8 reviews liked by Celicesama


I really wanted to come out of the ending satisfied, being able to find it within myself to fully accept the way FF16 executed its vision and say "despite its flaws it's very well done". But as the dust has settled, I find that while I still feel like its messages are extremely palpable and powerful, I didn't come out of the experience feeling wholly confident that FF16 executed itself to the best of its ability.

It's no secret now that this game is not actually a game of thrones politics heavy Final Fantasy game, but is actually just your typical JRPG romp. Make friends, save world, defy fate, etc etc. It's this first element especially that is essentially the lynchpin of the entire narrative, and it is the center of its focus on every level. From the plot, to the thematics, to the characters, to the game design YoshiP and Maehiro STRESS deeply the communities you've come to be a part of, as well as the power of the found family you’ve come to create. And I think through the sidequests this is done super well, but I don't love how these elements at times can take away from the main scenario experience. From the literal times which the plot halts completely and has you fill time by going around the hideaway, or how everytime you enter a new area you have to learn about its local town and the secret leaders who run them. While I find the former egregious, the latter isn't inherently problematic. I am a 14 fan after all, but the difference between 14 and 16 in this department is the potency of their writing and worldbuilding. I don't mind helping people do random BS in Shadowbringers cause Norvrandt is one of the richest worlds out there and Ishikawa writes with such charm and turn that random NPC's can really have an impact on how you view the world. Maehiro in 16 just really doesn't have the charm in his writing to consistently make his NPC's pop and Valisthea is just not an interesting enough setting to carry these more mundane sections. There is a lot of focus in trying to make some of the more significant NPC’s notable characters and I really appreciate that approach, but there really is only so far you can go with an NPC in terms of character writing.

It really ends up being a double edged sword, where while I do think it ultimately contributes to this holistic vision that can be satisfying (see the conclusions to many of the side quests), it at the same time draws focus away from things that definitely could've really used it like better exploration of the politics within Valisthea. This is something really made apparent by the fact that there’s literally a character who’s entire job is to explain to you the political state of the world on the handful of occasions Clive actually ships out on a mission.

I feel like every day I'd hop on 16 I'd feel different about it, more or less confident with its vision at each step, one day content and another quizzical. Funnily enough this is exactly like how I was with Endwalker, and I probably have it within myself nowadays to admit that Shadowbringers/Endwalker are my de facto top 1 fiction, but the difference here is I just don't think the quality of the writing is ever strong enough to really make my confliction ever bloom into deep appreciation and love.

That being said, I do really enjoy a lot of the game. I've been very critical of it simply because I think there is a lot to say about 16 as an experience, but ultimately there are still a lot of positives to remark on. The boss fights and setpieces are awesome, the cast is way better than I'd ever thought it'd be, Maehiro wrote his first truly great antagonist, the cutscene direction/general visuals are incredible, and I think in general the story has a really great sense of thematic cohesion which makes a lot of the moments land especially hard. This game is good, without a doubt in my mind do I think it's good but before I had first played it I said something to myself, which was I'd be content if it was at least better then Heavensward. And I haven't played Heavensward in so long, so it's hard for me to even make this judgment properly, but it's the fact that I can't be confident about it that gives me pause.

This game is nothing short of misogynistic, fascist drivel. I feel like the game is lobotomizing me every time I try to give this game a chance. A 0/10 in every aspect. It's bad!

I am FE4's biggest hater. If FE4 has 1,000 haters, I am one of them. If it has 1 hater, it is me. If it has 0 haters, know that I have died.

Xenosaga 3 : A Beautifully Flawed Conclusion

The Xeno franchise, from a creative perspective is probably one of the most fascinating dives into the wonders of the human imagination. If you’ve been reading my reviews so far (and thanks for doing so, I’m putting a bit too much effort for something so insignificant) you probably realized more than anything, I’m deeply fascinated by the creative process behind some of my favorite and least favorite media. This always came from a place of trying to understand why certain things click with me when others don’t. I’m always trying to understand the appeal of even the things I find little value for myself to the point it pisses me off when I simply don’t get why “kids love the taste of cinnamon toast crunch so much” as that one commercial said.

I’m of the belief that every piece of art has value no matter how good or bad it is, as long as it comes from a sincere place of passion from its creators and not simply out of shameless greedy exploitation. Art is the most powerful tool for humanity to communicate, discussing things through words can be good for a time, but I think if you truly want to understand someone deep inside their souls, you have to look at what they make. Each piece of art collectively forms a puzzle that transcends our mortal bodies and can eventually lead us to understand why humanity in all of its flaws and all of its qualities is actually beautiful and infinitely fascinating. But in the world of media analysis, we tend to celebrate successes and shun upon failures, why is that ? To be fair, it’s pretty self-explanatory, when you succeed at something, you see a direct feedback of progress but a failure and especially a pretty bad one can make you crawl into a fetal position and make you think like you never actually evolve. But you do evolve, constantly, even through failure, you learn, your failure leaves a trace but it doesn’t have to be a wholly negative one and if there’s one thing I’ve learned is that one man’s trash can always be another man’s treasure.

