Reviews from

in the past


How does one of the greatest and most well thought games of it's time get THIS as a direct sequel? I don't consider myself overly critical of media, but this is one of only a few video games I downright despise. I feel the need to mention the few good things it does, however. Some of the worlds feel cool to explore such as Gormott and the lefterian archipelago, even if their status as smaller titans leaves them feeling disconnected instead of pieces of a larger whole like the first game. I also liked Morag and Zeke. That's basically it.
None of the initial characters are likable. Rex is an annoying character who feels like he comes from a crappy anime from a decade ago, with Pyra serving as generic Waifubait (guys she can cook and has giant boobs isn't that cool?) Nia's just kind of a bitch and not in an interesting 'there's more to her here' kind of way like Yukari in Persona 3 (there is more to her but it's not super interesting) and Dromarch who's just kinda there. Then there's Tora, a character who builds an underage looking girl it's implied several times he wants to fuck, and nobody pays any attention to this other than 'that's a bit weird.'
While the first game didn't have the best combat, it's dragged down in 2 dramatically by two things. 1: enemies having a shit load of health and 2: the blade system. Instead of getting new abilities with some crazy method like progressing through the damn game, enemies will drop core crystals that can spawn a new blade, which are like Stands from JoJo's if you removed literally anything cool about them. Most of the time you'll get absolutely useless blades, occasionally getting something decent (which will probably look like an anime girl catering to a weird-ass fetish) getting abilities that are actually good is almost completely RNG dependant, like a shitty free mobile game instead of something you paid 60 euro on. Every blade also has field skills, which are needed to access certain areas of the map. These take a long time to fill, as it individually cycles through every blade in your party that has the field skill needed, only speeding up after multiple failed attempts.
The story is also bland and predictable. I didn't enjoy many story beats revolving around the main 6 characters from the start (even if Zeke and Morag are actually good characters) The start of the game is also unbearable due to the sheer amount of tutorials, which are useless and you will skip, which leads to you skipping the 5% which are actually needed.
Overall, don't play this game. It isn't worth your time.

i couldnt just make one review on the game so i made a note file and wrote out a bunch.

Filler: The Game

This game has the worst sound design/mixing of any video game ever created.

I was genuinely surprised at any time this game got even slightly good because of how rare it happens.

Fuck you.

Fuck this game.

How the fuck is this the sequel to my favorite game ever made.

I hate every single character in this game.

I refuse to believe the same person that designed FUCKING PYRA designed the XC3 characters. Monolithsoft is lying to us.

The only way I got through this game was by turning on the cheats with the DLC and making the game dirt easy.

I hope we see Rex's grave in XC3 so I can piss on it.

At some point in my life I will throw a physical copy of XC2 into a pit of fire.

No other game has made me think "Who in the everloving fuck on this dev team thought this was an acceptable decision" more than this game.

This game should be studied on how not to design a video game.

I cried when the credits rolled because I was so happy it was finally over and I never had to play it ever again.

Field skills are actually worst mechanic in any video game ever. This isn't an exaggeration. How in the actual fuck did the developers of this game put this in and think it was fine. I hope the fuckhead that thought of field skills and the bitches that refused to speak up about how shit they are all get demoted to working on Mario+Sonic at the Olympic Games.

OK SO THERE'S THIS RANDOM OBJECT THAT'S BLOCKING YOUR PATH AND YOU NEED LEVEL 4 FUCKING COCKRIDING TO PROGRESS SO EITHER SIT IN A MENU AND BOND BLADES FOR 2 HOURS UNTIL YOU FIND ONE THAT HAS A COCKRIDING SKILL OR YOU CAN FIND A BLADE THAT ALREADY HAS COCKRIDING AND LEVEL IT UP WHICH'LL TAKE FUCKING YEARS BECAUSE THEY ARE TASKS LIKE Find 20 Mechanical Parts AND YOU HAVE TO GO DO OTHER USELESS SHIT UNTIL YOU CAN EVEN PROGRESS WITH THWE STORY

This game made me hate our world a little bit more.

How do you make a combat system that is worse in nearly every way from the original.

In half of the cutscenes the music is so loud you can barely hear the dialogue.

at least the ending was good

learning not to lose my mind when a game was "waifubaitey" or "anime" was the best decision I made in my entire fucking life

Xenoblade 2 is a flawed game, but one that i was able to push through and enjoy nonetheless. While i was playing the first half of the game, i almost considered giving it up, but i was told to push through because the game "got good" 30 hours in, and while i don't think that is exactly true, i did enjoy the game more towards the end. As for why i felt that way, ill start off by explaining the bad, and then why it becomes more tolerable as the game progresses.

Starting off, Xenoblade 2 has one of the most over complicated convoluted battle systems out of any JRPG i have ever played, and its accompanied by one of the worst tutorials in any game i have ever played. The tutorials consist of walls of text that somehow either tell you absolutely nothing important, or blatantly lies to you and gives you very poorly worded descriptions of how the games systems work, also you will still be getting tutorials 16 hours into the game, meaning you cant fully use the games combat system until that point, which sucks.

Regarding the combat systems, there are about 6 too many. every character in your party has their own skill tree, their own up-gradable arts that don't upgrade for levelling up for some reason, their own accessories, and their own consumable food slot. now imagine trying to balance all those when the game essentially tells you nothing important about them.

In terms of side quests, I've always found the side quests in the xenoblade games to be some of the most boring, tedious, and repetitive tasks in any game, but the difference between xenoblade 1's quests and 2's quests is 2 actually forces you to do some of them to progress, which is very very boring and feels like filler to the main game. The game also does a terrible job of explaining what to do for these quests. there are what feels like hundreds of in game items, and often the game will tell you "go get fifteen shartbeetles to save Blargo's birthday party" and then elaborate no further and give you no direction on what you need to find. Even when the game does tell you where to go, the in game compass is terrible and barely accounts for vertical movement, which is a problem when almost every map is extremely vertical in design (this is a problem with the main story too).

Now by far the biggest problem with Xenoblade 2 is the field skills. There is no positive aspect to these and no improvement as the game progresses. essentially, as part of the previously mentioned over complicated systems, there is something called the blade affinity chart that each weapon you use has. its basically a unique skill tree for each weapon, except part of the skill tree does absolutely nothing at all for the main purpose of the weapon; combat. Instead the game uses this part of the skill tree called "field skills" to randomly block your progression for no reason to force you to do boring side quests to up your blades affinity so you can go back to the obstacle that blocked your progression and tap a once to remove it. For example the game might present you with a boulder and tell you that your blade needs earth mastery 3 to remove it and continue with the main story. So what happens if you don't have earth mastery 3? You now need to go and grind for 5 hours with an earth weapon doing the most boring stuff imaginable to you can move past the completely pointless obstacle that blocked your way. Another problem with this is the way in which you unlock different weapons almost feels like a mobile gacha game system. So you may not even have a blade that can use earth mastery, which means spamming a loot crate like resource called core crystals and hoping that the game randomly gives you the correct blade that you literately need to progress the story. field skills are genuinely one of the worst aspects to any game i have ever played and they single handedly bring down this game so much its insane, and i have no idea why the developers ever thought they were a good idea.

Now here is why i think this game still was enjoyable and did get better the more i played. While its true that the combat system is way too convoluted and poorly explained, and there is no changing that, with enough google searches and random experimentation, it is possible to wrap your head around it. Once you do finally understand it, you can do some pretty crazy stuff. That is all I'm gonna say about that because if i even tried to explain it this review would be 50 pages long.

The story in this game is pretty boring for the first half or so, and the characters for the most part feel very unrealistic and one note. they never feel like real people when they are talking about their goals and aspirations. it sometimes feels like watching a really cheap anime or one meant for very young kids like beyblade or pokemon. The character writing never really does get better for most of the story aside from a few characters that are interesting that are introduced. What saves the game is that the actual concept of the story is super cool, and the world building is incredible, and near the end of the game you start to get way more cool world building moments and hints to the overall lore of the game than you do poorly written character moments.

That essentially wraps up my thoughts on this game, but i have a few final notes ill share here:

- The music for this game is absolutely amazing

- The connections to the first games story are super cool

- Field skills REALLY SUCK and never get better at all, like they are actually so bad its insane.

- The maps and environments are super cool to explore despite the terrible compass.

One final issue i feel it would be wrong not to mention is its particularly poor treatment of its female characters. The game is filled with little sexist stereotypes, and in typical crappy anime fashion, thinks jokes bordering on SA are very funny and plays it off in the worst way possible. Thankfully jokes like that are few and far between in the game and i was able not to look past them, but to enjoy the game despite them, but it would be understandable if not everyone could. this game also has some pretty bad cases of bikini armour, while the male characters are all allowed to wear actual armour. all this is particularly surprising considering how unlike the first game it is.

This game is far from perfect and frustratingly bad in some ways. it feels almost as if a conscious choice was made that they had to keep the game from getting too good. But the game does have its moments, and honestly i might even play it again some day.


This review contains spoilers

You should probably consult the internet a bit as you start your playthrough of Xenoblade 2, and sadly that means you might have a few things accidentally spoiled. I hope that doesn’t turn you off from giving this game a try if you’re interested. If you want a quick summary, yeah I think it’s worth playing but it’s got issues.

