DragonGirl
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Xenoblade Chronicles X: a critique
In the year 2015 I anticipated no game as much as Xenoblade Chronicles X. It was a tempered anticipation – I followed the reactions to the Japanese release and thus knew about the MMORPG flavor and less focus on story. While I was disappointed since I loved the story of the first Xenoblade, it didn't really do much to dampen my desire to get a hold of this game, and so I counted down the days to the US release. December 4th finally arrived, and I played almost nothing but this game for the next 2 months, finishing the final chapter at 230 hours and continuing on afterward for 300 plus.
My fascination with XenoX approached obsession for a good while and it is easily on the top tier of my all time favorite games. That said, I have quite a few criticisms of the game as well, especially in regards to the story. Most of this critique is spoiler free and safe reading for those who have yet to play the game, and I highly recommend playing this game. However, the Story section of the critique does have spoilers so fair warning.
Welcome to Mira
Exploration is central to the XenoX experience. Plot-wise, you are a pioneering refugee stranded on an alien planet, and learning about that planet is the primary thing you do in this game. Thankfully, when Monolith Soft set out to create this massive world where the player can truly travel to any point they can see, they succeeded in spades. Mira provides the best sightseeing trip you could want. It is vast, beautiful, dangerous, intriguing, exciting, and just fun to run around in. The creativity of the environments and the alien animals that populate this world is a treat for the imagination.
The environments themselves evoke story telling. What kind of ecosystem could create the eerie elegance of Sylvalum? What are the massive structures in Oblivia? Who lived in the monolithic ruins of Cauldros? Even NLA, the lively city that crash landed on Mira offers many an interesting nook and cranny. The landscapes are fantastic yet maintain a very real, very grounded feel. Mira is a majestic place without boundaries keeping you from going to whatever point you can see (and the incredible draw distance allows you to see very far indeed), whether it means swimming across an ocean or leaping to the highest peak of a mountain.
Of course, how you explore is as important as what you explore, and this too feels just right. Your characters can run at a sprightly clip and swim quickly. There's even an auto-run option that can make those long exploratory swims into the ocean easier to bare. Characters can leap great distances, as if Mira were a low gravity planet. While precision jumping takes some practice and a little manipulation of the camera distance, it is very satisfying to bound gazelle-like across the gap in a mountain or dive fearlessly off the top of a cliff that soars hundreds of feet into the air. Then, eventually, you gain control of giant robots and a whole new range of movement opens up the world even more.
One of the biggest selling points for many are the game's mechs, called Skells in the Western version. These giant battle suits enhance your ability to reach hard to get to places and their vehicle transformations speed you even faster on your way. They can even be upgraded to fly. Personally, I like to stay on foot as much as possible. The Skells are very fun and very convenient, but Mira's environments are so inviting that I feel I just can't get as up close and personal as I prefer from the cockpit of a two story tall robot.
Mira itself is the main draw of XenoX. It is an expansive, wide open world riddled with caves and reaches to the sky with unparalleled verticality. All seamlessly stitched together with nary a load screen. There truly was something special about taking that first step out of the city and into the vast wilds of Primordia without missing a beat.
Enjoy this little tour.
Mechanical Layers Upon Layers
Many of today's most heavily advertised, most popular games try to hide their game-ness in favor of “cinematic immersion”. This is fine as far as it goes but part of what I enjoy about video games is learning the rules that exist within the game's world and working within those rules to experience something unique. It's why I prefer playing Mario over Uncharted. That said, I'm not a fan of micromanagement and tend to ignore mechanics that get a little too in depth. Thankfully, I can get away with doing that in XenoX because as deep as the mechanics rabbit hole goes in this game, it is still pretty forgiving to people with menu aversion, such as myself.
First beginning the game is daunting to say the least. New players will spend the first few hours of the game trying to absorb a lot of information. What's more, the concepts that the game does take time to explain are just the tip of the iceberg, the rest require a trip to the multi-paged digital manual. Or not – I started the game by ignoring everything I'd been told and just ran around and looked at things at my leisure. There is a lot of info on the screen for those who bother to squint (tiny text!) and read it. There is even an “equip strongest gear” button that in no way optimized me but did well enough to get me through the majority of the game. On the other hand, if you like crafting augments and min-maxing the crap out of your gear, Skills, Arts, Skells and any of the bazillion other things you can tweak in this game, you'll be able to pull off impressive nonsense
like this
The game is loaded with optional bosses wandering the wilds so go nuts.