From that perspective, it’s easy to look at the entirety of the Xenosaga Trilogy as well as its subsequent side-material as nothing more than a failure. It’s a project that was too big for itself, it’s a project with a second episode so tonally inconsistent with its two sister entry that it left a mark that was hard to recover from, it’s a franchise when the main vision from its creators was taken, sliced up, diced up, mashed up and broke into pieces to create an incomplete husk of what simply could’ve been. You’ve likely seen projects like these, the most recent exemple I have of it myself being Final Fantasy XV which to this day I still think should’ve not been released due to how much of what was the core of the project got lost in translation in a product that will feel eternally incomplete. FFXV left me with a sense of frustration, a feeling of what could’ve been if it managed to actually pull off everything it set out to do.

In a sense Xenogears was in a similar situation and yet, Xenogears is still celebrated as a monument of the JRPG genre, it’s a cult classic which still remained that way years into the future and which legacy can be felt throughout other projects both from the Xeno franchise but also other games as well. Xenoblade also managed to pull its teeth out and become the first somewhat uncompromised Xeno project and I believe they still go really strong. And then there’s Xenosaga, the awkward middle child stuck on the 6th generation console that no one really talks about. I’ve heard Xenosaga being described as a failed attempt to recapture the feeling of Xenogears but ultimately failed at doing so and didn’t leave much of an impact or some people even call Xenogears the prototype of Saga.
Nonetheless, Xenosaga is in an awkward position as far as the entire franchise goes. Xenogears, although incomplete, was able to tell the whole story of the one episode they could get out to the market and thus naturally had more staying power. Xenoblade games (maybe XB3 aside) are standalone enough in their individual stories for people to latch onto them and were released in an era where the general playerbase for these kinds of games were larger than ever and on some of the most successful gaming consoles of all time. And while both managed to rise into prominence in the gaming sphere, Xenosaga still remains somewhat niche due to its lack of accessibility and the discussion surrounding the game amounts to highlighting its failings rather than celebrating its successes.

Xenosaga is a series that was dealt the worst of hands and everything points out at Xenosaga 3 being a catastrophe, I might be one of the 2 people on Earth to have enjoyed Xenosaga 2 but I can also admit this game fell short in several areas when it came to its plotting mostly because it wasn’t a Takahashi game. And since the series wasn’t going to have its 6 episodes run time (although you might consider that with the addition of Pied Pier, Freaks and Missing Year it does amount to 6 games in the end) to tell the full scope of its story Xenosaga 3 was going to do the seemingly impossible task to conclude an ambitious projects without nearly as much prep time as it actually needed.

And did it succeed ?

I’m not keeping the suspense any longer, Xenosaga is once again a crowning achievement of the JRPG genre and seemingly the most perfect conclusion one could ever hope for the story in spite of its shortcomings (which exists and we’ll discuss them later down the line). Takahashi once again manage to untangle the mess that was left from the development cycle of the franchise and manage to pull it off in the end once again, he already did with Xenogears at the time but I think it’s doubly impressive here considering that what he had to come up with Gears Second Disc was for one game and Xenosaga was for 6.

However, information on the development of Episode 3 are a bit sparse compared to Episode 1 and Episode 2, I’ve tried looking it up online and couldn’t find anything substantial, the only video essay on the subject linked it to a comment made by Bamco’s PR Division which said they were satisfied with the end product and the sales this episode made. One thing is for certain however, unlike Episode 2, Takahashi was back on the project and while he isn’t the actual director of the game, he was pretty much overseeing the entire thing from beginning to end. But it wasn’t going to take simply making Xenosaga 3 and move on to save that sinking ship, that’s why in the wait period between Xenosaga 2 and 3 several project were greenlit by Bandai Namco in order to tie-in some of the loose ends left by the plot of Xenosaga 2.

The most significant of these side projects is Xenosaga 1&2 for Nintendo, a game I unfortunately didn’t play because it’s only in Japanese and no one seems to want to work on an English patch for it. It’s a demake of both Xenosaga 1&2 and from what I heard while it doesn’t actually change much about the plot of 1 it does expand significantly on Xenosaga’s 2 script to make it closer to the initial pitch for the game by Takahashi. Suffice to say, I’m really curious about this one. It's not often you see a JRPG franchise demaking their console releases for a portable system and seemingly make it a more complete version of the original, high budget and ambitious version of said game.
The other two side projects are a bit less ambitious and a bit more questionable when it comes to availability. The first one is “Xenosaga Pied Piper”, an episodic game released for the Vodafone 6, yes it’s a mobile game, yes it’s important and yes you will be regretting skipping on this one once you reach a particular part of Xenosaga 3, I’ve already made a mini-review of it on this website so check it out if you want to catch up on the epic Cani Review lore (or don’t). Same thing for “Xenosaga II to III : A Missing Year”, a frankly forgettable and kinda bad visual novel that’s the equivalent of an hour long infodump meant to tie the previous game to the next by explaining what happened between the events of the two.

If I have one complaint about this way of handling the wider story of the game is that the games in question are not super available in today’s age, these side games were never released outside of Japan and if it wasn’t for the work of several dedicated fans, they will be lost to time and understanding some of the deeper plot of Xenosaga 3 might be almost impossible. I say almost because Xenosaga 3 actually does contextualize a bit of the stuff from those games thanks to the return of the data log.