I think people are more likely to remember how something made them feel than what was actually said or done, and Xenoblade 2 really wants you to feel a whole cheese board of emotions. It’s too bad then, that a lot of people play this game and walk away feeling all the wrong things. Interestingly though, it’s hard to find people who feel anything but strongly about this game. Xenoblade 2 does itself no favors here, it is such a bizarre hodgepodge of unrestricted ideas somehow made under the umbrella of a huge corporation, and the results were often mixed. It’s no wonder the result is so polarizing. I’m not exactly balanced in my assessment either. Xenoblade 2 made me feel all sorts of things. Some good, some bad, but I’m glad I gave it a shot.

Despite being well known for getting good 20 hours in, Xenoblade 2 wastes little time just throwing you into things. I was initially thankful for this brisk introduction. In it we immediately establish the main goal and the greater scope of the conflict. Although once I started having all these terms dropped on me like drivers, blades, Aegis, Mor Adain, Fonsett, Alrest, titan etc I quickly felt overwhelmed. Rex is familiar with all of this, but I’m not. My protagonist mercifully started asking more questions in chapter 2 but chapter 1 is a lot to take in.

Most refreshingly, our main villains are set in stone right from the word go. While others will join in later, Malos and Jin are locked in here and stay that way for the whole game, so your lead antagonists continue to receive a ton of attention rather than being discarded and replaced by someone far less interesting. Malos’ cocky, brutish attitude is typically suited for a secondary rival or early game antagonist. Instead, this guy is the carrot at the end of the stick for your whole playthrough, and he only gets better with time. It makes for a much more memorable villain whose personality could have easily fit for the hero of a different story if he wasn’t also a suicidal drama queen.

After chapter 1 is finished, the game really starts to lay it on thick with the tutorials. Much has been said about these blurbs of text. I am of the opinion that, while they eventually come together to form a pretty solid combat system, it spends a lot of time stumbling when getting you there. Not only are these tutorials sometimes lacking in information, there is not a means of reviewing them within the game itself. So you’d better fire up that search engine if it’s been a while since you last played. This is a pretty egregious oversight in a game that’s desperately trying to cram in mechanics and display them on screen. Stranger still, the game allows you to rewatch any of its cutscenes through a theater mode, but not its tutorials through any other menu. They also come with no visual guide, they’re just text popping up on screen and as soon as you press continue, they’re gone. Most damning of all, all these quality of life features were in Xenoblade 1.

In combat itself, you’ll be spending a lot of time flicking the control stick to cancel your auto-attack and build up arts, and eventually string together blade combos. Understandably, Rex’s main weapon is among the best in the game at quickly building these arts up. To the point that it will often overshadow any alternatives. I’d advise against gluing yourself to this weapon though. Weapon classes I had dismissed initially ended up being far more useful than I had given them credit for. Katanas, lances, and Brighid’s whips all immediately stuck out to me as fun to use, but Roc’s scythes, bit balls, and even Poppi’s various weapons can be great in their own right depending on the arts and animations they’re tied to. Even the hammer, which I later found out is considered to be the game’s worst weapon type, had its uses for me, being tied to a pretty dependable tank blade that helped me out during harder boss fights. You might not want to rely on flicking that control stick either, because timing your arts to the stronger auto-attacks will make things go much faster.

The auto-attack, arts, and specials form the trifecta of your combat options. At first I wasn’t sure why they chose not to implement anything like item usage or being able to more directly control other party members. I also didn’t like not being able to auto-attack while moving, which was possible in Xenoblade 1. I did however come around to Xenoblade 2’s way of doing things. With nine arts, twelve specials, and a branching tree of party member specials at your disposal, you certainly have quantity on your side over Xenoblade 1. You may not notice this at first, since the game does a pretty poor job of making you comfortable with how to play effectively. Xenoblade 1 gave me the ability to topple in the prologue, Xenoblade 2 gives it to me in chapter 3 alongside the ability to juggle three blades. Eventually you’ll find that the game allows you to play in a plethora of ways within the confines of setting up blade combos that lead into chain attacks, so player’s have many means of expressing themselves across a range of arts, animations, and passive abilities. With an understanding of secondary effects that specials provide, your decision making becomes even more complex. As an example, some provide passive damage after completion and some both deal damage and heal the party.

Don’t dismiss those descriptions, they’re actually important. Read the skill trees. Every blade has passive abilities and most specials have secondary effects. You should also be opening that affinity tree regularly, because these upgraded/new abilities don’t take effect until you see them on that page. You could go the entire game wondering why a blade is shit despite your frequent use of it and not know why. You would think that someone would be checking menus pretty frequently in an RPG, but Xenoblade 2 has so many of them that I have seen several people fail to remember important information like this. These special effects are so widespread that the game passively reminds me of Pokemon, and makes me wonder how a multiplayer feature could be implemented in Xenoblade.

Unfortunately, unless you know what you’re looking for, you could stumble through the entire game not really clicking with the combat. While there are a few challenging fights, they don’t push back against the player nearly enough to force them to reevaluate how they’re playing. So if you’re playing wrong, you may never realize it. You’ll just not have fun but not realize why. You’d be well within your rights to blame the game for this. The combat is legitimately good, but you’d be forgiven for thinking otherwise.

Boss fights are generally what’s going to keep you most engaged here. Of particular praise are the fights against multiple opponents whose abilities coordinate well with one another. The Malos and Jin fight in chapter 7 is an impressive display of the combat system’s strengths. After getting my ass kicked for what felt like hours, I managed to time an evasion skill consistently to dodge an unbelievably annoying blowdown effect that dealt massive damage on top of that.

During this first half is when you build up blade combos and attach elemental orbs and debuffs to bosses. These orbs will float around the boss, and can be destroyed during a chain attack to deal massive damage. You’ll also be fishing for driver combos but many bosses have high break resistance. Chain attacks themselves give you the ability to select from each party member’s list of blades to use special moves in sequence, with elemental attacks opposite to the orbs attached to the boss being more effective. Something I’ll definitely praise here is the status effects actually having an effect on the bosses, especially when they lock the big guy’s out of certain abilities. Dark elemental orbs are consistently the most helpful since they suppress a boss’ ability to call for help.

The second half of boss fights can hardly be considered a “half” at all. Bosses will usually enter an enraged state at some point. With it they will either break out a super powerful move or start spamming their most frustrating attacks. The game doesn’t seem to expect you to actually deal with these over just executing a chain attack and obliterating the last half of the boss’ HP. If you do end up dealing with a boss’ super move, then your best course of action is usually to just run off to the side and pick up your teammates if they fall. It’s not very intuitive and without a chain attack you’re probably just delaying the inevitable, but you do have a chance to recover. I’m unsure if my disappointment at a lack of a more definitive second phase is more a result of the game dangling something like it in front of me than its lack of existence outright. The boss is really just the first half of the HP bar, and getting them down to the second half without having the correct chain attack ready will be followed by the game informing you that you’ve failed its test. While a more robust moveset for bosses would have been appreciated, it is undeniably cathartic to decimate a health bar you had merely been chipping at until that point.

Xenoblade is more than its combat. Monolithsoft has also constructed a pretty expansive world once again. It’s impressive to see how much they’re willing to push Nintendo’s lackluster hardware to its limits. While I didn’t always feel incentivized to explore this world in depth, I still found its scope to be impressive. Xenoblade 1 offered a greater sense of progression through the Bionis, crawling up its body, onto the giant swords clashing, and finally onto the Mechonis. Xenoblade 2’s maps are more disparate by comparison. However, it trades that continuity in for crazier titan biology. There’s a lot of mind paid to how exactly traversable land would work on the titans. Gormott for example starts out very narrow since a large portion of the titan is made up of stoney giraffe neck. Or Uraya, where you spend a fair amount of time inside the titan, has natural lighting coming from a translucent exterior.

Helping a sense of discovery is a huge variety of fauna inhabiting each new area. It would not be a Xenoblade game if you didn’t run into an open area with triumphant music blaring just before the sudden interjection of an electric guitar introduces you to a level 90 monster who proceeds to one-shot your level 5 northerner bong and his friends or varying cup sizes.

Stunting some sense of exploration is the field skills. These are special abilities each blade has that enables certain means of traversal for gated areas. On top of these often making me just shrug off the idea of exploring if I had to do a bit of grinding to upgrade how adept some of the blades were, this system jarred with the gacha elements of unlocking blades. Common blades will have a random set of abilities, so I was left pretty indifferent to most of these field skill checks on the basis of it feeling a bit out of my hands. You also cannot switch equipped blades if you are climbing, which is fucking annoying.

The blades themselves are unlocked through a gacha system. You are constantly accumulating core crystals through salvaging or through murdering large sky lobsters. These crystals awaken blades (somewhat) randomly. Nondescript common blades have random weapons and passive abilities. Rare blades have these things set from the start. For those who don’t want to engage with this system much, you will have a safety net of three “pity blades” that you’re guaranteed to pull even if you have the absolute worst luck in the world. There are also a handful of blades you can obtain through sidequests and three additional ones you get through the main story, those being Wulfric, Aegeon, and Roc. The latter two are considered story-important blades but the poor guys don’t even get blade quests, whereas Wulfric does.

