Reviews from

in the past


Gave myself a day to kinda just sit with the whole experience of my first playthrough. Xenogears is one of those games that kinda just existed within the culture in a way where I always heard people vaguely gesture at its greatness, but never actually got any full details about what exactly made it so great. So for years and years and years and years and years I kinda just kept putting it off, playing many other games before and after it, hearing about its complexities but never really the details as of what those complexities were. Finally experiencing it for myself I completely get it.

An experience that is some parts Neon Genesis Evangelion, some parts Gundam some parts sci-fi novels and films, Xenogears wears all of its inspirations firmly on its sleeve and proudly bears it all as it goes into its own psychological, religious explorations of the self.

The ways in which it talks about running away from your problems rather than dealing with them and how that inevitably comes to bite you in the ass, there's a quite good example with the martial arts tournament you enter that genuinely surprised me when it happened.

The ways it delves into how trauma can inform and explain behaviors, can cause people to drift one way or another instead of facing the real problems within themselves, be lead to more and differing kinds of abuses, or completely shut themselves down due to their inability to truly cope with the things that've happened to them. But it also firmly discusses how important it is to continue to live, to continue to fight and go on despite the struggles we face in life, how we have to take responsibility for ourselves and the things we do despite our traumas, that again our traumas can be an explanation for behaviors and actions you may take, but at the end of the day you have to be responsible for your own actions.

There are a few characters I do wish were able to get more from the story (Rico, Maria, Chu Chu) and the very clear rushing of things does absolutely fuck with what was clearly supposed to be this ambitious and sprawling experience, though I will say in spite of the clear rush job that Disc 2 ends up as, I genuinely still quite loved the way they handle the presentation and style. Some of the quick cuts are really sharp and effective, I dig the kinda play stage type beat they do for some of the cutscenes they didn't have time to fully make enviornments for, I like the way they frame each part from differing characters POV's. There's a lot of cool things that make that second disc really interesting, kinda reflecting episodes 25 and 26 of NGE in ways.

It's such a strange feeling in ways cause like I kinda despised the gameplay at times (ground combat relies a bit too heavily on deathblows and grinding them out where-as I feel like the Gear combat is a bit better balanced in terms of building up to your deathblows and having to strategically manage your fuel levels in interesting ways). But even though I wasn't huge on the combat or some of the dungeon design (fuck Babel Tower) the whole thing just really came together for me. Everything it was doing was absolutely fuckin aces, it honestly reminded me of watching NGE for the first time as a teenager AS WELL AS watching both Shiki-Jitsu and Rebuild of Evangelion 3.0+1.0 with what exactly it was going for in its messaging and just how much it resonated with me. How much Fei's character arc resonated with me, how dense and packed of an experience it was overall.

I think I can safely say that I'm getting into the series cause I wanna see what else can come from anyone involved who was able to put this together.

Most people nowadays that pick up Xenogears go in knowing it's going to be a good game, a great one, even. Word of its quality has spread gradually over time, primarily due to the success of its descendants; Xenosaga and Xenoblade. What people don’t seem to know is how ambitious it was.
The game having a good story is practically a given thanks to the names behind it, but it's the rest of the game that really impresses. Not only does the game have a ‘normal’ form of combat, in which up to three of your party members use their three attack types to combo their opponents into hell, there’s also gear combat. Gears are the mechs in this game, and unlike the normal characters, gears need to build attack level to combo, rely on fuel, and can’t be healed normally. The game switches between these two combat forms depending on the situation, and each of them are remarkably fleshed out, making it much harder to tire of combat than it is in most jrpgs.
Besides the main combat forms, there are also side modes and mini games such as gear combat. Not the same gear combat as before, the battlin’ gear combat is a lot more comparable to an arena fighter (albeit much less fleshed out) giving the gameplay even more variety. There’s even a speed minigame, a goddamn fully built card game that looks pretty good even now.
Xenogears bleeds creativity and is fully deserving of its legacy. The game is far from perfect - there are some glitches and some party members feel a tad underdeveloped, for example - but it's a truly one-of-a-kind experience worth anyone’s time.

