love to see an action RPG with that kind of look: atmospheric, colorful, detailed, full of soul. Something like ArcSys' anime style, but in a 3D world. Maybe Granblue Fantasy Relink or Xenoblade come close? Kind of like a high-budget blend of Elden Ring and Dragon Quest XI.
 
I literally installed this few days ago, haven't finished it yet. The game is awesome IMO, although there is some old design, but still great game.

Beside this and YS, i wonder of there is any recommendation, game similar with this?
 
I literally installed this few days ago, haven't finished it yet. The game is awesome IMO, although there is some old design, but still great game.

Beside this and YS, i wonder of there is any recommendation, game similar with this?
Similar? Difficult to say. The closest is Dark Souls probably.

If you enjoyed this game though, you might enjoy:


This has a weapon mastery system similar to Xanadu Next which is quite addicting. The game itself is quite different though, it's mostly linear composed of different separate levels/chapters.


Since you mentioned Ys, this is Ys with a Trails coat of paint. You might already know about this one, but I'm mentioning it just in case. I still have to play it so I can't say much about it.
 
Similar? Difficult to say. The closest is Dark Souls probably.

If you enjoyed this game though, you might enjoy:


This has a weapon mastery system similar to Xanadu Next which is quite addicting. The game itself is quite different though, it's mostly linear composed of different separate levels/chapters.


Since you mentioned Ys, this is Ys with a Trails coat of paint. You might already know about this one, but I'm mentioning it just in case. I still have to play it so I can't say much about it.
Boundless Trails looks interesting!
 
Similar? Difficult to say. The closest is Dark Souls probably.

If you enjoyed this game though, you might enjoy:


This has a weapon mastery system similar to Xanadu Next which is quite addicting. The game itself is quite different though, it's mostly linear composed of different separate levels/chapters.


Since you mentioned Ys, this is Ys with a Trails coat of paint. You might already know about this one, but I'm mentioning it just in case. I still have to play it so I can't say much about it.
yes, i know Nayuta, but i forgot ASTlibra
I will check it soon, Thanks!

I often replay dark souls, and yes it is quite similar in progression presentation. but the dark souls are too dark : ))
I am in the mood of elegant looks but not too anime standard.

I found brandish had similar theme, but the camera style bugs me : ))
 
Xanadu Next is rad. You're right about the proto-Souls energy. It's all over the game. XN incited the same kind of satisfaction that I found in Dark Souls 1 of feeling so far out there and lost, then suddenly finding a shortcut that loops back (usually to the main hub), and suddenly thinking, "Oh, of course! That makes sense. Of course that would lead here."

Castle Strangerock in particular is an achievement: An absolutely titanic labyrinth that the game deliberately misleads you about by providing a map that is nigh useless because of how crossweaving all the stairwells and passageways are. Yet despite how large it is, the design eventually starts piecing together. It's just a fun place to explore - plenty of dangers around every corner, and the constant internal struggle over turning back when you're running low on life or pushing on hoping for a shortcut.

My only nitpicks are the keys - They work as a way to force you back to the hub and to keep fighting enemies for materials but I can't help but wonder if there was a more elegant solution then forcing you to get so many - and input support - I played with a controller on Steam but yeah it's not fully integrated so you have to switch back to M&KB for menus.

The OST is far more restrained than the average Ys game. Music tends towards the atmospheric and eerie, without losing the melodic qualities that are typical of Falcom games. It really fits the game well.

The game has a good sound profile. Some tracks still have very clear signatures from their composers - Eaglet Mountains features Sonoda's typical militaristic, heavy brass style, and the instrumentation sounds straight out of his Trails in the Sky stuff. Unisuga's practically blended himself in with Clover Ruins (he's good at that, despite this being very early in his career), but Beginning of the End is so obviously him from his signature melodic loop at 1:06.

My favorite track from the game, by far, is Ishibashi's Trechier Woods. I talked about it last year in my memorial topic for the man. Nothing short of inspired. Most people cite Evildoer as their favorite I think. I like it a lot too but Murayama's guitar and drums always lacked a certain intensity for me - The composition is rockin' though. My favorite Murayama track is probably Castle Strangerock, largely because I didn't get sick of it despite hearing it for hours on end.

I had to do a double take on this post. Yes, apparently this game has an N-Gage version for real, holy shit.



Crazy stuff. :messenger_grinning_sweat:


The N-Gage version is pretty famous for... sucking. You can tell from the footage - the game's completely different. Different developer (who are ScriptArts anyway). It even came out before Falcom's version. ScriptArts was obviously missing a lot of the development pointers from Falcom so they filled in with whatever. Boss themes don't seem to have been ready, for example, so they just used Mighty Obstacle from Ys 6 instead.
 
Three hours in I find the combat system surprisingly inspired. It is reminiscent of Dark Souls without a lock on system. Having no lock on makes moving around very fluent.

I currently have only a couple of nitpicks with the game. One of those is the automatic movement of the mouse cursor in menus and dialogue options. I accidentally end up talking to the NPCs again and again when trying to leave the menus. I would also prefer movement and attack be bound to separate buttons.
 
Finished it in around 20 hours. I found all tabulae and mastered all skills.

I confirm the good impressions from my first post, it's an excellent game overall. It's all killer no filler (excluding the intro), the devs commited to the gameplay loop they envisioned without introducing any bloat. The game duration is perfect for the amount of content that is present. More games should be like this.

The sense of progression is really well done, going from a scrub with a sword to a fully decked knight feels extremely satisfying.

Paltheos Paltheos You were right, the final dungeon is incredible. It's long, with a complex winding layout and full of enemies... and even so, I didn't feel fatigued at all going through it, and it took me around 4 hours. This is a masterclass in level design for sure, it's paced extremely well.

Other minor things I liked: the hit sound effects are pretty good, the critical hit sounds is soo satisfying. The game viewport gets slightly shifted to the left when opening the menu, not sure why but I find that nice.

Falcom, make a sequel... please... :messenger_grinning_sweat:
 
Fantastic game. I'd wanted to play it for a long time prior to it getting an English release, and it totally delivered. I replayed it a few years ago, and yeah.... it's just got that timeless quality to it. I did the optional dungeon and all of that nonsense, too - that was pretty satisfying to conquer.

It's unfortunate that nobody really iterated on the design in this game, because it still feels unique and really fun 20 years after its initial release.
 
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