This system has been a point of contention for many players. Obviously they want to use the rare blades with unique designs, personalities, heart-to-hearts, and side quests. They wonder why they couldn’t just obtain all the blades through optional quests. Why make them sift through the garbage of common blades when the real content is with the rares? Well, commons can often overshadow rares in usefulness, particularly if you’re pulling them from rare or legendary core crystals. It’s much easier to fit commons into your game plan as the rares have stricter means of implementation. However, rares are always going to be easier for you to identify in the menu. Since their skills and passives are always the same, you won’t have trouble remembering what they do. While you can only have a limited number of blades on each driver, there’s probably going to be enough clutter for you to struggle remembering who’s your most useful common blade. A means of making this a little easier would be to eliminate the need for “organize by driver” in the menu, and color code common blades based on who awakened them. You can thankfully lock favorite blades, but even then, you might have quite a few favorites.

So the gacha system is a mixed bag. I never found myself wishing I had a particular rare blade, but I’d be lying if I said I didn’t favor rare blades due to information retention with them just being that much easier. There’s no feeling quite like being lucky though, and pulling an ultra rare blade brings a unique kind of excitement to the experience. It’s one of those aspects of the game that shows the developers must have been thinking about all the different ways a player can have fun in the first place, and decided to just stuff as many of them as possible into Xenoblade 2, perhaps at the expense of something else. While I don’t think the game greatly suffers mechanically from the gacha system, it can still overwhelm a player to the point of causing disinterest thanks to messier implementation and presentation.


The game should be teaching you how important its content and mechanics are rather than just telling you they exist. Stacks of items that can be exchanged for something good and you’ll never know. A grindy minigame required to improve Poppi can be mitigated by converting its prizes into core crystals. Did you know that? Did you know Adenine’s ability straight up doubles damage to enemies’ elemental weaknesses for ALL forms of damage? Did you know the “strength” stat doesn’t necessarily reflect damage, as drivers and blades have distinct strength from one another? Did you know that blades increase their strength stat when you fill out their affinity chart? Did you know Brighid does increased damage after evading attacks? Did you know every weapon has an optimal attack range that gives you a 15% damage boost? Did you know stat buffs that blades give to drivers persist when that blade is inactive? Did you know you can switch blades to other drivers with overdrive? Or that you can lock blades to make sure you don’t delete them? Did you know that some of those informant NPCs actually have useful things to share? Did you know that female party members focus on blade combos while male party members will focus on driver combos? This is why you’ll probably end up spoiling a bit of the game’s surprises when you go off to do a little digging for information. There’s so much information to go through that you will inevitably see some off-hand mention of important plot details you probably didn’t want to see. In my case I still enjoyed most of the plot, but it’s disappointing the game could not convey its information with enough organization for you to not bother with consulting the internet on it. There were times I genuinely had a blast taking down a tough enemy but that’s only because I took the time to check third party sources.


Alright I can’t be fucked to talk about just the mechanics anymore. A few pages of digression later, I’m going back to blogging about how I felt playing through chapter-by-chapter. The story is a huge part of this game, seeing more of it is the main incentive for progression, and it’s what most people talk about regarding the game years down the line. Although admittedly there’s more genuine gameplay discussion persisting than what I typically see for games like this. Nearly a fifth of the mandatory game is just the cutscenes. There’s 14 hours of this shit, brother. There’s still going to be gameplay stuff as you scroll but it’s more of a mix.

Like its predecessor, Xenoblade 2 opted to go for a UK localization. This lends itself well to the different regions you will be visiting, and allows each area to feel even more culturally distinct due to the high density of accents within the UK. Australians also join in on the fun here to voice the Urayans. It was very bold of the localization team to allow Australians into the recording booth with no regard for their own safety, so credit to them there. Indol is also populated by American accents (supposedly, they’re either slipping all over the place or Amalthus is going for some kind of Mid-Atlantic thing), and since this nation handles the distribution of blades, blades also have American accents. At least that’s what I think they were going for.

Sadly, I chose not to engage with the dub for most of my playthrough. It’s a real bummer, because I love Xenoblade 1’s dub, and the same dialectal charm was readable in the subtitles while I listened to the Japanese audio. Rewatching all of the cutscenes with the dub, I still feel I made the right decision by switching around the Chapter 3 mark. There are legitimately great performances in the English version, it’s true. Simon Thorp absolutely kills it as Vandham and Sean Barret’s choice to not make his voice a nasally scratch once Gramps shrinks down is welcome. While Mitsuki Saiga’s Morag/Meleph is one of the best pitched down female performances I’ve heard, you can still tell that it’s not her natural register, and I think I prefer Kirsty Mitchell’s choice to speak normally. Skye Bennett sometimes falls victim to what I can only think was not knowing the context of some of her lines, making delivery here and there sound off, but other times she sounds pleasantly natural in many of the game’s casual conversations. There’s a stellar, hammy performance from Bana, and while Malos can sound wooden in a few lines he really lets loose by the end.

But Al Weaver’s Rex is just too inconsistent for me to stick with. I am usually pretty forgiving of dubs, some might even call me an apologist, but this is often not an acceptable performance. I can work with sub and dub, but I know people who just prefer to ride with the dub no matter what. This performance, especially the opening chapters, is sometimes so bad that it will legitimately prevent me from recommending this game to people. I don’t know if the guy was worried about waking up the neighbors when raising his voice but he cannot scream to save his life. The first fight with Malos is accompanied by utterly unconvincing shouts that will immediately turn you off to your lead character. Worse still is the climax of chapter 3, where your alternative to Hiro Shimono’s anguished cries is a set of mild exclamations reminiscent of that time you came back from the store and realized you forgot milk or something idk. I don’t care if it’s the actor or director who was to blame, the result is sub par performance. So it was Japanese audio for me, which is fine given that most important cutscenes actually align their lip synching with the original dialogue. The most egregious example in the game might be when Rex says, “Thank you” in the Japanese version, literally the English phrase, “Thank you”, but the dub felt the need to change it to “I could get used to this!” with the grace of a square peg in a round hole.

Also suffering from weaker performances in the dub are most of the optional rare blades. I don’t really have anything else to say. They’re bad. What, you think I’m gonna pull a punch for fucking Theory and Praxis? No. I’m typing this paragraph after I’ve finished literally everything else.

Like I said previously, chapter 3 is where the combat opens up for you a lot more. You’ll meet Vandham who joins your party and tells you he’s not going to awaken any core crystals because he only needs Roc and he’s definitely not going to die. This chapter ends with what might be your first genuine roadblock in the game. Malos Metsu and Akhos Sheisty link up for a battle that begs you to do so damn prep work. Thankfully both hubs you visit in this timeframe have many items that’ll help you out. This is where I found my most preferred pouch item in the game that charged my specials faster and ensured those lazy bums in my party actually had their shit together when I needed a blade combo.

Chapter 3’s scripted but exciting ending is followed by the pure silliness of chapter 4. As much as I genuinely enjoyed some of the ridiculousness of this segment, this is where the map design began to wear on me. The factory is just miserable to walk around, and you’re stuck with just Rex and Nia as party members as frantic music blasts your brain. It’s almost worth it to see Bana and Muimui front flip down a slide into a giant robot though. Chapter 4 is often maligned for frequently dipping into farce territory, especially after the dramatic chapter 3. Much of its plot is focused squarely on the comedic nopon characters, which might make the whole thing feel like a waste of time. It did however manage to elicit a few laughs from me. Scenes like the obviously evil nopon masquerading as a friend, being shown in a flashback in a shitty disguise. Our heroes are oblivious to the incoming betrayal.

The end of the chapter sees us graced with Morag as a party member. You’ll have to die if you want her to be of any use though, deflating the triumphant tone of the scene. She comes in unequipped when the rest of your party is probably hopped up on pouch items. With Brighid and a mega lance equipped, she’s probably one of the most fun party members in the game, and she was typically the one I’d choose to play as if I wasn’t on Rex.

Fan la Norne arrives at the tail end here to save the day. Although her introduction feels incredibly convenient, and most everything about her falls under plot points you wish someone would ask a few more questions about, she does make sense here when you consider what Zeke’s original intention was when bothering you throughout the story so far.

Chapter 5 takes you to the Leftherian Archipelago, which might be my favorite location in the game. This is where it started really becoming clear that the world was not simply designed to be big for no reason. For those interested, they’ll find that the map is very deliberately designed with many eye catches that invite you to test whether or not you can make it to them. Usually, if you can see it, you can get there, so long as it isn’t obviously just a piece of the titan’s body. Heart-to-Hearts, sidequests, and novelty items hide away in all corners of the map. These are strewn about in every location. Character moments most players will never see. The randomness of what characters you’ll even have in your playthrough ensures that many players who take an interest in this content are going to have very different experiences. The archipelago is also pretty forgiving with its cloud sea, letting you swim around to your heart’s content.

You’ll run into Zeke for his last boss fight here. He actually managed to kick my ass a few times. Compounding this with the Patroka and Mikhail fight, this is the point when I started feeling the pressure to slap orbs on during the first half of boss fights, because the less I have to deal with enraged attack spamming, the better.

