NOW FOR THE OTHER GAME! This game I stealth played so I wouldn't be talking about it in chat, accidentally spoil anything, and because SCIENCE and all that. Only a handful of people knew I was playing this game at all. So uh, yeah, that said, time to reveal that the other game is...
I originally had a different pic, but it was huge to the point where it's obnoxious. Yes, this picture is big but barely fits in the margins so shouldn't bother anyone for scrolling purposes? Anyway, about the game itself...
AS A WARNING, THERE WILL PROBABLY BE SPOILERS. I WILL DO MY BEST TO CENSOR THEM BUT YOU HAVE BEEN WARNED! Xenoblade Chronicles was a game that gets universal praise like everywhere. You never hear anything bad said about the game outside of "WHY IS IT SO HARD TO GET!?" or "IT'S TOO EXPENSIVE!" but that's NoA's fault for not printing enough copies, not the game itself's fault! The game was then highest ranked Wii game in famitsu's "top 100 Nintendo Games of all time" in like 2012 or something, its score on aggregate sites is over 90%, scoring no less than a 9/10 from like every publisher. Despite the limited number of people who played the game, Shulk is one of the most commonly talked about potential candidates for SSB4, and the fact that something looking like Shulk's face appeared at the end of the initial "X" trailer got people psyched as hell for a potential Xenoblade sequel (or at least, a spiritual one.) Consistently, I've heard the game touted as "FF12 DONE RIGHT", and worth noting that I
liked FF12, though won't defend it due to it's niche nature. I've even heard one online reviewer, in a random podcast, call Xenoblade a "Once in a Console generation kind of game."
...basically, this game has a lot to prove. That is probably one of the worst mindsets to go into a game with I know; might have ruined Mother 3 for a me bit, I won't deny, but I stand by all that I said about Mother 3 above! Back to XBC, though, I've not heard of a game with such a strong standing behind it in years (...well, I guess Persona 4 thinking on it?) It was also made by Monolith Soft who brought us...well...
Though really, one bad game shouldn't compromise other great stuff they've done...except outside of Xenosaga 2's gameplay and some legitimate good character work in that series (Virgil, Cherenkov, Albedo's backstory in XS2, to name a few), I was never a big fan of their work. And the game is suppose to be long as hell, to the point where Elfboy keeps asying "NO ONE FINISHES XENOBLADE!!" (if jestingly) ...well, this is going to be a painful ride, isn't it? 80 hour game made by a team whose stuff I'm lukewarm to at best with possibly the most hype of any game in the genre in years leading to a biased viewpoint of the game, etc.
This is where a lot of you probably stop reading and going "oh great, Meeple destroys another highly regarded game, that's two in a row, the guy is completely un-pleasible. I'm never reading another Meeple rant again!!!" I totally don't blame you either...though, there is one small problem with that assumption. That problem?
It's that my opinion of the game is actually...well...
THIS GAME IS FREAKING AWESOME!Yes, you read that right; XBC is a great game, and actually lived up to pretty much all of it's hype. I am legitimately shocked by this. Ok, to be fair, I wasn't expecting to hate this game, or even dislike it. I was expecting to find the game merely "decent" but it completely showed up my expectations.
So...let's start with the things XBC didn't do right, because that's easier.
First off, the Interface is kind of annoying at times. Why they did a pop up menu that leads to a normal menu baffles me. I wouldn't mind this so much if leaving the normal menu screens cancelled out of everything, but it doesn't, and sometimes you forget this, and plan on pressing, say, the Map button and instead get the Story Memo button, or you want to target an enemy, and instead you get nothing. Now being ambushed by an enemy isn't a big deal in this game usually, just means the music is different...often for the worse, as the two battle themes when you initiate a battle (Time To Fight and Mechanical Rhythm) are considerably better than the two ambushed ones, which brings me to another flaw...except not because I still have one other interface complaint, that being targetting. Given the basic hecticness of battles, it's sometimes hard to see what you're targeting due to health gauges super imposing over each other, and sometimes you'll target an enemy off screen. The game could have benefited from what FF12 had where you can actually have a "Wait" mechanic going through menus and change targets that way; would have made it easier to see whose targeting. Note that the Menu Interface is fine in battles, and actually works well in them; it's just the whole "Pop Up menu -> Real Menu" thing that's pointless, would have been better to just have one menu screen cover the pop up menu.
