226 Reviews liked by Itsygo


A really cool experience. Parts of it are extremely unwieldy as a consequence if its focus on set pieces. I think there could have been a version of this game that controls better and with an improved camera. It also has some bugs here and there. It's really interesting game that is very much worth playing, but I feel the set dressing does a lot of heavy lifting.

Tried the original a couple times before this and found its performance near unplayable. I have no ties to the aesthetic of said original game, so I think this game looks wonderful all around.

Shadow of the Colossus is justifiably praised for its atmosphere and art, but I really struggled to finish it. So much of the game is tedious and frankly, boring at times. When I finally got to a Colossus, I got a rush of excitement, clinging on while a Colossus shook you was pretty fun at first, but it's certainly not enough to entertain me 16 times in a row. But what really bothered me the most were the utterly atrocious controls. The horse was just a pain to ride.

I can appreciate the spectacle. It's beautiful, ambient and sadly a chore to play.

Somehow, the bad optimization returned.

Really fun, expands on the original to deliver a great Star Wars romp. Really unpolished though and the story goes on for a bit longer than it really needs to.

This review was written before the game released

is it just a challenge now to see which studio can make the most pointless remake of all time

This review contains spoilers

Finally, after all these years, all this waiting...a sequel to Metal Gear Solid 4.

Less of an elegant melding of the design philosophies of Xenoblade 1 and 2 and more a Burnout-Esque car crash of systems, careening discordant mechanics at each other again and again, piling mechanic upon mechanic upon mechanic, leaving each one shattered by impact, until finally, just when it would be funniest to...another system comes screaming in and collides with the pile-up. On paper, Xenoblade 3 seems like it might really be the best of both worlds, but paper is famously two-dimensional. Practice reveals that Xenoblade 3's complete incoherence, its inability to make any single element of its design work fully with any other results in a game that was, for me, actively unpleasant and frustrating to play through.

So many things about Xenoblade 3 reward you with experience points, be they sidequests, chain attacks, or exploration, and certainly the most fun I had in Xenoblade 3 was the initial thrill of abusing the chain attack to get 1000% extra EXP and go up like 4 levels at once. But because the ability to level down to keep apace with the level curve of the main quest is bafflingly locked behind New Game+, and because fighting enemies below your level substantially slows down the unlocking of your Jobs, which the game encourages you to switch near constantly but also encourages you to remain on a single job so that others can use it too, what gaining that EXP practically means is a short burst of endorphins at seeing Number Go Up in exchange for an hour or two of staid misery as your progression grinds to a halt and you languish in a party composition you aren't enjoying so that you can unlock one you do like later. A game where you are punished for progression, and punished for not progressing by potentially missing out on the first game in the trilogy where there is more than a handful of sidequests with actual stories and meaningful gameplay unlocks in them. Xenoblade 3 represents the point where the memetic maximalism of the series, something I have always enjoyed about it, finally buckles and collapses under it's own weight, the cumulative effect of all this is being that you are left with a game built on systems of rewards that actively work against things the rest of it is doing, that make the game frustrating and unpleasant to play, the RPG design equivalent of being pulled in 4 separate directions by each of your limbs.

The story produces a similar effect. While the pretty great core cast provides a solid foundation for the game, thematically or stylistically there's not a single theme or idea that Xenoblade 3 brings up that it will not at some point contradict or muddy, not a single thing it ever fully commits to. Sometimes this is borderline parody, like the scene where the party rages with righteous fury at members of Mobius for having the temerity to treat killing people as a game, only to then in the very next screen meet a hero character who treats killing people as a game that every single character is completely on board with except for Eunie, who is chided for the crime of consistency and is asked to undergo a sidequest character arc in order to stop committing it. It often has the feel of a first draft, especially in how characters significant to the histories of our crew are introduced in flashback seconds before they reappear in the present to have a dramatic and tearful finale. Down to the very basics, the broad theme that comprises so much of the story and the gameplay, of two disparate peoples doing good by coming together, is shattered by an ending that sees their separation as a tragic necessity. By any conventional standards of narrative or mechanical coherence, Xenoblade Chronicles 3 is an unmitigated disaster.