Next you’ll finally meet Amalthus, the much anticipated man who climbed a big tree. I assure you he is definitely not a villain. Really the game makes no secret of Amalthus being up to no good. Beneath Indol’s impressive architecture is a destitute city down below. It’s like San Fran with less public defecation and probably more anal sex. Indol also controls the distribution of blades, which implies some measure of war profiteering. Fan La Norne is notably the only blade in the game who doesn’t even remember her own name, and Pyra and Mythra quickly make note of her damaged core crystal. This is something about that situation that I really enjoyed. It’s never directly stated why Fan/Haze is impaired so, but it’s obvious in retrospect. Just in case that subtlety was too much for you though, the game just hits you in the face with Amalthus and Malos being seen as interchangeable in a vision by Rex.

Oh and then Fan dies. That was a bit short lived. However that did take us to the Judicium Titan, a pretty substantial addition to the location lineup that you barely spend any mandatory time in. The place is up its ass with high level monsters but if you’re willing to scrounge around you’ll probably find some pretty great stuff. Just another interesting part of the developers’ thought process in willingly stuffing in content many players will never see.

In Chapter 6, Nia is revealed to be a huge asshole who let Vandham die, and Rex is further confirmed to be an idiot who would be getting everyone around him killed if he wasn’t continually bailed out by others. The chickens have truly come home to roost. Jin’s nihilism is put into words succinctly here. Rex is looking for answers, but Jin assures him there are none. Now, Rex has watched a couple of Jordan B. Peterson videos, but he’s just not well versed enough to lecture Jin on his unwashed penis. Between all that, you’re treated to Tantal, a kingdom with a nice amount of verticality that’s surprisingly easy to navigate given that it’s nothing but snow and blizzards. The capitol city’s accompanying music happens to be performed by an Irish choir. So even though the UK-based localization team likely tried their hardest to keep the Irish away from this game, the Japanese composer opened the backdoor for them anyway.

You’re gonna get a nice preview of Aegis-free gameplay here, and unsurprisingly it can be a rough transition when they’ve likely formed the backbone of your party setup, and Rex looks like a nonce holding big meaty scythes. You’re also hit with a pretty tough fight against Torna here, so either accept that you’re targeting Mikhail or equip some anti-taunt items to crush Patroka and her weather machine.

Chapter 7 has you needing to rely on a team entirely sans Aegis. Morag remained my preference here but Rex can still be a big help when it comes to driver combos since he has Roc’s smash art. The cave here was my first time realizing I was definitely obstructed by a field skill check, and where my aforementioned problems with them fully solidified even in this pretty minor context.

Nia and Zeke both receive a healthy amount of development in this segment. While Nia is the main focus here, I think it’s Zeke whom I appreciated more in retrospect. Such an initially goofy character ending up so closely tied to, almost grounding, one of the lead villains, could easily fall apart tonally but the transition happens so smoothly that you barely notice. Pandoria had been a nonentity up to this point, but enough of a foundation was there that her relationship with Zeke became all the sweeter. It’s also a nice way to further explore another facet of Jin’s fate. Amalthus is responsible for Jin’s current predicament, the latter having turned into a suicidal, genocidal monster carrying a piece of his lost love with him as an eternal reminder of his terrible lot in life. Meanwhile Zeke is also a product of Amalthus’ actions, and basically got to see the man at his absolute best, with Zeke proceeding to pay that kindness forward for the rest of his life, carrying a piece of his loved one as a reminder of how fortunate he is.

Nia is thankfully spared the need for her backstory to do all the heavy lifting for her big reveal. The game had done its due diligence to hint at her true nature and more or less revealed it in the previous chapter when she saved Niall. Now all that was needed was clarification. The truth was right in front of the player the whole time. Every member of Torna was a blade, Nia was part of Torna at the start of the game. Pretty simple. Dromarch is the character I feel got most shortchanged by the story, with the least amount of focus within the main cast, but this backstory provides such a strong thread for why he’d dote on Nia the way he does, being pretty much all she had and the only reminder of her surrogate family. I ended up way more endeared to this tertiary character than I had any right to be.

So Nia comes out of the blade closet, proudly displaying her smoothed-minge, and loudly declares “trans rights” before owning the robed chuds. After her confession of love to Rex, he sadly reveals to her that he is super straight. Addam is proud that his child has typed "Amen" rather than ignoring fast, and grants Rex the rank of Nitro Dubs. It’s a legitimately nice scene for Rex though. He’s a character who’s lacked some agency up until this point, and while his purpose is still kept very general, going from “Not wanting to die” as a goal to “Inspiring others to live” is a marked step up for him.

This theme is pushed further in the subsequent Malos and Jin fights. Jesus Christ, use a Wind orb as soon as possible and spam evasion with Morag because otherwise you’re gonna have a bad time. That aside though, Rex’s existentialism is now on full blast here. Like Jin and Malos, Pyra and Mythra were curious enough about their existence to want answers from God, but ultimately they just wanted death. None of these people asked to be born, and definitely not as weapons of mass destruction, or in Pyra’s case a proxy for that weapon. Pyra was never sure that Elysium would give Rex a solution, but she was pretty sure she could kys herself after her dad gave her validation that she never should’ve existed. All of these people want to know why the world is so horrible, hoping that the answer will be “no reason lol” so they can embrace oblivion. Rex is now trying to find out why the world is so incredible. He sees now that just not wanting himself or others to die wasn’t enough, it put him completely at odds with Pyra and Mythra, who wanted nothing more than to do a sick flip off the Golden Gate Bridge. He accepts responsibility for life and asks them to join him in the struggle to find meaning, with the ultimate goal of spreading that meaning to others.

I had wrestled with whether or not I was going to end up disliking Rex. His predecessor, Shulk, is pretty widely praised. A fair amount of people claim Shulk as their absolute favorite protagonist of any game ever, and I can see why. Rex by comparison seems like the exact opposite of Shulk. Shulk is mature, laser focused, analytical to a fault, deeply considerate of all his actions and responsibilities, seemingly quick to anger but deeply empathetic, and pretty pessimistic about damn near everything without being histrionic about it. Rex is immature, perhaps even petulant, lacking any clear direction, impulsive, seemingly very friendly but pretty cavalier with other’s feelings when it counts, which feeds into how he’s saccharine in his optimism to the point of not understanding why someone would see things differently.

By this point though, Rex had won me over. I still don’t think he’s quite as good as Shulk, but Rex makes a strong case for himself. Rex is just a kid, his only precocious trait is having a day job. He acts exactly how you’d expect a kid to act. He’s not a chosen vessel of God destined for greatness the way Shulk is, Rex is here entirely by coincidence and is just trying to get by. There’s a vulnerability to him that doesn’t always make him likable, but him clearly not being an ideal choice to be the lead of this story is exactly why I appreciated the willingness to take a chance on such a departure from previous outings. I can’t quite remember when the line drops, but I’d say his best one is, “You’re the one who won’t change, that’s why you hate others who try to”.

Chapter 8, 9, and 10 are quite a bit shorter, but there’s still plenty of time dedicated to important character moments. The first part of chapter 8 is begging you to use Pneuma as much as humanly possible. Contrasting with other instances of coming to grips with gameplay mechanics, this is actually pretty organic. Yes you had a mandatory victory tutorial fight before this, but the actual enemies here encourage you to not let this new power sit idle until a boss fight hits. If you just wait to use Pneuma, you’ll be swarmed by enemies that do serious damage, and Jin won’t be able to compensate despite being overpowered himself. I never felt a mechanic in the game slide into play as easily as this one. There was nothing like this for canceling attacks, driver combos, blade combos, chain attacks, weapon switching, pouch items, or understanding the nuances of secondary effects. So I actually enjoyed this learning experience a lot.

Rex also gains the ability to make use of everyone’s blade here, so you probably won’t see a reason to play as someone else for the rest of the game. I still had a pretty good time when I switched to Zeke for most of Chapter 9 though.

Your trek up the World Tree takes an appropriately long amount of time. The environment is far more uniform and claustrophobic, but I think that actually works pretty well for conveying just how high this thing can get. You go from the land beneath the clouds all the way to outer space. It’s a grueling process. The end has to be around the corner. The whole outside world is coming apart, but you have to press on. You’re almost there. You’re probably at this for over an hour. Running up this same environment.

Pit stops along the way vary in quality here. The pacing of this section is a little off-putting. You’ll find that pretty long cutscenes are spaced just a few feet apart. Which begs the question of why they were even separated. This red light green light serves to make your run up the tree all the more painful, and not in the way I was previously willing to praise. I am willing to praise some of the backstory we get on Amalthus, even if I feel it’s coming a bit late, but where and when all this is dropped on you is not to my liking.

Fairing even worse is Torna. Mikhail’s backstory is up first, with a quick explanation as to why he’s been able to resist Fan La Norne’s blade nullification abilities. He’s a blade eater like Zeke and Amalthus. He’s also about 500 years old and traveled with Jin and Addam’s original group. Then he dies. This is way too much at once. Yes I know he appears as a child in an earlier scene. Yes it’s reasonable to assume Amalthus has been conducting these experiments for a long time in preparation for performing them on himself. Even still we have to have Amalthus point blank describe Mikhail as a refugee from the Aegis War when there were no prior indications within the mandatory story that this is important information. Then you have to stack Mikhail's change of heart on top of that. Again there’s enough information here for me to feel like this is something that can logically happen, but this character has not earned this sendoff. The story has not reflected on the details leading up to these big reveals.