If this isn’t proof enough that Xenosaga 3 was once again handled by Takahashi, the Database from Episode 1 returns after its surprising absence from Episode 2. In my previous review, I mentioned that I didn’t really check the data base all that often most of it being a combination of laziness on my part, a reluctance to actually voluntarily stop my progression of the story to stop and read wiki articles as well the lack of clear indication of when, why and for what said data base got updated. However, I’d say the database from Xenosaga 3 is much better than the ones from Xenosaga 1 for many reasons, one of which is the fact the game actually notifies you when said database gets updated which is definitely a welcome push towards me actually checking it out and second, the database in question is separated into multiple categories instead of being filed up haphazardly.

Takahashi’s commitment to worldbuilding once again shines through in this game, not only from the database but also the fact the game leans more heavily on talking about the broader setting and all of the moving parts of the deeper lore of the world. Since Xenosaga 3 is meant to provide answers to all the lingering questions left by the first game and try to awkwardly fit in some of the elements of the second to better fit in with the greater whole, this return to form is more than welcome. The database itself is actually much more explicit than the one from Saga 1, not dwelling too deeply on superfluous unimportant detail and just delivering the answer straight to you ! Each entries also comes with a bunch of key-words to link them to one another making navigating the gargantuan story of Xenosaga much easier than it was previously and even if I still had questions near the end of the game, I’d say Xenosaga 3 did a solid enough job at solidifying my understanding of the world it was presenting and gave me much better appreciation for the efforts that were put behind its creation.

But you can also feel this return to form inside of the game itself, NPC dialogues are heavy on contextualization and worldbuilding, there are several areas dedicated to interacting with terminals explaining to you all sorts of esoteric sci-fi stuff and in general there’s a bigger focus on character inter-personal conflict, psychology and drama, something that was present in lesser amount in Xenosaga 2 but here Takahashi just pumped everything he could into every cutscenes and dialogues the game presents.
One thing that’s immediately striking from the start is the presentation of the game, you can feel that this was a late PS2 title and as such, the team at Monolith Software really made the best use of their experience working with console games by now. There are several moments in the game where I was just kinda blown away by how good it looks for a game of this era, especially because of the game's general art direction. Gone are the days of the weird doll-like face of episode 1 or the fugly wannabe realistic character model from Episode 2, here the game has once again a new artstyle which makes a great compromise between the more anime style of the first game and the attempt at realism of the second game. The characters really haven’t looked this good and moved this well in cutscenes. Unfortunately this is where one of my main gripes with the game’s presentation comes into place, there are fewer cutscenes this time around than they were in the previous entries.

While this does help the already excellent pacing of the game as we’re gonna discuss later down the line, a lot of the big story moments are told through a series of in-engine dialogues and text-boxes the kind you see in typical JRPG. I have nothing against this on principle but considering the propension of the series for overindulging in its cinematic flair, it was kind of awkward to transition from one style of storytelling to the other in what clearly feels like budget issues. These sequences are a bit less well directed than usual but they do have the benefit of being all voice acted which wasn’t the case of similar instances of dialogue boxes exchanged in the previous entry. A quick word about the dub of the game, it’s pretty damn excellent, the voice acting in Episode 2 was a bit awkward and there were some unfortunate voice cast changes along the way, for the most part all of the characters got back their voice actor from Episode 1. This includes Shion and Kos-Mos which delivers an outstanding performance on par with what they already delivered in the first entry and since this episode in particular focuses heavily on them as protagonists it’s definitely a welcome change.

I wouldn’t be complaining about that style of dialogue-based cutscenes if it wasn’t for the fact that the game often-times have actual cutscenes and boy oh boy what a bunch of cutscenes these are. The series was already known for having excellent cutscene direction all the way back from even Xenogears and this game is probably the apex of the franchise so far and approaches the kind of cinematic quality one can expect from the later entries in the Xeno franchise. There are a couple of intense moments of action which feels like they’re ripped straight out of some dope ass chinese kung-fu movies with excellent choreography to boot, these are an absolute joy to watch every time and an absolute hype fest. But even the less actioney scenes of the game were given proper care and attention on a similar level, and with Xenosaga you kinda realize that a game mostly composed of cutscenes isn’t really a bad thing as long as the people behind it have a clear love for the craft that is cinema. So many video games these days are trying a bit too hard to not be videogames, proposing heavily cinematic experiences which almost all the time approach just a shallow understanding of what movie-making is.

But from time to time, you get to see a game director with a clear passion and love for filmmaking and it shows, I can name the Metal Gear Solid series from the top of my head for kickstarting a similar philosophy but Takahashi clearly belong to the same school of thought as Kojima does. I already mentioned the clear inspiration from Kung-Fu movies but the entirety of Takahashi’s body of work with the Xeno Franchise oozes from inspiration from the most obvious ones like Star Wars or 2001 A Space Odyssey to more obscure ones like author films that I wish I could tell you about if I was more of a film buff.
Outside of the action segments, I can think of a couple of really evocative shot that would come straight of an arthouse film, that part where Shion reflects upon herself while completely nude (a sight to behold I know), cleaning the foam off of the mirror to show her face full of doubts and interrogation for the situation she finds herself in. That one horrific scene in the hospital where the monstrous updated combat Realians enter the room and mercilessly slaughter Shion’s mom as she’s hiding under the bed followed by a cutscene of a young Shion desperately trying to put her organs back (sadly censored in the English Dubbed version). The evocative first cutscenes of the game’s intro showcasing the downfall of Michtam, an intro that much like the first cutscenes of Xenogears will only make sense in several hours from now.