One of the main points of contention Xenogears' critics will bring up is the game being released in a state of not being entirely finished. Disc 2 being made up of mostly narration and Evangelion eps 25-26-esqe dreamlike cutscenes is a common point of contention when addressing this game's strengths and shortcomings. Just as every artistic medium is defined by its limitations, video games are no different. Even still, Xenogears is a special case. One of the main questions the game poses is what it means to be complete. Although this is mainly to be applied the main character Fei and his arc of finding his purpose by forming meaningful human connections, given the game's own status as a not fully realized vision makes the message all the more profound.

If there's one question that Xenogears has made me ask more than anything else, it's about the point when a piece of art becomes complete. How complete do you need to be to feel like a "whole"? A defining aspect of Gears is its stance on this topic: we aren't defined by our own journeys so much as how we affect the lives of each other.

Many may see disc 2 as unsatisfying, but the way I see it it's the brightest shining aspect of what makes Xenogears as good as it is. This game tells a front to back story, and I haven't even addressed the fact that I think this might be the best individual story I've ever experienced in a single video game! Not to mention the amazing character arcs of Fei and Elly. People throw around the term "this speaks to me on multiple levels" a lot but this is especially true to me with Xenogears.

As the game says, it's okay to not feel whole. Eventually as time marches on, we affect the lives of others and find meaning in the various human connections we form in our lives. And that gives us meaning just as much as any aspect of ourselves. Just as people are defined by the bonds we make, the people we meet, and the love we share, I think Xenogears has a somewhat similar journey.

A big reason I was interested in this game as I've been is because of how much I've heard it inspired modern JRPGs. With them being my favorite genre of game, combined with my fascination with works of fiction that inspired other pieces I so dearly enjoy made Xenogears a must play for me eventually. I'm so happy I did. Seeing this game's legacy retroactively makes me think this is the "complete" form of Xenogears: leaving such a legacy on the entire genre in the 24 years since its release.

Video games are a unique artform. The relationship between creator and consumer is an especially gray line here with many of the highest names in the industry describing themselves gamers just as much as game creators. Games, being as big of an art form as they are, cannot be created by one person (maybe in some instances but definitely not something like Xenogears for the purposes of this thought). Creators constantly build off one another, using aspects of someone else's creation for their own works, thus creating a living legacy for the original piece. Given how much inspiration others have found in the storytelling, character writing, and worldbuilding of Gears, I think it's safe to say it has about as impactful of a living, active legacy as just about any game in the genre.

Xenogears defines what it means to be a video game. Despite the fact that it's not a fully realized vision, you cannot argue the impact its had on everyone who's come into contact with it. Knowing this, is there really anything that truly needs to be changed about it? Although it's admittedly imperfect, flawed, whatever you want to call it, the lasting impressions it leaves on everyone give the game as much of a purpose as if it was truly finished.

So is Xenogears "whole"? I think so at least.

Going into Xenogears, I knew 3 things. The first was that this game was supposed to be Final Fantasy VII, a game I played just a few months ago and became an instant favorite. The second is that due to a hard locked release schedule, the team didn't have enough time to properly "finish" Xenogears. The third is that it's basically just Evangelion.

I also felt it was fair to assume that this was gonna be a favorite. What I didn't assume was that this game would challenge the way I think about my relationships. At the age of 22, I didn't really think I would be able to have my worldview shifted by stories anymore. That was a thing for my teenage years. I get now this was a stupid thing to think.

I struggle to think about what I can even say about a classic like this that's unique or fresh. It's an old beloved RPG, everything that can be said about it has. So in order to talk about it I have to get vulnerable. Hi. My name is Mads. I have BPD.

The way being borderline has impacted my relationships is almost all internal. I seek validation, I want to belong, to have an impact on the people I love. Nothing I or they can do is able to convince me of that. I feel incomplete. Consequently, I feel my relationships are hollow because of me. I'm not able to get as intimate as I'd want to. I'm not able to ask for a shoulder to lean on. It feels selfish. It feels undeserved.