Akhos and Patroka get it even worse. Shoehorned in flashbacks just before their deaths that shed very little light on them other than having a relationship of any kind prior to meeting Jin. They both die unceremoniously. I can say that I liked Torna as a villain group that seemed to be genuine friends with one another, particularly with how they humanize Malos when he speaks endearingly to them. However, you could not make me feel sympathy for Patroka and definitely not for Akhos. They may not be as bad as Malos but it goes to show just how far charisma can take you.

With the detours over. You finally finish your arduous journey to the top of World Tree, and it hits like a truck. You know it’s going to be bad. You know Amalthus found nothing when he made it to the top. It’s still painful to see the characters slapped with this reality.

Both Malos McMetsu von Logos and Rex get their time to speak with God. Rex’s dream sequence was another example of the character sticking out to me in ways that I appreciate and am vexed by. His fleeing from his phantom friends and weeping in front of his harem might be seen as immature, but it’s legitimately pretty sad to see that, here at the end of the world, the greatest fear at the forefront of his mind is that he let everyone down. That after endeavoring to inspire others, he caused them to fall further into despair.

Interestingly, there’s no real right or wrong reaction for Rex to have in these visions. The Architect is just seeing what kinds of people have walked in here with his daughter. What proceeds is a pretty lengthy scene tying this game into Xenoblade 1. As someone who played that game, it’s difficult to judge this scene in the vacuum of the mostly standalone Xenoblade 2. Is this extensive explanation of the world’s backstory, with an insane sci-fi backdrop from millions of years ago, necessary in making sense of God being a depressed shut-in? It felt like my time investment was greatly rewarded as a fan of both games, but I’m not sure how a fan who only played 2 would feel.

Regardless, the conversation ends with Rex restoring some of the Architect’s faith in humanity. The game is surprisingly not that judgmental in its messaging. You would expect something as simple as bad guy nihilism vs good guy existentialism to be up its ass with platitudes, but it doesn’t spend that much time pontificating over it. Whether Rex has successfully found his own meaning in life or properly serves the Architect's original vision of a higher good and a better world isn’t really a debate here. I can’t say how intentional it is on a writer’s part, but I like how there’s both a religious and secular angle to look at it.

Outside of these cutscenes chapter 10 is pretty brief. You have a hallway of enemies that drop very powerful chips to beef up any blades you have lagging behind. At this point though, I had QT Pi so I could obliterate pretty much anything. The final boss has a notable frustration to it if you’re expecting someone other than yourself to heal. Malos will drift far away to wind up stronger attacks, and when an enemy dips out of range, your party members won’t perform specials. This includes specials that only heal the party. It’s a very odd bit of programming for the AI.

Slapping dark orbs continues to be the best plan of action for boss fights that summon support. I wish there was a bit more going on in the micromanagement of this fight. It might even be preferable to ignore the summoned enemies and just smack the artifice until it dies. As a test of your understanding of the game’s mechanics, Chapter 7 and Chapter 9 did a far better job. Not that the final boss is a total chump, I just didn’t find the strategies needed to take him on nearly as interesting. It did force me to use a shield hammer though, which is kind of impressive. Down to the very end I was reassessing my party lineup and trying to find new ways to get mileage out of the blades I had accrued.

With the ending upon us, we bid goodbye to Malos. After having lost all his friends and becoming honest with himself, showing some remorse for the path his life took, he receives the tearful, sympathetic goodbye we wish we could have given fucking Pol Pot. Following that we say “goodbye” to Pneuma. The scene where Rex pleads with Poppi to just go grab Pneuma for him leading to the little robot starting to cry was strangely raw in a way I admired. Making a kid feel terrible for doing what they promised to do, and not really understanding why the hell the kid won’t do what you want them to do instead. There are a lot of people who have been on both ends of this situation, but without the rocket boots or the exploding space station. Of course Rex doesn’t ask Roc to go save Pneuma instead, but I guess he’s already accepted that he shouldn’t bother to try by the time that might be up for consideration.

The logistics of the final scene have no explanation. Why are Pyra and Mythra alive? How’d they get off the station? Why are they separate blades now? There’s not much to draw from that helps you rationalize it. There’s nothing notable that’s preventing you from accepting it. Klaus did it. It’s magic. They’re the most powerful thing in existence. Fuck you the writers wanted a happy ending. It’s a tough call to make. Maybe something more ambiguous or bittersweet would be more memorable or poignant, but your players have invested a lot of time into this game. We’re talking 70 hours here, not 10-15. It’s more than just a canvas for a creative’s artistic vision, it’s the player’s outlet for fun and relaxation. Will they feel cheated if their favorite characters aren’t clearly alive and happy by the end? Is this ending tonally appropriate? Have we given Rex too much at this point and is there any way to go back and take something away?

I think it ties into people remembering how something made them feel much clearer than what was actually experienced. Maybe, objectively, the writing would be more sensible if Pneuma stayed on that station. But I think Takahashi and his team really had to consider what emotions Xenoblade 2 was supposed to make the player experience. Looking back, it seems like a lot of people see this as a comfort game. It’s a lengthy adventure with a lot of time spent getting to know its characters and seeing them become friends. There’s another angle to the game though, and it’s stated outright. Living life means taking the good with the bad. Have you just given the player the good with the good here? Has the game betrayed its theme? I really don’t envy the person who had to make this call. At the end of the day, the whys and hows don’t seem to outweigh the feeling this ending gives people, so I don’t resent it for going in this direction. Shit, I’ve been staring at this finished review for days wondering if I should go with the more memorable 3.5/5 or the comforting 4/5.

So what did Xenoblade 2 make me feel? Well there was some frustration and boredom in there, but also a lot of appreciation. I’m glad a game like this exists. Games where the developers are just told to play to their strengths and express themselves like a tapestry of finger paintings. A heavily story driven experience with tons of cutscenes, but also bursting at the seams with gameplay mechanics and a desire for players to express themselves in turn through the game’s combat and exploration. This is a video game on overdrive that somehow has little regard for what the market says should be successful yet painstakingly tries to ensure everyone who plays it finds something they will like. It’s a big, beautiful mess, and while I didn’t always love it, I want more like it.

idk my friend Frank doesn't think a 7/10 is good because C's get you beaten by a pot lid so here's an 8

A game about finding your place in the world. Many characters in this struggle with the reason they exist and seeing them develop over the course of the game and finding their reasons is very beautiful. One character in particular I feel I relate to a lot and seeing them go from hating themself to loving themself is most definitely one of my favorite video game moments ever. I feel this game has definitely changed my life in ways no other game really has. It's not a perfect game but any problems it has gets vastly overshadowed by the feelings it's made me have.

The most fun I've ever had with a JRPG, something I previously attributed to the original Xenoblade Chronicles. The sequel absolutely blows it out of the water gameplay and content wise. This game is packed with content (and it's all GOOD content) and the combat is the best in the franchise. I spent nearly 100 hours playing through the main story doing tons of sidequests and progressing my blade affinity charts. It's fun and rewarding to do sidequests while experimenting with different blade and character setups.

As far as writing goes I don't feel that it's the main selling point of the game, but it's something fans of the overall Xeno lore must experience. The pacing can get a bit awkward, some of the characters don't hit like they should but for any missteps there are a ton of positives to make up for them. The story is very ambitious and has a lot of great moments, the ending stretch is phenomenal. A lot of the stuff here feels out of the realm of possibility that the series established and a little more in tune with something like Xenosaga. Zeke and Jin are my favorite xenoblade character and antagonist, respectively. The party in general has a really cool dynamic in this game and they all have important roles to some degree.

Overall while your mileage may vary with the story and characters it's far from the worst ever in that regard. The gameplay is so good that I'm taken aback by how many people played a game this long, with combat that is apparently daunting for a lot of people, and still claim it's terrible with a straight face.

Despite being my favorite game of all time, Xenoblade Chronicles 2 is not a perfect video game. I could spend a long time going over all the game’s glaring flaws and little things that could be improved. Or I could boot up the game and play it for 5 minutes and remember none of that actually matters.

First and foremost, Xenoblade 2 is an absolutely beautiful video game. Every location is absolutely stunning, sporting a distinct visual identity that’s always pleasing to look at. Gormott is a vast, sprawling plain with the endlessly cozy village of Torigoth tucked away in its corner. Uraya’s cool color palette across its vast swampland and beautiful Saffronia trees perfectly complements the comfort of Garfont Village and elegance of Fonsa Myma. Tantal’s harsh, snow-covered wasteland filled with ancient architecture builds a brutal backdrop for a desperate village struggling to survive. On top of that, Monolith took great care to make these places feel real. Every town is fully populated and every inch of wilderness teeming with wildlife.

It’s not just the locations that look good, either; every element of the game, from effects to menus, is perfectly stylized to fit the pseudo-sci-fi/fantasy world. Character design’s great too, with the game boasting a set of distinct cultures across the different titans in styles of dress and some absolute banger designs for the blades done by a variety of artists. Yes, I know it’s tempting to post a picture of Rex on Twitter with no context and say, “look at this idiot” or to post a picture of Pyra with no context and say, “dumb fanservice game”. But that’s ignoring the work that went into making a lot of creative, awesome-looking characters (and the fact you can easily get used to how Rex and Pyra look within an hour of playing the actual game).