I could name a couple more of theses instances but I think the cinematography of the game is truly on point, which is a shame when out of the 10h of cutscenes present in the game only 5 of them are in this cinematographic style while the rest is presented in a rather dry format of dialogue exchange. But what little we do get in terms of raw actual cutscenes are simply fantastic and a massive upgrade from the previous 2 entries which were no less impressive in that regard. This level of cinematic flair however isn’t only found in the cutscenes but also in the actual exploration segment as well, the environment design clearly had a lot of thoughts put into them this time around, and the relative dryness of the areas from the first two games are not to be found here.

The game reminded me of the works of Kitase on the Final Fantasy series, more specifically the PS1 entries. While Xenosaga 3 doesn’t use pre-rendered backgrounds like them, it keeps the locked camera angles of the original 2 games but this time uses it to really enhance the presentation of all the areas you’ll traverse. The Tutorial Dungeon alone shows how much of a technical jump we made, with lots of moving parts and lots of sprawling camera angles and cinematographic shots telling a story of its own. One scene in particular struck me as particularly hype and it’s when you enter the Merkabah on the second disc, your mechs just diving inside the enormous space fortress in something that looks like something straight out of freaking Star Wars, or the distorted yet imposing vistas of Abel’s Ark ! At several moments during my playthrough I was simply in awe at how good the game looks and holds up for a game released in 2006, thanks to this commitment to spectacle, cinematography and an absolutely killer art direction.

On average the dungeon design of the game retains most of the qualities of the dungeon design from Xenosaga 2, the same team who worked on that game also worked in Xenosaga 3 and you can clearly see the progress between the two games in terms of game design. You still get a few puzzles, some of them much more fun and less obtuse than the ones from the previous game, there’s a lot of moving parts to each areas, lots of space to avoid the enemies this time around (and the enemies themselves aren’t raging bulls rushing to you with the speed of Sonic the Hedgehog) and most important of all very little in the ways of unnecessary backtracking.

These are easily the best areas and dungeons in the series so far if we’re not counting the Xenoblade games I’ve already played which operate on a completely different design philosophy. The younger team of Monolith did an excellent job with the areas this time around and I’d say than more than just serving as set dressing for the plot to shine through, Xenosaga 3 actually feels like a properly well designed and fun videogames.
But of course, all of this would matter very little if it wasn’t for the game's impeccable sound direction, unlike the previous game, Yuki Kajiura composed the entirety of the OST for Xenosaga 3 making for a much more tonally cohesive soundtrack than that of the previous entry. And my god, she did more than an excellent job at this, no shade to Yasunori Mitsuda, the historic composer of the franchise but I think this has easily become my favorite soundtrack in any Xeno games aside from maybe X. Right from the get go, the dungeon music sounds like actual music from an RPG and not some rejected arcade shmup blurb, we go from jazz, to rock, to orchestral, to epic choir music that goes “HAHA HAHA HAHA OOH AAAH OOOH AAA LALA SALI YADIDADI DADIDI”. The soundtrack is so freaking excellent this time around and actually stuck in my mind for being used even outside of cutscenes and while there is still some moments of silence during gameplay to enhance the atmosphere of the game, these are easily more welcomed than they were previously, much like how Xenogears managed its own soundtrack.

A couple of standout track I can name from the top of my head, like Hepatica, Godsibb, Fatal Fight, Febronia, Promised Pain, Abel’s Ark and of course how the fuck can I not mention the ending song “Maybe Tomorrow” which makes me emotional every time I listen to it like I’m some 15 year old emo girl stuck to her ipod nano in 2006. I’m not a music expert of course so I can’t really go into much detail on why I think the soundtrack is fantastic but sometimes, it’s just something that you feel rather than something you can explain with words. Anyway Kajiura is a goddess and I need more of her compositions in my vein.

The only real issue I have with the sound direction however is that several areas of the game have these “alarm” sounds, which is a repeated line by some robot lady going like “Activation of the Song of Nephilim, all personnel must evacuate immediately” and while it does had an effect in the most urgent and intense moment of the story, the fact that this is a repeated occurrence in a lot of the dungeons in the game quickly start to get a bit grating. Especially when the frequency of the “alarm” is repeated probably every 5 seconds on loop, I don’t get why they couldn’t just stick that one to a cutscene and just let us enjoy the soundtrack in peace.

Which leaves me to talk about the new battle system of the game. Once again, the gameplay of Xenosaga has seen a massive overhaul but this time I must admit that I’m a bit more divided on the change. In this game, there are no combos to do with the Square and Triangle buttons, no AP’s, no Deathblows, No Event Slots and even less so Stocks and Break Zones from Episode 2. The only remnants of the old battle system is the turn order and the boost mechanic, the entire battle system has been streamlined to a frankly quite absurd degree. Now the game has a more standard type of menu based battle system, tech attacks are now just stronger attacks you can use out of a menu which costs EP like the Ether attacks which are still present in the game. The game features now a more classic “break system” you’ve likely seen from a lot of JRPG past the release of FF XIII which I was actually quite surprised to see since Xenosaga 3 was released a whole 3 years before that game (and makes me wonder which game actually did that dreaded mechanic first).