Now onto the OTHER issue:
How music worked in battles at times. Now I don't mind music changing based on situation; Skies of Arcadia did this well for example, and there being a "Your party is in trouble!" theme wasn't so bad as once you got out of trouble, it'd revert back to the original theme. The real problem, though, is visions, in that when you see them and change them, you get this...intense "HURRY AND ACT!" theme...which is weird seeing as you already changed the vision. Ok, I don't mind that though just the song LASTS THE ENTIRE FIGHT in most circumstances, and it's a pretty blech song compared to most battle themes (the two I mentioned + You Will Know Our Names.) I wouldn't be surprised if this was a bug or shoddy programming and the intent was for the songs to end once the vision attack was finished, but nothing was a greater kill joy for being invested in a fight than having "You Will Know Our Names" play, fight is really heating up, then you see a vision, and my reaction was often "OH FUCK NO!" especially when it happened early, NOT because of the attack, but because the music was going from Top Tier to Blech.
So what's good about the game? Well...just about everything else.
The game does a good job at world building, with the Bionis and Mechonis, and establishing locales. There is a lot of exploration to be had and the areas feel vast to an almost overwhelming degree, but a lot of it is optional, and the game is good at telling you where to go with a Minimap and a pointer so you don't get lost in these vast areas. There was only one part of the game where I got lost figuring out what to do and that was entirely my fault as I didn't realize there were actual "Yes/No" prompts with NPCs indicated in that style, so I thought the "Wait til Later" option that was default was actually the game telling me to "wait til later to continue the plot", and not the just the "No" prompt! The game does it right by starting things off with a bang, with 3 strong PCs in basically unlose-able fights to give you a sense of what battles feel like, then goes "ok, enough playing with the Light Saber Wielding Bad Ass, here's the real protagonist: This seemingly wimpy blonde haired nerdy kid named Shulk. Don't worry though; he's got a 7 foot tall seemingly steroid induced muscle bound best friend named Reyn, so it's all good!" The big reveal in the ending about the setting probably would piss me off if the game dwelled upon it but really just used it to finally fill in some holes, and go "look, that's all in the past, let's move on with the future ok?"
The plot kept me legitimately guessing. I mean, yes, there were clear cases of "This character is up to something" but it was really hard to guess what or the connection, and in some cases, the game even seemed to imply "maybe they're just going to reveal some major contingency plan that screws over the villain!" and in at least one case,
Alvis, said character kind of does. The stuff that was predictable was handled well enough that I didn't care that it was predictable, either because it had good style in pulling it off, or guessing when it was going to happen was tough. It's amusing that the game is not easy to predict what direction it's taking at times when one of Shulk's super powers is Pre-cognition.
Then again, the whole theme of the game is basically "Fate is not absolute, the future is not set in stone." It gets this noted right early on, when Shulk first gets his visions, showing him getting beat up, and he's able to react and avoid it, and later they're worded as "These visions are a
possible future", and they're acting to insure they don't happen. The cast never really compromises this belief either; never at any point after Shulk recognizes he can change his visions does the team give into this crap about "predestination" or anything like that. It's always "we're alive, we can make a choice, and damn it, we're going to fight for the future we want!" The game also doesn't really hammer it in; I mean, yeah, it's obvious, but the game makes it work with the tools presented, not in spite of them. Sometimes, stories it's hard to find the theme in because it is juggling many of them at once, and as a result, those themes never get quite developed enough. Other stories have this problem of beating you to death with the theme; XBC is a game that finds a good balance, of making the theme clear and apparent, but not bringing it up TOO much that you're sick of it. I mean, I'm not entirely certain XBC's theme is brought up as often as "You'llneverknowuntilyoutry!" in a certain OTHER game for example (no offense to that game with awful plot and amazing gameplay!!!!)
One really neat thing about the game's theme is because of Shulk's Visions, they actually incorporate the theme into gameplay too. You can get visions about hints for future sidequests, as well as the Vision System in battle, going "hey guys, THIS ENEMY IS GOING TO USE A BIG ATTACK, YOU MIGHT WANT TO REACT!" I'm aware part of the reason is because of the nature of Xenoblade's battles, a big evil attack out of nowhere is a big middle finger, and can completely change the fight with no way to recover, so it was a way of having charge times and making them obvious, which is totally fine. Combine that with actually established plot and thematic elements the game establishes, for a genuine sense of plot and gameplay integration, and you have an amazingly well thought out idea...if only the music didn't futz up though >_>
Even when the game actually pulled an
an FF4 moment with Fiora surviving it was handled in such a way that didn't feel like it compromised the scene and they did explain how we got from Point A to Point B. Contrast this to, oh, Cid exploding with a bunch of bombs and ending up just being bed ridden in a dwarven castle, and the only explanation that makes sense is "A Spoony Bard did it...and Moogles. What do you mean there are no Moogles?" I was at first annoyed they pulled the stunt, because the scene prior does a good job of establishing the character's fate, but it does lend itself well into other things, so I'll say the positives outweigh the negatives here, which is really all that matters. The game doesn't compromise this in other areas really, so doing it once isn't such a bad thing.