This isn't a unique failing of this game, however. Some of this is not unique to Xenoblade 3, but rather represents a degree of exhaustion I have with elements of Xenoblade that have remained unchanging. Xenoblade has always taken influence from MMORPGs, but it's influences have never really extended beyond the experience of the player character. Playing through raid or even dungeon bosses in an MMO, with their own discrete mechanics and designs that throw wrenches into your rotations you must react to, alongside Xenoblade 3 thoroughly demonstrates that if Xenoblade is a single-player MMO, it is a single-player MMO where every single enemy is a mob, where every single fight plays out almost the exact same way. Whether you are fighting a lowly bunnit or the God of Genesis, you're going to be just trying to execute your rotation all the same. And the rotations themselves are incredibly simple, the actual challenge is navigating around the uniformly terrible AI of your squadmates. The chain attack has always felt like a concession to this, and never more so than here, where at almost any time the + button lets you opt into a mode of play that tosses out basically the entire rest of the battle system to play a minigame that also happens to be a completely dominant strategy that is more powerful than anything else in the game, at the cost of being incredibly drawn-out and boring. Similarly, the world design, which is basically the same as the prior games but much wider, exposes just how uninteresting these spaces are to explore when the visuals and atmosphere aren't doing the heavy lifting. But Aionios is a particularly bland and staid world, with precious little interesting visual scenery and barely buoyed by a soundtrack that, Mobius themes aside, I found almost totally unmemorable. Both in the things it takes away from prior games that may have distracted from it, and the things it does itself, Xenoblade 3 does an admirable job at demonstrating the rot at the core of this entire series, the flaws and failings that have always been there, brought into the light more completely for the first time.

And it almost works. It genuinely, sincerely, almost works.

The world of Xenoblade 3 is a literal mash-up of the worlds of Xenoblade 1 and 2, a staid, in-between world maintained in eternal stasis and backward-looking by a group of (awfully-dressed) manchildren who treat all of this as consequence-less entertainment for themselves, who hang out in a theater watching clips from the world outside as if they are little more than episodes of a weekly seasonal anime. This lack of coherence, the way the writing never takes more than a step without stumbling, the way the ungodly chimera of systems and mechanics makes simply existing in Aionios feel genuinely stressful for me, against all odds does manage to feel resonant with the parts of the story that are about how existing in this singular moment is awful, how we need to forcefully draw a line under all this and move on. When characters talk about how much they hate this world, I sincerely agree with them. I hate it because the time I have spent here, because I have hiked across its vast empty wastes, seeing off dead bodies in a spiritual ritual reduced to a Crackdown Orb, because I have fought the battles of this endless war between Keves and Agnus and found them to be unpleasant and unsatisfying, because I have found the carrots of progression it offers to be hollow and tasteless. Xenoblade Chronicles 3 earnestly and sincerely represents a formal boldness that I genuinely did not think Monolith Soft was capable of, a willingness to produce a game where the act of playing feels terrible in order to underscore its point about how the world it presents must be ended. Even if it's lack of materialism and eagerness to abstract it's themes means it's never going to hit me like games that name their enemy (I've seen people talk about XB3 as an anti-capitalist game and while I can see how it's talk about destroying the Endless Now would be resonant with feelings like that, I'd like to direct your attention towards the early scene where a nopon explains the Free Market to the party and they all go "that's so poggers" and also the unbridled Shinzo Abe-ness of certain scenes, you know the ones) it nonetheless represents Xenoblade going further and reaching higher than, frankly, I ever thought it capable of. When a late-game boss starting randomly spouting contextless lines from Xenogears' theme song, I knew that some part of this game knew what was up.

I wish the rest of it did.

Perhaps Xenoblade 3 would be dishonest with itself if it did not also muddy and fumble the one part of it tying all the disparate strands together, but by indulging in earnest and straightforward nostalgia to an almost comical extent. One of the earliest things that intrigued me about Xenoblade 3 was how each of the two nations is ruled by a figurehead representation of a prominent waifu character from a prior game, where the uncritical worship of these characters is manufactured and exploited in order to maintain the endless war machine. It was cutting, it was incisive, and seemed self-aware, however briefly, of just how wretched the fandoms of these games are. Of course, it couldn't last. By the end, these figureheads are replaced with the Real Versions of these characters, who actually are uncritically good and brilliant and worthy of worship, whose immense power is absolutely necessary to destroy "The Endless Now", and also my willingness to find something that means anything in this mess. The one thing you absolutely cannot do when making a story about clinging to the past being wrong and bad is to parade around that same past as if it's the second coming, to indulge so completely in uncritical fanservice that buries anything interesting beneath tuneless self-indulgence that sounds like a thousand teenage boys yelling "BRO PEAK FICTION". If Xenoblade 3 isn't willing to commit to what it's doing, why should I? Why did I spend 100 hours of my life that I will never get back on a game that's just going to throw away everything interesting it's doing a the final hurdle? What was the point of any of this?