While the multitude of customizable options are impressive, it is the flexibility of approach the game allows for when dealing with quest objectives and other challenges that I particularly appreciate. There were times throughout the game that I was faced with enemies, individually or in groups, that were either difficult to fight or straight up death to my team. Aggressive enemies can either see you, hear you, or both (indicated by the icons over their heads), and by careful jumping around the terrain, I found I could sneak by a lot of the time.
The game also has a useful party command menu that made it possible to keep my team from using weapons that would antagonize every creature around the one I wanted to fight – useful since creatures of any level can inhabit any environment, meaning you'll always have enemies worth your time to fight and always have to keep on your toes lest you cross the path of something far nastier than you are. Frankly, I love the fact that I can step out the front door for the very first time, swim across the planet, and find beginning level baddies on the farthest shore. I also love the fact that I can die to a level 90-something Tyrant right in my own back yard (it made me a bit nostalgic, remembering the time I explored the first area in the original Xenoblade and died to a level 70 fish). There's no punishment for dying so why not be bold?
Combat
If you are familiar with the original Xenoblade (released on the Wii, ported to the New 3Ds and now, finally, available for download via the Virtual Console on the Wii U) then you should feel right at home in XenoX. For everyone else, here's a quick primer:
You control a party of up to 4 members. Combat is in real time, not turn based. You can move freely, but your basic attacks are automatic and split between melee and ranged. Whether or not you hit and what your damage is, is based on character statistics with all sorts of modifiers applied, including gear, position, weather, augments, and so forth. At the bottom of the screen you have a “battle palette” from which you can select special attacks and buffs. Once used, these moves become unavailable until they “cool down” and reset. Auto attacking will refill your Arts. Successful combat in XenoX is very front loaded. By that I mean, how well you do is less dependent on your decisions in combat than they are by how well you prepare. Set your characters up poorly for a situation and you'll have a hard time. Set them up well, and cut down your foes like so much chaff.
For Xenoblade veterans, there are a few differences to take note of. Chain attacks are gone, as are Visions. New are Soul Voices and Overdrive. Sometimes allies will call for a certain action. If you have a corresponding Art on your battle palette it will flash and if you use it in time the effect will be boosted, this is Soul Voice. Overdrive comes into play a bit later and once activated causes all of your Arts to fill quickly and gives them a third cool down and bonus effects. I really enjoy both iterations of this battle system. They are energetic and fun, though XenoX's version tends to throw too much at you at once.
Healing is almost exclusively reliant on successfully hitting the B prompt quicktime challenge, which can pop up while you are trying to nail a Soul Voice or read the tiny text telling you what a particular Art does. There is a lot if information on screen during a battle – buffs, debuffs, weather effects, cool downs, positional info, how much TP you have (needed for certain Arts, Overdrive, and reviving characters); it can be tough to manage it all. Skell combat works much the same way but also adds “Binding”. Binding is another quicktime ability that allows you to temporarily immobilize an enemy.
As combat systems go, this one is certainly lively and kept me interested in battle for the long haul of the game. Of course, eventually you get powerful weapons on your Skell that can make any battle trivial. Also worth mentioning, and something I really appreciate, is the fact that once you are a few levels above an enemy, they will no longer act aggressive towards you, so most nuisance battles are avoidable. I really enjoy XenoX's combat, but also think it has a bit too much going on, especially when actions overlap. I'd like to see Monolith Soft continue to work with this particular system, streamlining and tweaking as they go.
A Divisive Sound
Much has been said about XenoX's sound track. I can understand the sentiment of being so familiar with a particular artist that one might get tired of their style. I can't understand dismissing an entire sound track because a couple songs are “bad”. I like the music quite a bit in XenoX. What's not to like?
Track 1
Track 2
Track 3
The environmental themes are a particular joy to listen to. I'll agree with the vocal few?/many? that the songs with lyrics might have been better without the lyrics.
My only real complaints concern the sound mixing and appropriateness of tracks used during cut scenes. The music wasn't tailored very well to the needs of the story, it tended to swell at inappropriate moments. It was also too loud in general, drowning out the speech of characters. Which is all the more irritating as the voice actors for the main cast are very good, even if they don't always have the most interesting dialog to work with. Thank goodness for subtitles.