One of the interesting things the game does, back to the world building, is just how it treats multiple races. I mean, yeah, Nopon are silly cute little creatures, and talk with odd dialogue, but the Homs characters don't even think twice about it, no matter how silly Riki sounds. Easy to understand since the game right in the first town shows Nopon merchants walking around and interacting with Homs as an everyday thing, so we can easily believe that it's just an accepted trait of these creatures, and as silly as Riki sounds having a heartfelt talk with Dunban, you don't bat an eyelash in seeing Dunban treat him with mutual respect (then again, this is also Dunban, but I'll get to CHARACTER ANAYLESES!!! later.)
Gameplay..."improved FF12" gets it right...kind of. It's better than FF12 in some regards (mostly a lot smoother) but also different in a number of others ways. The game would be really annoying to play given how far the terrain you take, so going back and forth would be a major chore...except for the existence of fast travel. Being able to warp between certain points at will completely negates that potential issues, and makes backtracking so much easier as well as going to specific points on large areas. Having limited healing, with only 3 PCs having actual healing moves and only one of them (Sharla) having adequate supply for long fights to rely on was an interesting design decision, but they did compensate well enough with Aggro, having enough defensive buffs and strategies to prevent taking damage, manipulating masses, etc. Heck, a Boss having just ONE enemy on support can completely screw a fight over, even if the enemy isn't very strong. All 7 PCs were varied with niche uses, between Reyn being a tank built around pulling in aggro, Melia the only reliable source of Ether damage, or Dunban being the speedy damage dealer. I was constantly swapping characters and it did take me time to figure out what was the best way to use each character, seeing who works well together, and frankly just like the Affinity System to make characters capable of sharing more skills! I guess one complaint I have is skill growth system; it's fine with the AP costing system, but having to find books to upgrade further, and sometimes the manuals are drops from monsters is not design I'm fond of. Thankfully upgrades provide marginally, while still significant, boosts, and are not crucial.
Also, the game does have the "Main Character dies = game over" thing, but it does have fail safes. First off, there's a bit of a delay; if the other characters finish the enemy within a few seconds of the character dying, you'll still be given the victory. Secondly, the party gauge system allows that if you have any gauge, the fight will continue and your party member will come and heal you at the cost of a gauge. You can also choose "Run" at any moment and avoid most fights going south fast. If you do die? Game is lenient on game overs, sending you back to last major landmark, which can sometimes be a notable distance but never too far. Boss fights send you back to like right outside the minimal range of engaging, and even skips the cutscenes leading up to it immediately, so you don't have to do scene skip (...wait does the game even have Sceneskip? I don't know, seeing as I don't sceneskip on first file unless for Reset purposes, and due to how Xenoblade's resets vs. Bosses work, it never comes up there!)
Music...well, it's quite good! I'll just say songs I really liked were "You Will Know Our Names", "Engage the Enemy" "Gaur Plains (Day)" and "Mechanical Rhythm." The only song that stood out to me as "bad" are the negative battle themes one, but I guess they were intended to not sound good so you stop hearing them...except the GOD DAMNED VISION THEME NEVER ENDS >_<
So...onto the main event:
THE CAST OF CHARACTERS!!!...except to do this Meeple style would take way too long, so I'll just do a general explanation.
Basically, I didn't really find anyone in the cast I hated...outside of maybe some of the High Entia villain characters. Lorithia felt woefully underdeveloped, mostly there because "right, we need a female for these things" and the EVIL STEP MOTHER thing was resolved almost as quickly as it was introduced. I guess I should say "High Entia females Not Melia were the only characters I didn't like" because most of the males were fine, at least Kallian, who was a nice breath of fresh air. What's this? An Older Brother who not only is supportive of his little sister taking the throne, but actually is the guy who recommended it in the first place? And his reasons for it? Clearly he's got ulterior motives! His reasoning is BECAUSE SHE'S THE BEST PERSON FOR THE JOB AND THE TRUE HOPE OF THE HIGH ENTIA!