Some attacks deal “break damage” at the cost of reduced regular damage which fills a red gauge below the enemies health bar, once that bar is filled, you can initiate a “break” which leaves the enemies vulnerable and unable to act for 1 or 2 turns depending on how when you break said enemies. You also have a break gauge yourself, so you need to check that.
Boosting is back and serves the same purpose as the old games but with some differences. Just like Xenosaga 2, you and the enemies can both hold 3 units of Boost but now on top of using boost to override the turn order, you can instead use your boost units to launch “Special Attacks” which are this game’s version of Deathblow from the older titles. Using a Special Attack allows you to conserve EP but also if you happen to finish off an enemy with one of those, you get an extra amount of experience, skill points and gold at the end of a fight, so it’s always good to use them to make your characters stronger.

Now the reason I’m a bit divided towards this battle system can’t be really evident at first so I’m going to address the one positive of such a system, everything goes a lot faster than in the previous two games. Entering in contact with an enemy instantly transitions into the battle screen without any transition whatsoever and fights are usually done in a matter of seconds whereas they could be taking a couple of minutes in the previous two games. Add to that the fact that the series added a back attack where you can deal more damage to enemies for one turn if you approach them from the back and battles are generally over faster than it takes to say “Xenosaga II”. A mechanic I think I didn’t explain in the previous two reviews also get a big change that’s kinda welcome, traps, in the previous game there were some weird tanks you could shoot which sprayed an area of effect on the field which not only stopped the enemies on their track but also gave you an advantage in battle if engaged them in that state. Well in Xenosaga III, instead of these traps being installed at certain strategic points of the levels, you actually carry those traps and can place them on the field yourself and upon shooting them, they’ll act exactly the same. I guess it would be a neat tool to use for speed runners and you can carry up to 10 of them before having to restock them at a shop. I personally saw very little use for them during my playthrough as I found getting behind the enemy to be surprisingly easy to do in this one.

But anyway, it does make fights faster but I also think this streamlining kinda removes a lot of the depth and uniqueness of the series core battle design philosophy since Xenogears. Xenosaga 1 was an improvement over the original system and Xenosaga 2 was a re-evaluation of it to try and see how to make it more engaging. I will say though, that as a staunch defender of Xenosaga’s 2 battle system, I was kinda disappointed by this admittedly expected turn-over. I think that ultimately what I dislike about the new battle system is that there’s so much more that could’ve been done with at least the battle system from Xenosaga 1 for exemple and that just make the system more basic didn’t necessarily created a better or more interesting battle system, just one you can be kinda over and done with faster.

I also have a bit of a confidence to make, I’m getting a “break” fatigue as of late and even though this game predates the “break” fads we see in many modern JRPG, I couldn’t help but sigh at the new battle system for having something like this. I’m not blaming the game here, I’m blaming myself for not being able to enjoy that mechanic after so many games using it. I never found a break/stagger system to actually add anything of value to battle for the most part, it’s just a waste of time, it’s just annoying to do piss poor damage all the time until you fill up a gauge that lets you finally have fun… It’s just kind of tiring…

It’s also not helped by the fact the game is pretty damn easy all across the board. Very early on in the game, you get several options to trivialize encounters and bosses, like spamming Erde Kaiser summons which you get one very early in the game and can be casted by all party members this time and not just Shion.
Another thing I’m not too big on is the progression system, it’s a much more linear system where characters fit into tightly defined roles, but whereas the original game allowed you to switch things around and mix and match your party’s abilities this game is sadly very straightforward. Skill points can be spent on a skill tree that looks more like a skill fork than a tree, very early on you are tasked with choosing between two branches, one branch makes the character go through the path of the role they were given in the previous game and the other a sort of alternate job. If you feel especially crazy, you can pick the alternate path but usually speaking it’s better to stick to the main one and stick to it until the end to unlock the Master Skill which is a powerful ability with a variety of effects. Throughout the game, you can obtain a bunch of books allowing you to add a couple more branches to the skill tree, but this is sadly quite a superfluous addition.

Most battles in the game are going to be heavily reliant on you using Tech and Ether to make higher damage and deal with the enemies faster, so a lot of the difficulty comes from managing your EP’s, this rarely becomes an issue since you have 7 party members at pretty much all time ! However I do enjoy the fact that residual EXP and Skill points are a thing now and that the game incentivizes you to use the entirety of your party instead of a select few, much like Xenosaga 2, you can switch out party members during battle which is always a nice plus.

I won’t say the battle system is bad whatsoever, but it is flawed and rather dull at points, most boss fights play out exactly the same and it’s very easy to cheese them. Boosting is such a non-component of the battle system that I even wonder why it was still implemented anyway and they must’ve felt the same way as I did while making the game because they had to give another purpose to boosting in order to not make it almost irrelevant outside of keeping up combos and finish enemies faster. Even the main superboss designed for the battle system doesn’t manage to actually do anything interesting with it, which is kind of a shame. I think with the experience Monolith gained on the first two games, they could’ve managed to make a fast paced version of the older system too instead of making it this way.