The Story – Spoiler Warning
Oh boy, here we go. I love the story. It has a lot of problems. If you'd like to experience the story for yourself, here's a handy YouTube video that covers the main story and here's another one that covers the main side content. They are both over eight hours long so have fun with that. Well and truly, the story is a lot more enjoyable to experience in game. Now, there is a lot for me to unpack here so I've broken this section down into digestible chunks.
-in regards to The Plot
The plot encompasses a quest to explore an unknown planet in search of a structure called the Lifehold, where the humans that escaped a destroyed Earth are housed in stasis. All while battling an alien menace determined to drive the last remnant of humanity extinct. While this is pretty standard sci-fi, it does offer up some intriguing concepts. For one, the story dips a toe into ideas of Transhumansim (granted, not much beyond the level of Cameron's Avatar) and the Continuity of Consciousness. We even get a cameo of the Pioneer Plaques which are implied to have an important connection to the events of the game. However, while the plot is certainly interesting, it is also very dry.
Sometimes stories are told through the actions and experiences of the people involved, and sometimes stories are told by people standing around talking, and talking, and talking. There is a lot of exposition here, consequence of the mission based structure of the story telling. What you are about to do is explained. Then, what you are doing is explained. Then, what you did is explained. Nothing is discussed on the go. No, characters stand at evenly spaced intervals and discuss the matter. This is not a particularly efficient or exciting way to unfold an epic tale, and on paper, the tale is quite grand. In execution, it never quite manages to build a sense of urgency or danger for more than a moment at a time. There is just so much story telling real estate wasted here. I despise the comparison, but it put me in mind of Star Wars: The Phantom Menace.
-in regards to Being Incomplete
Playing XenoX is like visiting a construction site. The foundation has been laid and a forest of girders reaches towards the sky. You can vaguely picture the finished building but currently the structure is no where near complete. It is like an author who set out to write a grand tale, completed the first chapter, then said “yeah, that's good enough”.
I have played games that end on cliff hangers. I have played games that leave their endings open. XenoX does not get that far. XenoX is all hook and no payoff. Sure, your characters find the Important Thing and Kill the Big Bad but none of the mysteries, plot points, and people alluded to throughout the game are revealed or concluded. Everything here screams “wait for the sequel, this is the prologue”.
-in regards to The Playable Characters
XenoX has a very large, diverse cast of personalities that I mostly enjoy a great deal. They are funny, charismatic, sympathetic, intriguing, and if their names aren't Elma, Lin or Lao, superfluous and don't matter. There are seven main playable characters (and many more optional characters) in the game aside from your avatar: Elma, Lin, Irina, Gwin, L, Lao, and Doug. Elma and Lin are the only two characters required for the main story missions and despite the fact that your party can hold four characters, any character not required is treated as nonexistent where interactions are concerned.
This lack of character involvement in the plot is, for me, the main contributor to the story's flatness. To make a comparison to the original Xenoblade, in that game, every member of your party was always present and had personal investments in the game's events. They spoke to each other, supported each other, mourned and triumphed together. XenoX meanwhile feels downright sterile, with characters rarely getting more than within arm's reach of each other or discussing anything more personal than the nature of a mission or an eat Tatsu joke.
What emotional weight there is to be found in XenoX falls almost entirely on Lao's shoulders. He is the only character with a tangible personal investment in events, but even that feels weak since we never get to spend much time with Lao. We mostly learn about this character from other people describing him. While that is educational, it is difficult to become attached to or feel the pain of someone you rarely see.
Aside from the Story Missions, every character also has Affinity Missions. These, one assumes, are where the real meat of character development takes place. Unfortunately, many of these fail to tell us much at all. One Affinity Mission for Gwin focuses entirely on an NPC we never really interact with again. As for Gwin himself? Well, he had a dog once on Earth. Come on, game! L, the intriguing alien picked up as playable early on never develops beyond being the lovable goofball. Nothing is revealed about what species he even is. There are lots of interesting details hinted at here and there, but rarely is anything I wanted to learn about explored. Oddly enough, the optional characters tend to fair a bit better as far as character arcs are concerned. Even these suffer from serious story compression, since the exploration of a personality has to be crammed into a scant collection of cut scenes.