There's a scene about a third into this game that hammered home just how much this game made me feel seen. Without going into specifics, it involves 2 of the main cast members talking about how incomplete they feel. One describes their acts of kindness as a selfish act because they don't feel they belong, and all they hope to get out of that kindness is a place to be. The other validates that it's ok to act kindly out of selfishness. Eventually, in trying to fill yourself up, you'll complete yourself with the lives of those around you.

Another scene in disc 2, which was a flashback regarding the history of one of the main characters and explaining why they are the way they are, filled me with an intense urge to call my abusive mom and say "I'm sorry." I can't explain that. I have nothing to be sorry for. It's not my fault she treats me the way she does. I don't know what else to do besides talk about it, because god knows I have no interest in following through on that.

As far as this game not being finished goes, well, I don't think it's fair to call it that. It's a front to back story. It covers all the beats it needs to in order to function. Sure it's not fully realized, but I think it's okay to not be whole.

well..... not sure where to start with this review. disc 1 was a solid 5 stars for me and i really underestimated how much of a let down disc 2 was going to be for me.
while the turn based gameplay is solid, the mech gameplay isnt for me and i Hate the platforming so much it made me use save states when i usually do not use save states. also didnt find much enjoyment in the speed minigame or the random puzzles in the dungeons in disc 2.
getting that out of the way, the story is kind of amazing or at the very least high potential. i knew i was going to like this at least a little bit since id seen a few spoilers and knew the general premise and its relation to ff7 and it definitely met my expectations in that regard. it definitely shows that takahashi is really knowledgeable about religion which definitely makes the game hit harder especially for someone like me whos not religious but was raised in that way. i also really enjoyed seeing all the little similarities to gundam and im definitely going to try watching ideon after this as well. as for the psychology stuff, im the kind of person that can find jung/freud shit to be rather obnoxious so id be lying if i didnt have a few good laughs over that. and of course theres a lot to be said about how feis did is written and i have to say there was a couple aspects that were a little bit disappointing but im unsure what information on the disorder was available in the 90s so i dont know how well takahashi did in relation to that... elly started out as one of my favorites but after disc 2 i just wasnt crazy about the whole mommy stuff going on with her and miang and i get its supposed to be like religious symbolism and also more freudshit but it was kind of annoying. the ending was peak though. citan ended up as my favorite since hes goofy.
all in all i have mixed feelings im unsure of how to word correctly but maybe ill be able to word my feelings on the game better later down the line.
my final thoughts are i cant wait to finish reading dune so i can draw out a venn diagram of that with its relation to xenogears in political writing and i need to hop on ideon soon so i can see where a good chunk of the inspiration came from.
slog of an experience but i found it personally worth it as someone who loves jrpgs and mecha.


I really like the lore and mythos surrounding the game, but the combat wasn't that good, the mecha mechanics weren't that fleshed out and the dungeons in this game are the WORST I've ever seen, I hated every second of it, it made me want the game to just end already.

I recommend reading perfect works too, it's really interesting.

First time I heard about Xenogears and its narrative’s incredible reputation was sometime around ten years ago. I tried to play it not long after, but my inexperience with JRPGs at the time and Xenogears’ unreliable special ability leveling mechanic failed me and I didn’t progress far. All that time since then I kept thinking about this game and how cool, deep, and entrancing its story must be. I adored its aesthetics. Now I have finally completed it. Has it lived up to its unfathomable reputation?

Yes! Yes, it did. Well, I probably wouldn't call it the one and only best, most definitive story to ever exist in the form of a videogame, but it surely is one of the most interesting and grand. I loved its sense of mystique, a world drenched in thousands of years of sinister history, a slowly unraveling, heavely foreshadowed story about fantastical concepts grander than the universe, but still about human condition at their core. I loved the way characters are reflective about themselves, and how their flaws and dilemmas are expressed particularly well.