It’s hardly a complaint since I still find the battle system effective and fun to break, but not one that particularly impressed me in the long schemes of things. Of course this isn’t the only side to the coin of the game battle system as we now have to discuss the mech fight and for once, I am much more enthusiastic about those ! Not only is there a decent degree of customization this time again but I also think this is the best mech combat in the entire series this far.

The game uses a fuel system much like Xenogears but instead of being a consumable like in that game, it just determines the number of times you can attack in a single turn which is determined by the type of weapon you’ve equipped and their cost in terms of fuel consumption. You also have the possibility to activate “Anima Mode” filling an Anima gauge by landing successful attacks on enemies, you can stock up to 3 Anime gauge depending on where you are in the story and during this mode which last for 2 turns, you can either use a powerful special move, or attack the enemies while only consuming half of the fuel necessary to use your attacks. Attacking during Anime mode can sometimes activate a random ambush which is an all-out attack of your entire party against a single target, there’s also co-op attacks outside of Anime mode where only 2 characters wail on the enemy. You can also heal in battle by charging which also serves as a guard which can come handy.
While a bit more gimmicky than the on-foot battle, I did find them to be thoroughly more engaging than them which is surprising since usually it’s the other way around. Some of the best bosses in the game like the 2nd Margulis Fight which is the apex of fiction, happen during the mech combat and I’m really glad there are a lot more of them this time around and a lot more dungeons designed around E.S exploration. I had a lot of fun with this system which is surprisingly deeper than one might expect at first glance, sadly it does suffer from the same issue as the rest of the game for being quite easy outside of a few encounters using unique mechanics you have to figure out midway through the fight (like the aforementioned Margulis encounters). Much like the on-foot battle, a lot of them are done and over pretty quickly which is actually a plus.

Overall, I’d say the battle system being fast definitely does help the excellent pacing of the game, the previous two Xenosaga games were kind of a slow burn both in terms of story and in their gameplay but Xenosaga 3 goes at a brisk pace at all time, it’s always engaging, there’s always something going on and there’s rarely anything to stop your progress. One thing that’s a bit regrettable however is the lack of side-content to engage with compared to Xenosaga 2. While the side-content in Xenosaga 2 leave a lot to be desired, the sheer quantity of them made the game quite generous especially when it comes to its post-game. Here the side-stuff has been severely downsized, there’s still a couple of mostly puzzle based optional dungeons and 2 superbosses but the bulk of the side content is in the red door/red key quest present in all previous games.

In a surprise twist on the formula however, the Erde Kaiser Quest has been nerfed a little bit in favor of integrating that silly plotline within the actual main story. It’s a surprising choice for sure to make the two comedic side-quest characters actually important characters in the plot but their contributions mostly amount to justifying narrative shortcuts when it comes to technological stuff. But I do find it hilarious that the whole Erde Kaiser thing is actually important to the plot now with Kos-Mos herself being implemented with some of Erde Kaiser’s features after being beaten to a pulp and not being able to keep her new design for long. You can still summon Erde Kaiser in battle, in fact they’re now just regular summons a la final fantasy that you can acquire through the red door/red key thing, you get access to all versions of Erde Kaiser from throughout the franchise, sadly they all share the same battle animation but they compensate with raw fire power, and they made the already trivial regular encounters even more trivial.

The ending of the Erde Kaiser plotline however, is actually peak fiction, acquiring the final Erde Kaiser demands you go through a few steps which includes a boss fight against Wel… I mean Omega Id from NOT Xenogears and another boss fight against the strongest Erde Kaiser which frankly exists to break the late game in half if you’re too tired of the combat system by the end (or if like me you’re crazy enough to finish that game at 4am and you just want to fucking sleep). The conclusion to the quest made me a bit emotional and filled me with the burning passion for giant robots (the thing chicks dig).

Last but not least, there’s Haqox which… is a lemmings clone… it’s the main mini-game available and it’s surprisingly difficult and ramps up in difficulty quite a bit, I was not big on said mini-game but after a while I got used to how it works even if some stages broke my goddamn finger. Completing the game allows you to see the cutscenes with Swimsuits which is a fun bonus for all of your effort and I mean who doesn’t wanna see Shion in a bikini heh ?
Alright enough bubbling around, if you’re playing a Xeno game especially a pre-Xenoblade era game at that it’s clearly not to talk about extraneous detail such as how the gameplay hold up or if the dungeons don’t want to make you kill yourself. First and foremost, you’re playing a Xeno game to experience the amazing stories told by Takahashi and his wife Kaori Tanaka (which I doubt actually worked on the game, like I said, I found very little info on the development of that one). And so how did Takahashi manage to save Christmas once again when everything seemed to be against this game succeeding in doing so ?