Speaking of awesome, creative things, let’s talk about this game’s soundtrack. Every piece is an absolute banger and fits perfectly within its place in the game. The title screen immediately hooks players in, perfectly sets up the game’s sense of quiet contemplation, and later serves as a background piece in some of its most emotional moments. Each level theme perfectly captures the feel of the area it plays in, from the bustling trade hub of Argentum to the vast wonder of Gormott to the serene beauty of Uraya. The standard battle theme is on the same level as most games’ final boss themes, and every other one brilliantly accents its fight: the savagery of “Deathmatch with Torna”, the over-the-top showmanship of “Bringer of Chaos: Ultimate”, and “One who Gets in Our Way” seamlessly transitioning from the terror of getting spotted by Rotbart to the euphoria of felling a fearsome foe. Even the cutscene music is outstanding. “Counterattack” and “Over the Sinful Entreaty” are outstanding background tracks to some of the game’s coolest moments, “Past from Far Distance” is almost as haunting as the scenes it plays over, and songs like “Friendship”, “Walking with You”, and “Tomorrow with You” perfectly encapsulate the tenderness of Xenoblade 2’s best scenes. I can barely listen to the credits theme without tearing up.

On the topic of audio, the game’s English dub is often a point of contention. I get it, especially coming off of Xenoblade 1. Certain deliveries can feel a bit awkward, and you can get the sense that lines were recorded out of context. That said, I don’t think it’s bad, besides a couple things like Rex’s screams and Obrona’s voice. In fact, there are some great deliveries here, with characters like Zeke and Malos having especially entertaining voices behind them. I also love how the characters from different countries, as well as the blades, all have distinct accents. It’s a cool bit of texture that further develops the different cultures of Alrest, plus a lot of them just sound nice (I could listen to Morag and Nia talk all day).

All this style would mean nothing if the game didn’t have substance to back it up, and I am happy to report this game has substance in spades. Those beautiful locations are all fully realized semi-open worlds, with most of their landscapes being traversable. On top of the massive open spaces, every area is intricately designed with tons of memorable locales hidden away for players willing to explore. And these areas aren’t just big; they’re loaded with content. Every inch of every level has something interesting: a sidequest, a treasure trove, a landmark or secret area, a heart-to-heart, a unique monster, or even just a strong enemy. The size of the worlds is also perfectly tuned, making them big enough to feel impressive but small enough to be traversable. And the challenges each area introduces with side content, blade quests, and higher-level enemies means you can keep coming back to these places for the entire game. The towns are equally impressive, with a variety of buildings, shops, NPCs, hidden areas, and tons of dialogue serving up tons of content both from a story and gameplay standpoint.

Also, the Field Skills aren’t that bad. Sure, switching blades around to get the right skills in your party is annoying, but that’s it. It’s an annoyance, and nothing more. Nearly every skill check in the main story (and like, 80% of checks in side quests) can be cleared with guaranteed blades, and the process to unlock individual skills is very quick, requiring a few battles at most. Hell, the only time you need to pull blades for the main story is to clear the spider web in Chapter 7 (and even then, getting 1-2 common fire blades is trivial). It’s a minor bump in the road that doesn’t take away from the fantastic exploration. In fact, the focus on world design and exploration alone makes Xenoblade 2 an incredible video game.

But it’s not content to be incredible. It has to be the best there is, and “the best there is” is the best description I could possibly give for Xenoblade 2’s combat. Yes, it takes a while to get the full extent of it, but once you do, there’s nothing else like it. It takes the rhythm of a turn-based RPG and seamlessly transitions it into real time, making the player keep track of positioning, healing, enemy aggro, and Art usage. And on top of that, it introduces some truly phenomenal mechanics that elevate it above the other games in its series.

On paper, 2’s combat may look like a downgrade from the previous installments: you can’t Auto-Attack while moving, your Arts charge based on Auto-Attacks instead of cooldowns, and you only have 3 Arts per character. But look a little deeper and you’ll see how much it really adds. If you start moving and then stop, it resets the Auto-Attack timer, enabling the very useful and probably unintentional technique of “stutter-stepping”: continually move slightly to repeatedly perform your first Auto-Attack, speeding up combat even in the game’s early stages. Even beyond this, I enjoy the decision-making it presents: Do you stand still to deal more damage and charge your Arts or do you try to pick up items, grab HP Potions, and revive fallen party members? Speaking of Arts, the detail about only having 3 Arts is a straight-up lie. Each character can equip up to 3 Blades, which each have 3 Arts, 4 Specials, and their own unique abilities. This change in format gives the player plenty of freedom in deciding their loadouts, forces them to manage Blade cooldowns on top of other combat mechanics, and lets the game map arts and specials to the 4 main buttons, reducing the amount of necessary menuing in combat.

On the topic of Arts and Specials, I think it’s about time I explain the meat of the combat. As previously stated, using Auto-Attacks lets you use Arts, which lets you use Specials. Using Specials lets you perform Blade Combos, which can set up Orbs that let you perform better Chain Attacks. And if you break enough Orbs in a Chain Attack, you deal insane damage with a Full Burst. This also grants you additional EXP if you kill an enemy, which all but eliminates the need for grinding when used properly. Speaking of Blade Combos, each Blade Combo deals increased damage and damage over time, even at lower levels. Ergo, even if you don’t finish a Combo, you can still deal good damage to the enemy.

Xenoblade 1’s Break/Topple system is also reworked into Driver Combos. In 1, the best strategy for harder fights was to break enemies and then continually topple them until they could no longer move, which could feel a bit stale. In Xenoblade 2, Break and Topple have much more limited durations, but Toppled enemies can be Launched and Launched enemies can be Smashed. Launched enemies take more damage than Toppled enemies, and Smashing an enemy deals massive damage and spawns items. All stages of a Driver Combo also spawn HP Potions, increase the DOT and uptime of Blade Combos, and interrupt enemy Arts. This creates a much more dynamic system where you can constantly perform small actions to gain the advantage over the enemy, but there’s also a degree of risk when your Breaks don’t hit and you have to retry. Performing a Blade Combo while the enemy is inflicted with a Driver Combo also performs a Fusion Combo, dealing even more damage. On top of all that, Blades’ affinity increases over the course of a battle and grants you buffs when it maxes out.

This turns every combat encounter into a satisfying series of loops, where every attack builds into the next. At the start of a fight, you’re at your weakest, only using Auto-Attacks and a few Arts. But as the battles progress, your options open up. You start using Specials and Blade Combos to deal damage. You perform Driver Combos to gain advantages over the enemy and maybe even get a few items. And when your Party Gauge fills up and you’ve applied a few Orbs, you can unleash a Chain Attack and deal massive damage. There are few feelings in gaming as satisfying as performing a Full Burst.

And all throughout, the Cancel Attack system enhances the very experience of fighting. In a similar vein to Mario RPG’s timed hits, Cancel Attacks give you an advantage in combat if you press a button just as an attack connects. Auto-Attacks, Arts, Specials, and even Blade Switches flow seamlessly into each other for extensive chains of high damage and powerful effects. And the sound design just adds on to the satisfaction. Every attack feels crunchy. The feedback for cancelling makes the combos you pull off exponentially smoother. The cinematic angles for Blade Combo Finishers, Level 4 Specials, Fusion Combos, and Chain Attacks help them hit that much harder.

The combat does take a while to get into. You don’t unlock all the mechanics until the end of chapter 3 and it takes a bit longer than that to get all the really cool stuff. Needing to unlock Arts Chaining and 3 Blade slots especially can be a pain in the ass. The tutorials don’t help, either; they’re way too vague for a system this complex and it sucks you can’t re-view them. Also, the game never tells you how good the Art Recharge items are, which makes the early game a lot slower than it needs to be for most players. But if you’re willing to push through those early hours, to really sink your teeth into the battle system and unlock its full potential, there’s nothing else like it. (I recommend this video if you want a good tutorial).

The combat system is fantastic on its own, but it’s backed up by equally amazing character customization. Like I said before, each Driver in the party (with 1 exception) can equip up to 3 Blades at once. Each Blade increases the Driver’s stats, as well as having their own weapon class and element. Element determines what Blade Combos a Blade can perform as well as dealing more damage if an enemy is weak to it. Weapon classes and the Drivers they’re attached to determine which Arts a Blade can use, with 3 out of a potential 4 being usable at any time. The more a driver uses a specific weapon, the more they can upgrade the Arts for that weapon, granting stronger effects and lower recharge times. In addition, each Driver has an Affinity Chart: a skill tree you gain points for as you defeat enemies and complete quests. These grant some pretty useful passive skills, including the aforementioned Arts Chain. All these systems combined with 5 Drivers that can fill a 3-Driver party and the wide variety of Blades already offer a ton of options and a steady sense of progression throughout the game.

But then the Accessories and Pouch Items shoot the scope of customization through the roof. All drivers can equip up to 2 accessories (3 in New Game Plus). These grant passive bonuses ranging from stat increases, to damage increases, to more specific uses like reducing enemy break resistance or preventing enemies from blocking your attacks. One Driver can’t use multiple accessories with the same effect, but otherwise you can do pretty much anything. Each Accessory can completely change how you play the game, assisting in a variety of strategies and synergies. Pure attack, tanking, evasion, crit healing, and even soloing enemies are all possible thanks to this system. Pouch Items are really cool too, essentially being passive buffs you can give to your Drivers for a certain amount of time. Eventually, you can even equip 2 at a time, offering additional customization and power. Like I said before, the Art Recharge ones are the best, but other effects like Special Recharge and Increased Party Gauge can also be useful.

