The Other Worlds Shrine

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  • Xenoblade Chronicles X Definitive Edition (March 20, 2025)

  • Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
Because playing them is not enough, we have to bitch about them daily, too. We had a Gameplay forum, but it got replaced by GameFAQs.
 #173399  by Julius Seeker
 Tue Oct 29, 2024 11:16 am
And it's not a Konami or Square Enix game, so you know March 2025 doesn't mean circa 2030s. :)


This one was my favourite of the four Xenoblade games, and my favourite Xeno-game since Xenogears. A lot was cut from the original. I'm curious to see what's been put back in since these Definitive Editions tend to act as "Directors Cuts" of Monolithsoft games where cut features and content are added back in, and stuff they thought up later is put back in.
 #173401  by Julius Seeker
 Mon Nov 04, 2024 9:41 am
I’m hoping so.

I’m actually wondering if these shots are from a Switch 2 build given how much more detail the models have than XC2 and 3, and how much bigger the environments are for this game.

Probably a different artist/art decision, but I noticed they dropped the detail down for the character faces. Lips and textures look way more cartoonish/saturated. Not like XC2 bad, which was so saturated it looked like something between N64 and Cube. Takahashi has been searching for a new character art director who can get close to the style of Xenogears character art director Kunihiko Tanaka—someone Takahashi worked with since his Nihon Falcolm days back in the 1980s, through his entire career at Square in the 1990s, and on the foundational team of Monolithsoft. Kunihiko Tanaka retired after Xenoblade Chronicles X, after some minimal input into XC2 as a “guest artist”.

But, IMO, he was their best guy. I don’t know if he’s replaceable. He had that distinct visual style that I found was the best version of Xenosaga and Xenoblade - some people were put off by the “plasticky”/synthetic quality of XCX, but that was more of a console power issue, as that (IMO) is superior to the cartoonish quality of a lot of games from that era. I’m not against the cartoony style and find it fitting for Dragon Quest and Animal Crossing, but not so much for more serious RPGs. A synthetic look fits synthetic characters (Realians, Mims, and nano-machine lifeforms). And the plasticky/synthetic look was pretty big in the SNES through PS2 era (first games that used it were DKC and Killer Instinct), but a lot of younger gamers grew up with cell shading and such as the hot new style.

My guess is Monolithsoft is putting this on Switch as a bit of a demo for a new game in the open world style with online features. They’re adding some kind of online multiplayer feature to XCX DE - which they kinda did with the original; a very half-baked version where you got updated with the progress of others without really interacting much. Xenogears remade as an open world game would be the tits.
 #173404  by Oracle
 Mon Nov 11, 2024 9:34 pm
Also the reason I bought/have a Wii U.

It will be interesting to play this game again, actually knowing what is going on, while there is an online presence again. I did online a bit, but feel I missed out on it for the most part.

I really enjoyed this game. I spent a lot of hour playing it. Will see if it can keep my attention for another entire playthrough. God damn end-game Telethias...

Wonder if they will throw in some cross-XC2/XC3 content, since they weren't out yet when this one launched. Hope they flesh out the story if at all possible or add some new content, as the ending really made me want a XCX2.
 #173405  by Julius Seeker
 Wed Dec 04, 2024 5:56 pm
Just like the Wii U concept, the online in the Wii U version of XCX was a little half-baked.

I wonder if it’s going to become a full-on multiplayer experience like Dragon Quest 9, or at least for the later game mission content. Dragon Quest 9 is probably a bit further than they’d take it - I’m guessing they’ll limit it to specific missions and have limited travel areas. We’ll know soon enough.

There’s also a rumour that Switch 2 hits in March, perhaps the same day as XCX with that game being a launch title. Not sure how Switch 2 will be handled, but I’d like to see it more as new hardware, but continuing (rather than replacing) the Switch platform - expanding the ecosystem into the next generation.

But, either way, XCX remains my favourite of the Xeno games since Xenogears.
 #173412  by Julius Seeker
 Mon Jan 06, 2025 9:48 am
Too vague to say. But I’m glad that it’s been confirmed that they’re moving away from the XC1-3 style games.

Before I get into my rant, I think the game might be a lot closer than everyone thinks. Monolithsoft runs a dev strategy of exploring their concept long before their current project is complete. By the time XCX launched, XC2 and Breath of the Wild (co-developed by Monolithsoft) were already deep in development. So, if the next XC game came out within the first year of Switch 2, it wouldn’t surprise me one bit. Especially given XCX Remastered is a Switch 1 game, I expect their first Switch 2 game to be very early.


Now for the rant!