The story takes place roughly a year after the event of Xenosaga 2, after a couple of shenanigans involving Gnosis Terrorism and the uncovering of a conspiracy involving Vector Industries, Shion lost her trust for the company and decided to leave it in order to join Scientia, an anti-UMN terrorist group which also wants to know what the deal with Vector is. Meanwhile in the void of space, a floating landmass by the name of “Rennes-le-Château” (an actual city in France btw) has appeared in the middle of space, it’s said to be a part of Lost Jerusalem the home of origin of humanity. Dmitri Yuriev is also up to some shenanigans, after coming back from the dead which seems to bother absolutely no one, he took his place back in the government to start working on a new super weapon by the name of “Omega Res Novae” piloted by a mysteriously familiar looking “Abel” which will not be the only time Takahashi is bordering on copyright infringement. But wait that’s not all, a new scientist is in town and has created a robot very similar to Kos-Mos by the name of T-Elos and they’re about to scrap Kos-Mos which is unacceptable !!! Especially since we need Kos-Mos to save the crew on the Elsa after these dimwits got stuck into a pocket dimension after orbiting a bit too close to the big French rock.

From the get go, we can see one thing about the story which is pretty cool, the story is back to focusing on Shion and Kos-Mos, I had nothing against Jr. taking the lead in the previous game (especially when it was so damn raw) but the story of Shion and Kos-Mos has been the central hook of the original premise for the trilogy and it was about time we get some closure on that front. Like I said earlier, the pacing of the story is honestly quite excellent, the entire premise that I’ve talked about pretty much summarizes the first few hours or so of the story ! It’s intense, there’s tons of moving parts, an extensive attention to detail when it comes to developing the lore and the setting of the game, we’re definitely inside a story that was written by Takahashi and I love it ! The story is really thoroughly engaging from start to finish, aside from one fillerish dungeon which exists solely to make yet another Xenogears reference, every event that takes place advances the plot in some way or another !

This frantic pacing made me play the game for hours on end. We go from revelations after revelations from one powerfully emotional and philosophical moment to the next, it’s like experiencing the highs of Disc 2 of Xenogears but as if it was an actual game. Speaking of Xenogears, Takahashi really didn’t give a fuck this time around, knowing full well this might be the last chance he’ll get to direct a Xeno game, he just bombards the story with all these parallels which will certainly please older fans or people who checked out Xenogears.

I’m a bit mixed on these references and parallels because I fail to see how they contribute to the plot, aside from tying Xenosaga to the grand project of Takahashi aka “Parralel Works” but it’s nonetheless really fun to witness how much he got away with. I mean there’s a certain part in the end where I can hear the team at Monolith Software being like “We cannot pass this opportunity to get a 3D Model of Elly ! WE ARE GETTING ELLY IN 3D DAMNIT !”.
There’s also a part of the game I was a bit skeptical about at first until it turned out to be absolute kino, there’s a “kinda” time travel plot line in the middle which is the game excuses to do the traditional tour of Old Miltia this time around however, we will be witnessing the events that lead to the tragedy that unfolded on this cursed land ! It’s a really long part of the game which takes probably half of the game runtime but I think it was worth every second of it and the implications of time-travel in the series opened a few interesting things for Shion as a character.

Speaking of Shion, I’ve heard that many people hate Shion in this game and on average she’s easily the most unpopular Xeno protagonist by a large margin but honestly… I really don’t get why, I have tons of complaints about the story especially in its later half but none of these issues are Shion related in the slightest. In fact, I wish more female leads in games, manga and anime were written with the same level of pertinence as Shion is. Shion goes through a lot in this game and arguably she has been going through a lot for a lot of time, but she never actually worked on herself, she was always distant and aloof as well as brash and borderline suicidal in the first game. What she goes through in Episode III isn’t a sudden shift in behavior that was brought about for the convenience of the plot or to serve the theme of the story, it was something that was already established in the first game albeit in a more subtle manner.

Shion does a lot of shitty, awful and at times unreasonable things in this game, she acts very rashly to what’s happening around her. Shion isn’t a happy person, nobody seem to understand her and she has been carrying traumas of the past and she now sees the possibility of finally reaching happiness for the very first time in her life and she’s about to take the chance, even if that means turning her back against the people she hold dear and even turning her back against the universe. In this game, we also learn a lot about her relationship with her ex-boyfriend Kevin and let’s just say not everything was as lovey-dovey as they seemed at first. Their relationship is clearly manipulative, even if Kevin claims she is doing all of this to make Shion happy. Shion, giving in to his lies, is torn apart by the avalanche of information rushing through her mind right now. Shion is a broken character, a broken human being and it’s not just something that’s shown and serves just as a cheap way to evoke a feeling of forced relatability to the player, in fact only few people will probably relate to Shion since her situation is very specific to only a couple of people. But what the game asks of you is empathy. Even though I wanted to punch Shion at one point in the story, I also think Takahashi did a more than excellent job at humanizing the character !