Ha, I knew it! His reasons are because he thinks his sister would make a better Empress than he would Emperor, and could lead the HIgh Entia to prosperity and is...actually...totally...ok with this...and even lies on her behalf with nothing to gain from it himself...huh...it's almost like he's completely legitimate in everything he says. Ok true, we later learn WHY he thinks that way, but that was also for good reasons, and there was nothing sketchy about it, so yeah, nice to see an noble elder brother Prince without any sort of evil douche qualities whatsoever.
The character I was afraid of most was Alvis. He's introduced helping Shulk, but in a MYSTERY!!! kind of way, so you go "he's up to something." Then he helps the team out and seemingly is a good guy after all, once we learn who he really is. Ok, fair enough...then talks to Lorithia, who has "EVIL VILLAIN CONSPIRATOR" written all over her in a suspicious way, and I was like "NO! PLEASE DON'T GO THAT CLICHED ROUTE!" The game both does and it doesn't, as they never really reveal Alvis' motives, truth, etc. until the very end, and it's nothing like you expect.
And in the end of the game, he was actually sincere with many of his claims. I was expecting a "He backstabs the villain last second" situation so he remains like-able but the twist was something completely unexpected. He was never on the villain's side to begin with, really, nor was he his disciple, but was faking it the entire time, instead just kind of observing to see how things go until someone can change the course of the future. The super computer reveal was kind of forced, I guess, but at least it explains why he's so rational and logical, and shows almost no emotions.The PC Cast? Well, Shulk is a like-able nerdy fellow; he's something different though not entirely original. I just prefer having heroes who generally not either "ADVENTURE TIME!!!!" like, oh, a certain goggle wearing red head, or emo anti-social douches, and I like my heroes having personality and, you know, dialog. Shulk clearly has all that, and his negative qualities feel more like legitimate human flaws than anything else. The "Book Smart but questionable Street Smart" angle worked, and gave a nice foil to Reyn, who in some regards was the opposite. Reyn worked as the best friend, who wasn't a total idiot at least to basic common ideas, and even good at emotional support or simply making decisions based on moral thoughts. He was the one, after all, who said "Shulk, you need to tell us your visions" giving the most basic, and simple reasoning of "We can't help you on what we don't know!" Some funny interactions with Sharla, who is not afraid to say "Reyn, you're an idiot", and Riki, where it's basically "Hulk vs. Puffball."
The ending having all 3 of them together fishing and basically bouncing off one another was a great capstone on Reyn's interaction with both characters. Speaking of Sharla...probably character I have the lowest opinion of in the main cast? I mean, she has some good lines in battle ("This is proof that Brawns is better than Brains!" "Ok, I can't let THAT one slip, Reyn!"), and it's easy to sympathize with her stance but she didn't leave a strong impact. I guess she's kind of like Lulu in FF10, in that she's not a bad character, but leaves little impact. Speaking of which, another FF10 Parallel that's obvious is the next character, Dunban!
Dunban is basically Auron but friendlier and more open. I don't mean this as a put down to Auron at all, just a difference in personality. They're both the mentor figures of the main who were heroes in great events before, both are bad ass swordsmen, and heck, both even had a trinity of friends in the past! I was legitimately surprised when Dunban ended up surviving the attack on Colony 9, because "Badass Swordsmen with super legendary weapon, overleveled, does un-remove-able gear...yeah, this guy is going to be dead by this sequence, and Shulk is getting the Monado", and then when he joined, and had a whole skillset with normal equips, I was basically "Wait, the badass mentor dude is not only alive, but a PERMANENT PC!? I can get behind this!" It's nice having that supportive mentor figure who isn't perfect, to be the "Team Dad" and simply keep things in line. I found it also amusing that, of all people, when they were on the fallen Arm of the Mechonis, Dunban had a character introspection scene with Riki...
and it worked.
Speaking of Riki...and yes, I know Melia should come next but shut up, HEROPON MORE IMPORTANT! Riki is a really weird case of a character who SHOULD be played for laughs, but played straight for the most part despite his odd dialog, and it oddly doesn't seem intrusive. I guess because Xenoblade gave him just enough dialog to flesh out his character and keep him a regular plot character, but not too much to the point where he got annoying. He's actually funniest when paired with females in battles, such like Melia going "Here Riki Riki Riki. Can I pet your hair please!?" "For you, Melia, ANYTHING!" His attacks also show what kind of character he is. Speaking of attacks, Riki took me the longest to figure out how to use him, and when I thought he'd be a pain to control (generally speaking, I didn't like controlling Sharla or Reyn, because Healer and Tank tend to be better AI controlled), but then I figured out he's best when just stacking a whole bunch of Gradual Damage moves like Poison or Burn, and watching the damage pile up fast. Also...