There are a few things I’d like in the next game, but I don’t know if that’s the direction:

1. A less convoluted battle system input, but output can be as complex as they like - Chrono Trigger, for example, offers a very simple battle system input, it’s move and select an attack - while the output could be as simple as a single enemy getting hit, air something a little more complex like a line or area attack of enemies getting hit, or it might be a combo that impacts all allies or all enemies - with a variety of possible elements or effects. But no matter how complex the outcome/output, the input is always simple. Xenoblade Chronicles 2 had the players doing a mini game for 2-3 minutes before the best attack could occur - why can’t that just be a meter and selection like the Limit breaks in FF7? Anyway, I think this is unlikely, because all the way back to Xenogears these guys have been putting in (at least what I feel are) unnecessary input mechanics - in Xenogears it was the combos, which look cool, but I think dynamic battle animations, without player determining what they’ll be, would be just as cool, and without the annoyance.

2. Open world - Xenogears was the standard linear RPG model with the illusion of open world. Xenosaga followed the trends of the time and moved to the blatantly linear. But Xenoblade Chronicles stabbed a new direction that hadn’t been done before, rather than doing the traditional RPG in 3D style world maps that Dragon Quest 8 and FF12 did, Monolithsoft moved toward a linear progression of smaller open world maps - definitely unexpected after Xenosaga and the current trends. Xenoblade Chronicles is of a map style seen in Witcher 3, and in fact, that’s the only other game I can think of (offhand) that does that (IMO, Witcher was much more polished, but Xenoblade came out about 4-5 years earlier). The open world of Xenoblade Chronicles X and Breath of the Wild are more or less an evolution of this - instead of splitting the maps, they have one big map, but the subsections of the open world are balanced similarly to the sub-maps of Xenoblade Chronicles… except ~8-10 times bigger (for XCX) because they added the gears/skells; the world map itself is 5 continents, each one as large or larger as the entirety of Xenoblade Chronicles combined — so the game is over 5X the size of XC in landmass, and then has vast oceans as well. XCX started the “if you can see it, you can go there” trend, which was adopted by Breath of the Wild and Tears of the Kingdom. I expect this will be in the next game, and it probably will be.

3. Tell an ambitious story! One that isn’t dumbed down for the lowest common denominator - Yes, some players complained about the complexity of Xenogears - but these people shouldn’t be listened to when most fans loved Xenogears because of its story - and it’s also the reason why Xenogears shines through video game history to this day as one of the best RPGs ever made. I don’t think the story was all that complex. Relative to other video games, yes, but not compared to science fiction or even fantasy books. And RPGs the length of Xenogears have dialogue text alone that’s longer than the entire text of novels - add in the visuals and actions, and Xenogears is far bigger and longer than most books - and an XC sequel will be about the same. So why dumb it down to the simplicity of a kids story? I want to see another proper Xenogears-calibre story.

A vast story doesn’t need to be linear either. Witcher 3 used a sort of traditional RPG progression through arcs on top of an open world game, it worked beautifully. XCX had a good idea with the story expanding with the evolution of the city of New LA, each new chapter was kind of the gate between those. Either way, I’d enjoy it. But I think what story Takahashi tells should be as ambitious as Xenogears… minimum.

4. Stop with the hand-holdy tutorials - this is simple. Breath of the Wild did it. Even XCX was light on tutorials (if players needed to figure stuff out, they could look it up). I love tutorial areas that don’t feel like tutorials (The Plateau, White Orchard), and that’s more or less how RPGs did it in the past. The tutorial BS crept in late in the SNES era, but it was very light “do this love this way to pass this spot” in FF6, and got heavier in FF7 and FF8 - in fact, FF8 is an example of how tutorials fuck less imaginative players up, because they assume “OK, this tells me what to do, and I’ll ignore everything else” and then later “the balance on this game is bullshit! But I didn’t quit because I found the game too hard… it was because I HATE YOU!” - these players, in my experience, totally missed the crafting system because the game didn’t tell them about it. They just draw-grinded all their magic, and ignored this vast stash of crafting items they accumulated. Now, if FF8 didn’t have those tutorials, and instead promotes creativity and exploration of the systems in the way a game like Minecraft or Dwarf Fortress did, I think more people would have found that system. Most gamers are not curious if they’re prompted to follow along a path. Just assholes like me who are constantly tinkering and trying to exploit the mechanics. Anyway, I found the tutorials in XC3 utterly obnoxious, and I don’t want to see that again.

Will these four things happen? Not holding my breath. Monolithsoft went down the opposite of these paths in quite extreme ways (story aside, their stories are still better than most, just less than what older fans might expect). I still love the games, though.


And, of course. Xenogears remake or reimagining on Mira. That would be ideal!