She is profoundly human and written so realistically that I’m sure that it could throw some people off, she’s a perfect representation of somebody falling for a toxic relationship once again, of someone willing to go back to her abuser because in the sea of her own traumas, it seems like the only beacon of hope in a hopeless world ! She is stuck, trapped, in the clutch of the man she loves so dearly despite him being the absolute worst fucking dickhead imaginable, but I also think every decision Shion takes are believable ! It’s hard to work the fine line between a caricature of a broken person and someone who is realistically and believably broken. It’s not enough to have a character display self doubts and go “boo hoo my life sucks”, for a character like this to work, you have to make a good character first and then make a good broken character second ! Making them humans instead of just a function inside of a wider narrative ! And Shion is ultimately an excellent representation of that and it makes her path to healing even more powerful and poignant (also ALLEN IS THE GOAT !!!).
Xenosaga III manages to create a powerful narrative about breaking from the cycle of pain, about how a small wave can reach to the far end of the cosmos as long as you scream loud enough for people to hear it ! Shion isn’t the only one to get an amazing treatment in this game however, I’d say that all the characters which had yet to have some level of conclusion to their arc managed to shine through and brilliantly so ! I can’t believe Takahashi managed not only to nail the Febronia plotline that was teased since the first game as well as making me care about fucking Virgil, a random guy who dies near the beginning of the 1st game only to come back as one of the Testament which are the main antagonistic group of the game. All the scenes involving Virgil and Feb managed to make me so fucking emo it’s kind of unbelievable.

In fact, I’d say that characters coming back to fulfill one last wish as Testaments is actually a pretty damn cool idea in concept, usually I’m not a huge fan of returning characters for the sake of fanservice but here it’s not for that sake and they actually do serve a purpose in the story at large. In fact, they even manage to nail the whole “true mastermind” plot line by giving it some interesting ramifications and devastating effects to some characters ! Shoutouts in particular to Margulis which boss fight is easily the best one not just in this game, not just in the Xenosaga series but in the entire Xeno franchise ! I keep listening to Fatal Fight every single goddamn day since that fight happened, the sight of this man being betrayed and left like a dog, losing everything he believed in but finding purpose in the one thing that hasn’t abandoned him yet, the one thing that won’t disappoint him, a fight to the death against his rival ! AAAAAH IT’S SO PEAAAAAAAAAAAK !!

However for how gripping and engaging the story is, that fast pacing does have some consequences especially at the tail end of the game. You can feel that the game was meant to finish around the time of your confrontation with Dmitri Yuriev but the game still had a bit more things to tell and the final dungeon kinda rushes through what little hanging plot thread was left in the story ! It’s a bit of a shame because I would’ve loved to see the conclusion to these arcs presented in a more thorough and developed way ! This doesn’t take away too much from how I enjoyed those but I can’t help but think several things about the game weren’t properly closed off. For example, I do love the final scene of Albedo in this game, but I wonder if there was even a point in bringing him back to just serve second fiddle to the main antagonist of the game and have maybe 3 lines of dialog at best (you don’t even get a boss fight against him whereas you fight every testament in the game at least once !). Deep down, I feel like the Albedo plotline should’ve been dropped or at least developed a bit better. I think Albedo already had a decent conclusion by the end of Xenosaga II so I felt the additional screen time to be kinda pointless.

The story also delves a bit more heavily on direct references to Christianity and I was a bit scared at first but it’s handled with a surprising level of tactfulness, it managed to completely avoid blasphemy and not being too chuuni which I’m always a bit afraid of when you go deeper in that territory.

Despite all of these rushes however, the ending of Xenosaga 3 is absolutely insane. From the moment Shion betrays the party all the way to the end credits I was crying not just out of sadness but out of sheer admiration for the craft ! It’s one of the most beautiful endings I’ve ever seen from this medium and even if it’s clear the story Takahashi wanted to tell wasn’t yet complete, in the end, I think the story we got was good enough !
Xenosaga 3 is a freaking generational game, it’s a game which leaves an impenetrable mark in the mind of those who play it and solidify Takahashi as a master of his craft. So many conclusive pieces of media tend to drop the ball hard with empty fanservices, awkward plot delivery with artificial stakes sometimes in favor of said fanservice, too busy with paying-off the storyline than actually saying something with the work. But not Xenosaga 3, it’s a game which does suffer a bit of growing pain that’s something we can’t ignore unfortunately, but I can excuse a lot of the game shortcomings because of how well it wrapped up everything that matters and delivered a powerful story which spoke to me as a person, with characters and a universe I had a tough time saying goodbye too by the end of the credits.

At times, I even wonder if I don’t prefer it to Xenogears, the gap is really close, but both games, as broken as they are, do deliver on their promises. Takahashi might see the Xenosaga series as a failure, heck maybe you’re seeing the series as a failure after completing it ! But as far as I’m concerned, I didn’t regret going through the series and experiencing Takahashi’s wild ride. And maybe who knows, Xenosaga isn’t over, there’s tons of stuff left to uncover, the Xeno series is not over yet, Xenoblade proves that the Perfect Works plan has still delivered all of its secrets. Maybe someday, Xenosaga will once again be brought up in the light, I really wish it does, I wish the game would receive at least an HD port if not a straight up sequel…

But this is a far off dream for now, but who knows a wave can travel the universe and change the course of history… so yes it’s a dream for now but maybe not for long, maybe one day Xenosaga will shine and ve celebrated for the cult classic series that it is…

Maybe this day…

Maybe tomorrow...

This review contains spoilers

NIGGA IS THAT JESUS???

This is the greatest game of all time

Disagree = Wrong and you didn't get it

"Elly, you will always be my Xenogear"

11/10
6/5
105%

>incestual pairings
>eugenics
>child murder
>patricide
>immolation
>jihad warriors
>dense politics

Yeah, I'm thinking five stars.

some games are good because they suck and this is one of them. but thats ok