On top of all of that, Blades have their own customization and progression systems. Core Chips grant steady increases to attack power while offering a choice between Block Rate, Critical Rate, and various secondary effects. Aux Cores grant additional effects that help you deal more damage, take less damage, avoid attacks, and do tons of other things. Even more impressively, each Blade has its own Affinity Chart. As you fight and complete side quests with a Blade, you increase their trust with their Driver. In addition to increasing their damage, this unlocks the nodes in their Affinity Charts. Filling in those nodes is a bit more complicated: each one has specific actions tied to them, ranging from using Specials to defeating enemies to completing side quests. I love this; it encourages players to constantly use all the different mechanics and keeps progression from feeling stale, since you’re doing different things to get stronger rather than grinding. The nodes themselves offer a few different things: Red Nodes improve Blades’ Specials, Yellow Nodes improve Passive Skills, and Green Nodes unlock Field Skills.

This gives Blades a ton of utility in different strategies, which is only compounded by the Accessories, Core Chips, and Aux Cores. You could go for pure damage with heavy hitters like Mythra or Herald. You could use tank-class blades like Brighid to evade attacks. You could build entire strategies around blade-specific mechanics, like Dagas’ Kaiser Zone or Adenine’s boost to elemental weakness damage. And this is before you get into Tora and Poppi, who not only can perform Driver Combos by themselves, but have a unique progression system that lets you fully customize the abilities of all 3 Poppi forms. It’s truly incredible.

Now, there is one part of this system that often falls under scrutiny, and I do understand it: The Core Crystal Gacha System. Basically, a good chunk of the game’s Rare Blades are locked behind random drops from specific items. It can be annoying when you want a specific Rare Blade but can’t pull them, or when you do get that Blade on a different Driver than you wanted. That said, I think a lot of the criticism is overblown, and a good chunk of it probably stems from people’s gut reactions to the words “Gacha System”. First off, there are no microtransactions involved. All resources are earned by playing the game normally. In reality, the Core Crystal system barely differs from most RPG drop systems, and people never throw fits on Twitter about those. In fact, the game is actually really generous with Rare Blades: a lot of really good ones can be earned through either the main story or through side content. Plus, Common Blades are better than you might think, offering good stats, good Specials and some really useful Passives like Orb Master. That’s ignoring how generous the base chance is for getting Rare Blades and how easy Legendary Core Crystals are to farm later on. Is it a perfect system? No, it can be a hassle to get the last couple Rare Blades in the endgame, the game’s a bit too stingy with Overdrive Protocols, and there are probably better ways to encourage switching up your team on replay. But it’s not nearly as bad as it’s often made out to be. At worst, it’s a small blot on an astounding canvas.

There’s a lot more to do in Xenoblade 2 than just exploring the world and fighting things. Sure, those are your main means of interaction with the game, but there’s some pretty neat context surrounding them. Xenoblade 2’s sidequests are great, both from a gameplay and story perspective. They grant a variety of tasks, which mainly involve collecting items, fighting enemies, and exploring certain locations. While that might sound a bit repetitive, the way these basic elements are combined keeps the quests from getting boring. In addition, they all have pretty neat stories tied to them, some even extending through multiple sidequests. The quest chain involving the organizations in Mor Ardain is the obvious highlight, but I also love the Nopon History quest chain, the one where you build a school, the quest in Gormott involving the missing soldiers, and anything involving the Garfont Mercs, just to name a few. Even the smaller quests do a great job fleshing out the world and giving character to the various NPCs. You learn a lot about the different nations of Alrest just from seeing how these people interact in their day-to-day lives.

Blade Quests are another great addition. Every optional Rare Blade has their own dedicated side story, complete with fully voiced cutscenes. These help elevate the Blades from just being numbers on a sheet to being fully defined characters, with certain ones like Dagas having really good arcs throughout their quests. And of course, the Xenosaga fan in me will always appreciate KOS-MOS getting story relevance, even if it is self-contained.

Not only are these quests intrinsically engaging, but they offer great rewards. You get additional EXP, money, and SP (for Drivers’ Affinity Charts) for each one you complete. Blade Quests even grant additional abilities for the Rare Blades. This constant stream of rewards creates this really satisfying gameplay loop of completing quests, getting stronger, and taking on tougher quests. If you’re worried about becoming overleveled after doing all the side quests, don’t worry; all EXP gained from quests is completely optional. Don’t get me wrong, there are some stinkers among the quests. Ursula’s Blade Quest and the Nopon Doubloon quest are pretty annoying, and the compass isn’t too helpful for certain navigational challenges. But the batting average is pretty damn high, and the side quests are overall one of my favorite parts of the game.

If that wasn’t enough for you, Xenoblade 2 offers additional side content to keep you busy. Completing side quests and buying items in an area increases that area’s Development, which lowers prices and opens up new items in the stores. Buying all the items in a store even lets you buy the store, which grants a passive buff during overworld gameplay. This a lot to the game mechanically and thematically, since you’re helping people around the world through your actions and have much greater incentive to interact with the different shops. I also really like Salvaging as a way to integrate Rex’s passion into the gameplay and as a means of making money. (Seriously, you can get a ton of money with just a little salvaging. It’s insane.)

The last major mechanic I want to talk about is the Merc Group, which basically lets you send your idle blades on special missions. These are often used for Blade Quests, normal quests, and unlocking more of a store’s inventory. They also grant additional EXP, money, items, and help unlock skills for the blades. I love this feature. It adds to the sense of progression since you’ll probably have a Merc Mission running at all times, and also helps if you want to develop a Blade without using them in combat. It also makes all the blades feel useful, since you’ll often need specific field skills to start a Merc Mission or to have it complete faster. All this great content doesn’t even cover the additional difficulty modes, New Game Plus, or Challenge Mode, all of which add fantastic depth and replayability just by themselves. With all these different mechanics combined, Xenoblade 2 is a masterwork of game design.

But there’s far more to it than that. Many people say an RPG is only as good as its story, and this story is certainly as good as the RPG behind it. The story of finding hope in a dying world is done beautifully, and leads to quite possibly the best final act I’ve ever seen in a video game. It’s exciting, well-paced, and isn’t afraid to go dark places, but still remains a heartwarming and optimistic tale throughout. I won’t go into detail here for the sake of keeping this review spoiler-free and not tripling its length. Instead, I’d like to dispel a popular myth surrounding this game.

Many people have claimed the story is “tropey anime garbage” and that it doesn’t match the serious tone Xenoblade 1 had. Yes, the story has silly moments, but they pretty much vanish halfway into Chapter 4, and they never interrupt the more serious parts. There are only 10, maybe 15 minutes of these scenes over the course of a 100+-hour game. If that’s enough for you to dismiss a game, then I’m sorry, but I think that’s incredibly shallow. Plus, this game can actually be really funny when it wants to. Throwaway lines like Pupunin’s “wife ran out on me”, Heart-to-Hearts like the cooking disaster in Argentum, and pretty much everything involving Zeke von Genbu just make me crack up. Not to mention, Xenoblade 1 has plenty of light-hearted moments: Colonel Vangarre, Riki’s introduction, half of Reyn’s dialogue. Hell, one of the most emotional scenes in the game was turned into a meme by the fandom, which got big enough for Nintendo of America to post about it on Twitter. I think at least a little comedy is fully acceptable.

This fantastic story is backed by an even better cast. Every member of the main party is memorable, well-written and has at least a few great moments throughout the story. Sure, Morag and Brighid are a little underused and Tora has some…questionable moments, but that doesn’t make the overall cast any less lovable. Each of them supports the game’s central themes in some way, on top of having some great interactions both in the main story and outside of it. The villains are just as good, easily being my favorite cast of antagonists in all of Xenoblade. All the major antagonists and even a few of the minor ones have interesting roles to play in the story, complex motivations that intertwine and often clash, and wonderfully interact with both the thematic material and the main characters. Again, I won’t go into spoiler territory, but there is one character I will talk about quite a bit.

Rex is a fantastic main character. Sure, he may look like a dorky kid with a stupid outfit and subpar voice acting, but give him a chance and you’ll know why this kid made himself the Aegis’ Driver. Even in a world brought to the brink of destruction, suffering from the mistakes of its people, he keeps smiling. He helps everyone he can, tries to understand even the worst of humanity, and fights for its best. It’s amazing how profoundly Rex impacts the people and places around him just by being the good person he is. Not just Pyra and Mythra, but the other party members, the villains, and all the people you meet along the way. As amazing a portrayal as Future Redeemed gave Rex, it could only do so thanks to Xenoblade 2’s rock-solid foundation. And all this came from a humble salvager with a big heart.

Xenoblade Chronicles 2 will always be a special game to me. It came into my life at an important time and helped my broaden my horizons for what games were capable of. But even considering that, I think it’s a masterwork of game design and storytelling, and my appreciation for it only grows with each passing day. I know it’s not for everyone, but please, give this game a chance if you haven’t already. Don’t dismiss it because a YouTube comedy video made it look bad. I’m sure you’ll find something to love.

