If you have a Switch, and haven't played this gem of an RPG from the Wii era... or maybe you have and want to re-experience it. Then this is something you should check out. This one features an all new epilogue about 12-20 hours in length.
While it's an old game now, I think it's aged very well. The last time I played through it was on Wii U a few years ago. I'm looking forward to jumping back into it with the enhancements. If I had one complaint, the new character models still leave something to be desired (as I find they fall behind Xenoblade Chronicles X in quality), but they're a BIG boost over the Wii and 3DS versions. And for the most part, the character models weren't a big deal in the original game, and shouldn't be here.
Anyway, the Xeno spiritual franchise (because it's ripped across 4 different series and 3 different companies) is probably my favourite as far as RPGs go. So, of course I am going to talk about this one =)
But here's some more information on the game with a video package and quotes from an interview from Xenogears/Xenosaga/Xenoblade creator Tetsuya Takahashi
Below are quotes from Tetusya Takahashi on the changes:
The game drops tonight at midnight Pacific time (4 am where I am, but I'm usually awake then).
While it's an old game now, I think it's aged very well. The last time I played through it was on Wii U a few years ago. I'm looking forward to jumping back into it with the enhancements. If I had one complaint, the new character models still leave something to be desired (as I find they fall behind Xenoblade Chronicles X in quality), but they're a BIG boost over the Wii and 3DS versions. And for the most part, the character models weren't a big deal in the original game, and shouldn't be here.
Anyway, the Xeno spiritual franchise (because it's ripped across 4 different series and 3 different companies) is probably my favourite as far as RPGs go. So, of course I am going to talk about this one =)
But here's some more information on the game with a video package and quotes from an interview from Xenogears/Xenosaga/Xenoblade creator Tetsuya Takahashi
Below are quotes from Tetusya Takahashi on the changes:
Regarding the content of the game, in our eyes, there was already a sufficient level of content, so from the beginning, we decided to focus on ease of play, clarity, and appearance.
First, if we look at playability, for example, if you have lost a number of times during a particular boss battle, or if you have died a certain number of times, the “Cannot Beat the Boss” pop-up is displayed and the strategy will be given via tutorial. When you return to gameplay, you will receive relief through effects such as completely filling the Party Gauge.
Next, for clarity, it’s mostly focused on the user interface. We thoroughly reviewed elements ranging from the item display and transitions and took every opportunity to make it clear what is displayed and how to manoeuvre.
In summary, this is a topic for Producer Yamada Nariwa and Director Inaba Michihiko, but generally, we wanted to clearly define what was good and what needed improvement. We meticulously planned all specifications for this project.
Graphics have been enhanced in a variety of ways:I think it’s very important not to alter game content such as the story and battles, and as such, remains unchanged from the original. That said, there were new mechanics added. Autosave, casual mode, quest and landmark stacked EXP bonuses, advanced level settings that allows players to level down at any time, time attack, event theatre, fashion equipment, and more.
UI enhancementsFinally, appearance. This is mostly focused on enhancing the character graphics, which was one of our regrets in the original game. Originally, one of the trade-offs we had to make because of hardware limitations was the crispness of character graphics. In Definitive Edition, while there are still restrictions such as production cost and time, we decided to break those past limits and upgrade.
In particular, weapons and equipment, enemies and map models, among other assets, were limited to texture updates and there were texture upgrades for shaders, the faces and hands of player and key characters, and new equipment and the Monado. We recreated cutscenes and facial animations for scripted scenes.
Although a line was drawn, staff showed their commitment to the project, and assets such as enemies and map models that had not initially been planned to be upgraded received upgrades here and there. Although these updates aren’t built from scratch, it would be nice if you could tell the difference.
Remastered and redone musicRegarding the UI, in addition to being easy to understand, there was an additional concept “UI for a seamless experience.” To this end, users would not be inhibited by the large amount of content being thrown at them. “Naviroute” shows you the way to the locations of quests. “Chance Arts” tells you the arts that meet special attack conditions with icons, to let players boost their battle experiences. We added these elements with the goal of “remastering the content to convey the charm of the original game,” including filters and favourite functions that allow players to choose and sort their equipment.
We prioritized the song list first, and then recorded the highest-ranked field and battle songs as live recordings using an orchestra. We had to take the budget into consideration as well, and upgraded the quality of other songs that couldn’t be recorded live through digital means. We have improved the sound quality by relaxing the data compression, in contrast to Xenoblade Chronicles 2. For event songs, if you change the tempo or scale of the song, a huge amount of work needs to be done to edit the original scene. The original version remains the same but “Engage the Enemy” is used as-is with virtually no new changes. As it is a very popular song, it became the main theme of the new production record.
Xenoblade is a game that doesn’t show its age, even when compared to work as recent as this year. How could such a game have been made ten years ago? I think it was a combination of the enthusiasm and determination of that time, when I felt we couldn’t be allowed to fail. I’m convinced that such a thought produced a work that doesn’t seem to age, even after these many years. I don’t want to leave an impression that we only succeeded because of past mistakes, but from the perspective of production, it was a great driving force. The sales have been stable, and the brand has been well-established. Of course, we’re in a position to build things on a solid foundation, which leads to pride and self-confidence, but at the risk of falling into false successes or arrogance. We believe that the power to change without fear comes from failure. Xenoblade reminds us of that drive, and we are happy to be able to meet here again, ten years later.
Xenoblade was the starting point of new growth for Monolith Soft. This work is the culmination of the staff’s determination and hope at the time and those same feelings of the staff today. It shows the future of Monolith Soft. We hope old fans will feel the effort of our staff while new players will get a sense of our future.
The game drops tonight at midnight Pacific time (4 am where I am, but I'm usually awake then).