It’s not all ideal of course. Most compelling characters are the main duo - Fei and Elly. Citan and Bart are also good, although have way less depth. And all other characters feel severely underdeveloped compared to the aforementioned four. They still have cool things going for them - I especially enjoyed the church arc with Billy, and the concept of Emeralda is interesting - but their involvement in the story is almost nonexistent.

Story is also feels a little uneven in its quality. Many bits like battle arena in Nortune (FUCK SEWERS) or Shevat are interesting from worldbuilding standpoint, but feel unneeded otherwise. I guess most of this comes down to the fact that some characters’ stories - like with Rico in Nortune or Maria in Shevat - are a lot worse than others.

Second disc is a pretty big imperfection, no way around this. But it didn’t grate my opinion too much. Honestly at that point in the story I even appreciated that it became more straightforward and stuck to storylines that mattered most. It’s not the ideal way around things, but considering the game’s overflowing storytelling ambition - it was the best one. Honestly I think even if Takahashi’s team had time to make a full proper part of the game out of disc 2 - it would crumble under its own weight, because it just has way too many events for one game for it to be paced in a fulfilling way. First disc already had slight problems with focusing on what matters most, and, strangely enough, disc 2 cuts gave the story a much needed focus, even if at the expense of other things.

Gameplay is admittedly barebones and rather boring, but I think the game understands that and doesn't let the player spend too much time fighting enemies except for a couple annoying dungeons like the final one or the fucking sewers.

do you need a fucking review? you already know about xenogears. what else is there to be said? its only competition is literally strange journey and eternal punishment. its a game so good, its creators keep on using archetypes, themes, symbolism, metaphors, and visual motifs for 30+ years. 'b-b-but disk 2--' shut the fuck up you unoriginal ass. the only people who overreact about disk 2 are your kbash game dude wannabes who grow a spine and realize literally the best part IS disk 2.

One of my favorite stories in fiction but is difficult to play through. Could benefit from a remaster or remake despite what some ppl would tell u. Also disc 2 is not bad

Guys this game clearly copied Xenoblade not even trying to hide it 🤦‍♂️ smh my head

Me when I make one of the best stories ever, but decide to fuck with everyone and force people to put up with one of the worst games ever made to witness it🔥🔥🔥

Cinema!

p good story but ooo the gameplay but cool robots makes up for it

Basic bitch cliff notes understanding of the most mainstream psychologists and philosophers possible. Dan Hentschel says more about psychology than this garbage.

Oh man, Square Enix, why have you forsaken this IP and won't give us a port, a remaster or even a remake of this amazing game :D Xenogears, even if it's obviously unfinished, is a fucking masterpiece. The themes addressed here are simply not found in current JRPGs which is super unfortunate. Among other things, it deals with the abuse of religion and power, human experimentation, racism, metaphysics and much more. The soundtrack is one of the best I've ever heard (Mitsuda at his best), the combat system (or rather combat systemS) is innovative and fun, the characters are almost all very well written and the story is the big highlight of this game. Unfortunately disc 2 really isn't finished but also not as bad as its reputation and yes, the story is completed and finished, only some passages aren't playable and are presented as a slide show.

The game is phenomenal, it's amazing that Square was capable of producing something like this in the past.

This review contains spoilers

Xenogears - as a piece of art - is incomplete. It’s a game defined by a tragic story of a development cycle that continued to never sway in its favor. Yet it’s exactly through that that Xenogears is as fascinating as it is. You can never truly separate art from its process of creation. Whether intentionally or not, it will always find itself manifested somehow in the final work. It is an unavoidable effect of the fact that creating art is projecting yourself onto a blank canvas.

The main and underlying theme of the game is that we, as people, cannot be complete. Everyone is flawed in some way. No-one is ever truly ‘whole’, and you can never truly become that. Instead, Xenogears suggests that everyone is an imperfect half, made to be complimented by another imperfect half. The main visual symbol for this theme are the statues of the one-winged angels. Two religious symbols of imperfection, existing to fill in each other’s flaws by helping each other, and being there for one another.