XenoX suffers from an over abundance of characters with the writing spread very thin to cover them. They mostly don't matter. They aren't involved in the main story. They also feel very isolated since they don't really interact with each other. All this makes it hard to grow invested in them and really care about them as characters and in turn, the game's story since it is through the characters that we as players experience the story.
-in regards to the Villains
Villians play important roles in stories. They can be very personal, like Metal Face from the first Xenoblade. He was the driving force behind the heroes initial steps on their journey. He was a powerful presence on screen, someone who invoked hate and fear and really made me want to hunt him down. By the time Metal Face was dealt with, the story had time to expand and a new threat was introduced, one who fully stepped into that antagonist's shoes while upping the ante all the more.
Or, villains can be inexplicable and implacable, creatures with motives that remain mysterious but their presence is a continuous threat. This is a pretty typical approach of alien invasion stories, where the enemy is almost like a force of nature that must be overcome, faceless and menacing.
XenoX could have succeeded with either of these options. Instead, we get an ineffectual in between, aliens we learn too much about to be a mysterious menace and too little to become personal. The named villains consist of Luxaar, the leader who can never seem to get his followers to follow orders, a squid lady in bondage gear who blows up a couple Important Things, hurls insults, then dies on the second encounter, and a monster of the week duo with personal motives never discussed before they die shortly after being introduced. While there are plenty of explosions and some slick action sequences, the menace fails to loom, it just sits in the corner and monologues to itself.
-in regards to the Non-Playable Characters
XenoX puts a commendable amount of effort into creating interesting side quests involving NLA's many citizens. There are murder mysteries, spy games, alien body snatching, political campaign sabotaging, and a myriad of other tales to get involved in. These quests are mostly shallow but enjoyable diversions, with a few multi-part stand outs. Unfortunately there was one very large flaw that got in the way of my investment in many of these tales.
Early on we learn (and this is common knowledge in game) that all of the humans are inhabiting remotely controlled robot bodies. Many of the side stories involve people dying. Characters became distraught, enraged, murderous, hold funerals, express deep sorrow; meanwhile, I couldn't really buy any of it because no human actually died. Their real selves are in the Lifehold, all that “died” was a puppet. In this way, one of the game's biggest plot twists gets in the way of the emotional weight a lot of the story telling tries to convey.
-in regards to the Player Character
The character you play in this game is a customizable avatar. It is a player point of view character who must always be in the party, but is not the main character of the story. It is a protagonist who contributes nothing to the main story, but is the hero of every sidequest. It is also a mime who never speaks but interacts via multiple choice questions that constantly interrupt whatever is happening, including the music. Multiple choice questions that might determine if an NPC lives or dies, but are pointless in regards to important characters because those stories are linear, but hey, choose your own flavor text.
The mime is, in fact, a non character with no personality and no back story. It doesn't form bonds with other characters and is talked at, not engaged with in conversation. It is forever one step removed from the story, a player point of view camera in a body that follows around the important people.
As I understand it, Monolith Soft went with an avatar instead of an actual character because of the added multi-player. This was a terrible trade off and, frankly, an unnecessary one. The online is nowhere involved enough that personalized characters contribute anything. I'd rather have had the option of picking one of the playable characters from the story and just using them for the little online missions.
-in regards to the Structure
I've heard the MMORPG comparison made often enough, but I've never played an MMORPG so the way XenoX was structured was fresh to me and fascinating to boot. In your typical JRPG, which is where most all of my RPG experience lies, you run from story segment to story segment killing monsters along the way. It's a linear experience, ignoring any side quests, because it's telling a specific story and the world you roam in is revealed a bit at a time along with the story.
XenoX starts with the entire world open to you, and the story is broken into pieces you are free to initiate at will. Some parts need to be taken in order, other parts whenever you please. I think this is a wonderful approach. I feel it has fantastic emergent story telling potential that we see a glimmer of in XenoX. If anything, it is a touch too difficult to find all of the bits and pieces. I had to use a guide for the Heart-to-Hearts, for example and the writing is quite inconsistent, with too much time wasted on trivialities that don't reveal anything interesting. This is not a game that needs plot filler, but has an awful lot of it.