The angry tone of the prior passage is not how I feel now, given time to relax and reflect on the parts of the game that do genuinely work for me, like the main party (Eunie and Taion prove that Monolith Soft is in fact capable of writing a good romance, they have thus far simply chosen not to) and, of course, the parts that Really Don't Work, which are the things that worked most of all. But I'm not really able to get over that the one thing I found was truly interesting and exceptional about this game was something it just couldn't resist the allure of Servicing Fans enough to bring home. With Xenoblade Chronicles 3, Monolith Soft set out to prove that Xenoblade cannot continue the way it is, and the worst part is that they succeeded...just in a way that convinced me that the problem might lie deeper within Monolith Soft, not simply with Xenoblade itself.

Ultimately, I just think these games aren't for me anymore. I really gave it the best try I could, but I'm content to let the people who do still love them enjoy it themselves, whilst I let time turn it into a faded memory. The best Xenoblade, on paper? Definitely. But then, cardboard cut-outs don't make for great company, do they?

for context, I want to preface, I am a big fan of JRPGs, i have been playing them since the mid 90's, on all different consoles, including some more obscure ones. I have also been an avid anime watcher since the same time. I have played Xenogears on PS1 and thoroughly enjoyed what I've played.

I waited some time to play XBC2, and i thought it would tick all the right boxes, but it fell flat on all fronts, so I'm just going to list why I did not enjoy the game at all:

- Did not enjoy the combat at all. There is a lot of combat in this game. it was slow, and felt cumbersome. my attacks did not feel like there was a large impact and using combos did not seem to be as useful as they should be.
-the game does not explain it's own combat system well through natural progression, and more mechanics keep getting thrown in throughout the game, which just makes it very bloated.
-Enemies do aggro you from a long distance away, forcing you to retreat to safety if they are too high level.
- constant repeated, annoying lines and quips after every single battle gets on your nerves.
- the levels are 3-dimensional but maps are 2D, and don't have multiple layers so everything looks like it's on top of each other on the map, making things confusing.
- excessive chance-based/ gatcha elements for a bunch of things like getting blades or dive containers.
- too many damn shops. why are there like 15 shops in every town?
-an excessive amount of fetch quests which often amount to "collect 10 of this and bring it back" which comes parceled with going out to the field, killing monsters and coming back, and then doing it again, repeat ad nauseum. I fully expect this in an MMO, not in a single player game, at least not this many.
- all the characters are written like someone threw a bunch of anime tropes in a hat and drew lots. of course all the women are comically well-endowed and are in love with the main protagonist. it's all cringey and I can't take it seriously. other JRPGs have this of course but not to this extent.
- the performance is pretty poor on the switch, it's probably one of the worst I've seen from a 'AAA' developer. I would enter a town area and it would get extremely blurry and stay that way for a good 5-10 seconds. this is not fun.

I gave it a serious chance but it did nothing for me.

Everything degeneracy stuffed into one package. The sexualization and love triangle have gotten to the point where I feel they literally encroach on the story. No, I am not exaggerating. I could write a whole essay on how the character design and writing in XC2 reflect a larger societal issue regarding Japan/nerd&otaku culture and its sexualization + portrayal of relationships and family. The battle system is way better than XC1 but the tutorials are awful. In handheld mode, this is possibly the worst looking game in the Switch's entire library. I hate Tiger Tiger, the sidequests still suck, field skills are awful, and the world still doesn't feel fun to explore. The character designs are terribly inconsistent and there's a gatcha system. The humor and voice acting are super cringeworthy.

The commentary on refugees amidst a climate crisis is one of the most morally depraved viewpoints I've ever seen in a video game. Please watch this cutscene. Essentially, the refugees are being criticized for protesting the Indol government (a powerful theocracy) despite being "fed and watered" by them. They're labeled as lazy and won't take matters into their own hands. What they refuse to explain further in this scene, is that Indol has total control over the distribution of core crystals, effectively giving them a monopoly over the war. Ardanian soldiers colonized Gormott, and these mostly Gormotti residents were displaced in the process. Ardanian presence in Gormott is large and they give core crystals to residents only if those residents enlist for their military. These refugees are literally powerless and you have multiple members of royalty plus a high ranking Ardanian officer complaining that these displaced refugees are lazy for holding up signs begging to stop the war. Asinine.

The soundtrack is great though.

oh my god this game sucks ass if you like it you are LYING

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.