This theme is also explored in the game’s most iconic scene, that being Adrift at sea where Fei and Elly, upon becoming stranded together, share a moment of introspection. The introspection intentionally omits any dialogue boxes or signs of who is talking, because the scene is wholly universal to the both of them. It is what they both needed to hear at that exact time. They feel happy to help each other, both through their mutual introspection, as well as through the sharing of rations.

"It's okay to not be 'whole'. Even if you only feel partly complete, if you repeat that enough, eventually it'll be 'whole'. A part... is better than zero."

Yet I’ve always found that even stronger than any narrative symbol for the game’s themes, is the nature of the game’s release itself. Xenogears was dealt a bad hand by Square Enix. Initially rejected from being Final Fantasy VII in favor of Yoshinori Kitase’s game, and then rushed through development and faced with a difficult choice. Tetsuya Takahashi was told that he could either release disk one as a separate game, then pray for a sequel that would most likely never come to be, or rush disk two and release it in an incomplete state. He chose the latter, and while I believe he made the right choice, he has clearly been haunted by it ever since.

A game about imperfect halves ended up being forced to have half of it utterly incomplete. Disk two is extremely rough around the edges. Its balancing is all over the place, it omits most gameplay and opts instead to describe what happens over text, it never has any time to focus on anything else than what is most important. It’s a rushed effort for the sake of completing an ambitious vision that was not allowed to come to light.

Coming back to the game’s relation to FFVII, I find that both games are completely inseparable. I don’t think you can earnestly analyze one without connecting it to the other. Perhaps exactly because they were both initially supposed to be the same game, they hold a lot of connections with each other, be they narrative, thematic, or general execution. Both games are perfect companion pieces for each other, and playing both of them in close vicinity of one another sheds so much insight into the inner workings of both games. Once again, two imperfect halves filling each other in to make one another more ‘whole’.

But there is also a much more cynical way of looking at this. When asked in an interview which character Takahashi relates most to, he answered that it’s Ramsus. While at first this seems like a very funny answer, it makes a lot of sense if you consider it in the context of the game’s fate. Ramsus was created to be a perfect being. He was created by Krelian to become the contact, and to kill and replace Emperor Cain. In the end, however, Ramsus was a scrapped project in favor of Fei, who showed much more promise as the contact. Ramsus came into the world as an imperfect existence, replaced by Fei since birth, and only finds solace in the idea of killing Fei to prove his status as an ultimate existence.

Ramsus IS Xenogears, and Fei is Final Fantasy VII. And if you will humor me to take this analogy further, Krelian is Square Enix. Xenogears too was a promising concept, in the end replaced in favor of its peer. Xenogears too was forced to come in as an imperfect existence, completely and utterly overshadowed by what ultimately became the biggest JRPG to ever exist. Ramsus is a character that is essential to understanding the whole of Xenogears, because his character is Takahashi’s spite and resentment towards both Square Enix and Final Fantasy VII projecting directly onto a canvas.

I’ve often pondered the hypothetical of “What if Xenogears DID get to release as Final Fantasy VII” and wholeheartedly I believe that it would have the same amount of influence as FFVII did. That influence would just be taken in a different direction. Xenogears and FFVII share so much between each other that I do sincerely believe that the reception of XG as FFVII would not be much different from what FFVII ended up receiving. Of course, there is no way to prove this. This is a mere hypothetical decided by a lot of different factors. Maybe Xenogears wouldn’t have succeeded as FFVII, maybe it would. Regardless, the sheer idea that this beautiful game could have had the same amount of influence, is ultimately extremely tragic, and I think this is definitely something that was on Takahashi’s mind. Once again, not unlike the relationship Ramsus and Fei have over the course of the game.