Why does this guy:
Have more HP than this guy:
So...yeah, Melia...when you think of "NIntendo Princess", you probably think of the DiD duo in Peach and Zelda. Well, Melia says Bollocks to that and gets...put into a DiD situation early on, gets healed, then kicks ass with Ether, assassination attempt on her life, gets out, then kicks more ass. Yeah, don't know where I'm going with this. She just worked as being a dignified noble character to contrast the whole team of commoners, I guess, while not being an arrogant bitch about it. The one thing that felt off was the forced Love Triangle tossed in which went nowhere...I guess it was put there because we needed to give Melia an emotional reason to stick with Shulk over her own people? I dunno, felt like it was there for the sake of being there.
So...last character...must be spoken in SPOILER manner because...
it's Fiora, the character you think is dead for half the game then pops up all GUNDAMNED OUT but seemingly amnesia'd NO WAIT JUST POSSESSED BY A GODDESS, ok, she's back to normal, except now she's KOS-MOS. Uh, ok, random, but does make for a unique look, character mechanics, and easy explanation for how Fiora can keep up with the other 6 characters despite being MOSTLY DEAD for this entire time. I was worried that after her original appearance, she'd be all Tsundere-like, being all SHULK I LOVE YOU, but I'm also going to yell at you, combined with Reyn hating...then she dies, ok, nevermind. Then she is undied and is not like that. Frankly, this makes sense; she was put in a situation she never expected to see Shulk and Co. ever again, and having been reuinted with him, even in a manner that is less than ideal, she's going to look at all the positive sides of things, so being back with Reyn is going to be more a sense of familiarity than an "ugh, Reyn, shut up." Furthermore, she's good at looking at the bright side of things. Case in point, how she treats being in this new body. Rather than whine or be emo about, she simply says she prefers her old body but can acknowledge the benefits of the new one, and willing to accept it just because it means she has a second chance at life. It is, again, a nice breath of fresh air to see someone acting rationally and not getting all emotional over every little thing.I'll give Monolith Soft one thing about that character in terms of design: They made a Robotic Female who was not entirely fanservicey for once. I say "entirely' because some armor options she has are a bit revealing, but don't worry, nothing on the level of BOOB CANNONS, at least in any obvious one (I think the medallion on the chest opens for her big ultimate attack, but you really can't see stuff with all the laser's flying around.)
Also, generally speaking the character interaction is top notch. The existence of Heart to Hearts, while a pain to unlock sometimes because Affinities take a while to build up, just add extra scenes between characters which is also a bonus, and characters having unique battle dialog based on party members is nice. Again, most obvious when you have Riki paired with 2 females, and he's talking about being the HEROPON PROTECTING THE LADY HOMS! and the two girls are all "My hero~" *fake swoon* after a fight ends.
Villains...meh, they worked, I'll just say that. This is getting too long as is.
So...yeah, I think I've raved about this enough. Don't have much else to say...or maybe I do and don't feel like it...or maybe I just don't know how to put it into logically sounding fitting words. Well, no, I'll say one last thing:
A very odd strength I feel the game has is it was on the Wii. As a result, it didn't have the graphical capabilities of the PS360, but rather, limitations that forced them to find ways to compensate around it. It reminds me a lot of PS2 RPGs, like FF10, where characters do have odd exaggerated actions, constant close ups on who is talking, and scenes are more exposition than action based. Strange as this sounds, this worked to the game's benefit, as the graphics are still just good enough to get all the important things across and make action related cutscenes look cool, but at the same time, never gets bogged down with feeling it needs to force action or special effects to that HD LEVEL!!! I dunno, but it did remind me of how many PS2 RPGs looked like this, and in a good way. I do wonder if it goes back to what Kitase said about FF6 recently, where one of the game's strengths was the fact that the Dev Team had to work under restrictions relative to what exists now, so you couldn't take this mindset of "Put everything in!" that many modern games fall into, as to some degree, feels like XBC was working in a similar vain, albeit, Wii has far less restrictions than the SNES, so maybe not <_<
So screw it, I will just say this:
9/10 game, maybe 9.5/10. The game's flaws are minor and I can overlook it, and otherwise a really damned good game. It's long, but honestly, that just gave a sense of wonder I haven't had in a jRPG for a while, and it's well paced as a lot of the time spent is stuff you're doing, not what the game is forcing you to do. Took me nearly 80 hours to beat, but don't really have a complaint about the length. This is not something easy to say, all things considered.