When I first went to get this game, I heard of it's reputation and was expecting it to suck. Once I finished it, I really wish I played it earlier.

Xenoblade 2 is a damn incredible RPG that I enjoy more than the first game despite its quirks. For the few little bad points, the story drags a little bit until Chapter 3 (though I think it's slow pace is pretty overexaggerated), the map is awful, and the sidequests still leave a lot to be desired.

But for what's here, this is an amazing RPG filled with a wonderful world of titans to explore, a great quirky cast of characters that still feel like they have a lot of depth that opens up. The combat is a bit tricky to get into but once you master it it feels INCREDIBLY fun and strategic, planning blade combos to do massive chain attacks of over a million damage.

The story is one of the most memorable I've seen, though apparently it takes a lot of notes from Xenosaga and Gears, so I'm excited to play those. As a standalone title with a small connection to Xenoblade one, I thought it was fascinating and I was very attached to the world and characters by the time I was finished with it. I didn't sink my teeth much into the postgame, but one day I'd love to revisit and play around with my much more extensive knowledge of the mechanics to plan better builds!

4.5 Bringers of Chaos / 5

If your game takes more than 10 hours to "start" then it's not a well-designed game; you're suffering from Stockholm Syndrome.

I just never got this one. Played 60 hours and made it to the last chapter, but idk, I just fuckin hate this shit. The characters are all super shallow and disgustingly oversexualized, the story is boring and uninteresting (and it's a very story heavy game), the combat is needlessly complex and not actually fun, and as cool as the areas look, the exploration is just really unsatisfying. Some of the music kinda bopped tho. I will say that it's probably objectively better than half a star, but it's defo not for me. The game equivalent of eating an entire box of Kraft mac n cheese by yourself in one sitting. Complete waste of time in my book

It hurts knowing just how many people missed such a good story due to such boring reasons. I understand the sentiment but the experience I had playing this game is few that I can compare to. The later half of this game I STILL feel is better than Xenoblade 1's story. I love the cast and charm they all bring together. I admit there are many flaws to drive a person away, but I can easily ignore them for the lore of the game's world, the fantastic soundtrack, the beautiful worlds you traverse, and the absolutely fun and rewarding gameplay once you learn the chain attack's gimmick. Love this game with all my heart.

My first impression was being exposed to NTR porn and after 80hrs my thoughts on it are even worse

If you, like me, think the dialogue in this game is embarrassing and hard to listen to, take solace in the fact that you only have to listen to a fuckload of it.

Rex and Pyra love to say each other's names like you're going to forget who they are if they don't keep reminding you.

Xenoblade 2 be so good when u ain't got a bitch in ya ear telling you Xenoblade 1 is better

An overall improvement from the first game, virtually better in almost every aspect. It's bigger, better and more fun to play than XB1 by miles.

But man mandatory field skill skills to progress in an area were a PAIN! Hope i won't have to see that shit again.

Oh yea and Jin... says it all really.

A game with a lot to say and really satisfying combat once you've figured it out, but unfortunately they let a horny teenager into the writing room and a mobile game designer into the game design room, and the rest of the team didn't notice what happened to the game until it was too late

When I first started playing Xenoblade 2, I gotta be honest and say that it left a bad taste in my mouth.
After how much Xenoblade 1 did for me, as an imcredible story about a young man trying to change the future, with a tone that fitted the context of the war the characters lived, xenoblade 2 shift in tone left me confused.

"Why does the story has some many more ANIME stereotypes? Why are those designs so bizzarre? Why does the battle voice lines feels louder and much more repetitive?"

I may sound too rude, but feel like I was not the only one to feel that way: tons of people complained about the different selections of questionable designs, the goofier tone and cutscenes that feels put there just to fill the list of "anime moment" (Seriously, cutscenes like the "bed scene" I feel didn't need to be there imo).

And not to mention other questionable design choices of the game: the incredibly slow tutorial that kinda fails as a tutorial, the unnecessarily gacha-like mechanic to obtain new blades, and the fact that your story can be just straight up blocked by a stupid spider web in the middle of the cave that forces you to go back and famr for fire passives or something (Seriously Chamber of Offering, what the heck is your problem????)


But despite all of these weird decisions..... this game is still incredible. I don't know how they do that, but Xenoblade games are ALWAYS able to make you feel so may moments that will melt your heart, no matter how light or silly the tone of the story may be.

The world is still imaginative, full of wonderful set pieces and fascinating to explore. Once you get the hang of it, the combat becomes addictive, as you discover the various blade combinantios and the depths of it all. THe music is always divine, with set pieces that will literally make you cry on multiple occasions, no matter how invested you are in the moment.

And speaking of the story: I actually don't mind it now! Sure it is more light-hearted compared to what the other xenoblade games present, but the general tone and the various party members started to grow on me with time. I don't really like all of the main cast, but I can safely confirm that fellas like Zeke or Morag are my favorite Xenoblade characters.

Overall, I still prefer the tone and assets that Xenoblade 1 presented. But I can assure you that Xenoblade 2, while different in tone, is still an amazing title, able to put you into a world and a story it will stuck with you for years. DON'T FORGET IT

"In the course of a lifetime.. a man will see uncountable meetings and partings. Yet, as your life's candle sputters and dies...whose face is it that rises to greet you? Happy is the man who can sleep... ...in the comfort of the smile he sees then. No... I don't wish for "forever". Even just for one moment... It's enough... If it's with her. And yet... What is the man to do...who has not been afforded that chance...? The road stretches on without end. I cannot but walk down it. As long as I keep walking, I can hold out hope that one day, the time may come... when I see her smile again."

To continue on having lost everyone and everything, in despite of all the trials and tribulations, the pain and sorrow, the doubts and anxieties...

To carry the fates of those we lost unto tomorrow, knowing that through us they live and though us their wills remain inviolate.

To lose hope, yet not succumb to despair, as we search for new light amidst a sea of darkness.

This game is incredibly flawed. Subpar English voice acting in many areas, akward animation in countless scenes, questionable gameplay mechanics around every corner, but at the heart of its bountiful tale lies a beauty most familiar and true. Regardless, the cast, the soundtrack, the breathtaking sights and landscapes still maange to leave their mark.

The combat is overwhelming at first but once the effort is taken to understand and get the hang of it, it becomes a fruitful and a rather intricate wonder.

I hold immense gratitude for this game for a plethora of reasons. I always find myself questioning if I really love it as much as I do to only find out that I love it even moreso. It's by no means my favorite, but it might as well be.

Easily the most flawed masterpiece I have ever experienced

I have never had such a big love-hate relationship with a game before.

Not as good as Xenoblade 1 and the game in the second half goes all anime on you, but man is it good.

Zeke is the only reason this gets 5 stars

Xenoblade Chronicles 2

Upon finished XC1, I almost instantly hopped into the sequel in hopes to finish it and get to my most anticipated game, XC3. The game had me pretty hooked with some interesting ideas and beautiful graphics, but as the game moved forward more and more details blended in and I found myself falling out of the story as it progressed. This game is incredibly split for me, with a cast consisting of Nia; one of the best personalities in the series, with a great story, Zeke; the funniest character I’ve seen in ages that you’d just love to be friends with, and Jin, one of the greatest antagonists I’ve seen in a while that I was always invested in no matter how I felt about anything else happening in the story. On the other hand, characters like Morag and a lot of the blades fell flat for me, with not enough for me to care about their inclusion to the main cast, and Tora, the only main character in the series thus far I’ve actively disliked. The story progression was also very split, with a great first 3 chapters, and an amazing last 2 chapters; with only a few moments and details falling in between those middle 4 chapters that really fell into place for me to actually love this game.

The story of this game has a lot going on and not all of it clicked, but specifically Jin and Malos’ story were easily the most interesting. Pyra and Mythra were a delight but I feel like their story about reaching Elysium wasn’t the most compelling part of it all

While this game lands on its feet with its ending, cast and stories; it trips and falls with mechanics such as blades and field skills, along with a sometimes messy story that can be confusing to follow


Everything really came together for me in the last two chapters of this game.

Now, this game is definitely not without its flaws. The combat felt needlessly complex at times (I don't think I scratched the surface of its mechanics), the voice acting made me cringe so many times (especially compared to XC1's stellar voice acting) and that fucking compass got me lost more times than I care to admit.

But this game's story was incredible, especially the last 1/3. Seeing how all these seemingly disparate heroes and villains intertwine was a joy to watch, and Monolith Soft continue to be masters at creating rich, vibrant worlds with fascinating lore. Everything clicked for me towards the end of this game, and although XC1 still takes the #1 spot over it, this game is definitely special in its own way.

A grating, hyperactive narrative that indulges every obnoxious JRPG trope the first one managed to avoid. Soldier through it and you’re rewarded with a sublime combat system that improves on the first game’s, with enough variety to last you upwards of a thousand hours. I’m mixed on this one, but its strengths are undeniable.

The complete opposite of Xenoblade 1. The story was uninteresting for about 70% of its runtime, but the combat is amazing. So complex, it took me 20 hours to actually understand all of this games systems. But it was a blast. I would actively look for overworld boss battles just to fight more.
Also. Zeke and Mórag>>>>> Rex and Tora. Sorry

Some parts surpass first game, but a few chapter in the middle really slog to get through. Can't wait to get the sequel in July