Entertaining the idea of Krelian as Square Enix is admittedly a humorous one, because it’s so scathingly spiteful. Krelian doesn’t care about any of his creations. He’s willing to make anyone suffer for his own benefit, and no amount of human pain is ever too much if it means achieving his goal. He actively experiments on humans, then feeds said humans to other people. He is a mad scientist who has no qualms about robbing people of their lives and transforming them into monsters. When he scraps using Ramsus as the contact for the sake of Fei, he does it directly in front of him, and acknowledges that he’s already able to understand everything he is saying. Was this how Takahashi felt being told about the promise of Final Fantasy VII as his vision was being actively shut down? There is no way to know for sure, but I don't think it's a stretch to imagine it that way.

It’s truly no wonder that Takahashi has spent the rest of his career attempting to recapture and remake Xenogears. The Xenoblade series so actively attempts to finish the vision he never got to accomplish with Gears. Across the entire series, there are so many major parallels, often down to following the exact same plot points. Takahashi is by all means a successful creative nowadays. Xenoblade Chronicles is an enormous JRPG series, respected over the entire world. That in turn shows just how deep the scars caused by Xenogears go. Even Xenoblade 3, the big conclusion to his series, ended up being about finishing his vision for Xenogears. The parallels between N and Lacan are really not hard to spot, with some segments between the two being nigh identical.

On the other hand, I do find it important to mention that Xenoblade Chronicles 3 contains a direct reference to Final Fantasy VII. Towards the end of the game, Noah can be seen standing in front of a skyscraper much in the same composition as the iconic cover of FFVII. Referencing a game that ruined everything for him in a wholly respectful way feels really cool, and possibly means he no longer holds feelings of resentment towards the game that doomed his own project. Whether this is an empty homage or proof that Takahashi has let go, who can truly know, but I would rather believe the latter.

Xenogears is a beautiful and massive game that can be analyzed under so many lenses. There is sincerely so much to talk about with this game. With this essay, I purely just wanted to focus on what I always found to be most fascinating about it. Going back to my initial thesis: art cannot be separated from its creation process. Takahashi’s frustrations, his sadness, his anger, it all comes through in the game. Disk two is not finished, and it’s not even conventionally good, in spite of containing a lot of the game’s best scenes. But that only makes the game so much more beautiful in my eyes. Xenogears managed to become its own self serving proof of its themes.

Xenogears is incomplete. Xenogears is not whole, and will never be whole. Xenogears was robbed of its chance to be huge.

And yet, if you look at it just right, Xenogears is perfect.

My first venture into Takahashi's video game design, as well as the "Xeno" series and well... it's interesting that's for sure.

This game is insanely ambitious, to a fault. The combat is unique, but poorly executed and therefore mediocre. The platforming is atrocious, and the sudden shift in puzzle-heavy dungeon level design near the very end is confusing. It just doesn't mesh. But at the same time, I respect the game even at its faults because I can tell there was a lot of innovation, or at least an attempt.

What makes Xenogears iconic is its story and presentation and, even then, I'm widely conflicted. There's much that I really liked, but much of the plot beats and resolutions either just didn't hit or were compelling but extremely convoluted and so rushed that it all comes at you in waves of exposition instead of natural build-up. It's a real shame that the most intriguing portion of the story (Disc 2) is incredibly rushed and cut. Therefore, the most climactic and important part of the story felt kind of... hollow.

I respect the hell out of the ambition this game has, but I also equally don't care for how much that ambition really got in the way of itself sometimes.

This the single most flawed game I've given a 4* rating to. Xenogears is an unfinished mess, with some of the worst dungeons I've played in an rpg, some VERY silly moments and questionable pacing. But even then, I'll miss Xenogears, because even through a sea of bs I greatly enjoyed my time with the game (avid disc 2 defender btw).

If you're willing to forgive some of the game's faults, you'll find a very impactful and compelling narrative with a lot of great characters and an almost living world.

more like KINOgears.

I wish they finished this

Whatever you do in life, you will never forget playing Xenogears for the first time.


I know the story and characters are phenomenal and one day I'll experience both through a lets play or perhaps a remaster. But my god did the overall controls and gameplay REALLY turned me away from this one. Tried to play it 3+ times.