Take every cringey jrpg trope ever invented, and put it onto one game. With awful voice acting, quest design, etc.

I flushed this down the toilet

My mom walked in on me playing this so I switched it to porn because that would be less embarrassing.

Xenoblade Chronicles 2 is the worst AAA game I have ever experienced.

Xenoblade Chronicles X for the Wii U is my definition of “a flawed masterpiece.” It had all the pieces there to make a near perfect game, but didn’t quite connect them. Still, There’s a special place in my heart for it. The first Xenoblade Chronicles is one of the best JRPG's of all time.

Xenoblade Chronicles 2 is not that. If you are not familiar with the game, it takes place in another world where all civilizations rest on the backs of titans in the sky, endlessly swimming around the World Tree. Besides that you have pretty typical JRPG fare, like unexplained magic, talking animals, and girls with cat ears. It has a some good points to it, but at the end of the day, Xenoblade Chronicles 2 is just a bad game.

Look, I love anime. I’ve seen quite a lot of it. Too much, even, my friends tell me. But there is a line, and maybe I’m the one who’s got to draw it. Pyra’s boobs are literally larger than her head. If you watch a video of Pyra, you’ll see quickly how ridiculous her character is. The proportions of her figure are completely inhuman in any way, shape, or form. JRPGs can get pretty bad with this stuff, but look at this shit. This is the most egregiously over-sexualized depiction of a woman I’ve ever seen. And not just the breasts, but the whole costume ensemble. She’s wearing half a pair of short shorts with a metal bikini top. This character is meant to be the awakened persona of an ancient, powerful weapon, the Aegis. I spent 30 hours trying to take her or this game seriously and was never able to do it. Japan does some fucked up stuff, but when your female characters are this unrealistic I’m unable to suspend my disbelief any further. Any character development done for Pyra is thrown to the wayside as I’m trying to figure out how her back isn’t broken. It’s a damn shame too, because Pyra’s voice actor is excellent and probably the only competent actor in the entire cast. The fact that anyone fetishizes human women to this degree is kind of revolting. This is the horniest game I’ve ever played, and I played Danganronpa.

Unfortunately, for many reasons other than Pyra’s chest size, this game can only be described as an anime garbage cringe fest. This game is everything that the general public thinks anime is: perverted, badly dubbed, full of screaming fights and big explosions, all style and no substance. The over-dramatic reactions to every small line of dialogue, the nonsensical gobbledygook language the characters use when describing ancient wars or distant gods that have no bearing on the present situation, the constant reduction of female characters to sex objects. This is the stuff that people who don’t engage with the medium see when they look at anime, even though it only pertains to a small portion of shows/manga. If you’re not an actual weeaboo in possession of a waifu body pillow and you managed to stomach all this, then I applaud you for your patience. I am a lesser man.

There are gacha mechanics, and your rewards are women. Wow. Don't know how much more on the nose you can be with "women are objects", but there are legitimately loot boxes with big-breasted, bouncing anime girls that are often teenagers or younger. I am not lying.

If you have the stomach for this kind of stuff, congrats! Let’s talk about the game. You’ll take control of Rex, a recently resurrected scavenger with a horrible English voice actor, who sets out to return the aforementioned Pyra to Elysium, which is heaven, I guess. Rex is a “Driver,” which is what we call people that can harness the power of Blades. Blades are humanoid people, of which a disproportionate amount are hot teenage girls with big ole anime tiddies. Pyra is a Blade, and is sort of a manifestation of the power of the Aegis, Rex’s big red sword. So long as Rex holds that sword, he is inexorably linked with Pyra.

Pyra wishes to return to the top of the World Tree, so they join up with a cat girl who is riding a talking tiger and a perverted raccoon with a sex robot. I apologize for the bitterness that is so clearly seeping into my review.

The above scene, while only 5 minutes, kind of sums of the vibe of the whole game nicely. This broke me. I think from this point on I was destined to hate the game, and there probably was no going back. I had to call my mom after this, just to tell her I love her. Poppi is indeed a sex-maid robot built in the image of a 10 year old girl that Tora, the raccoon idiot, built to refer to him as Master. What the fuck, MonolithSoft. I will not sit here and let this be normalized.

The game is composed of several small open worlds that are disconnected, and as you progress through the game more of them open up. You can fast travel between worlds to jump between them, but on each one you’ll find plenty of stuff to do. Some are tiny and others large, but the actual design of the landscapes relative to the mobility of your character is great design. MonolithSoft built the map for Breath of the Wild, so it’s not surprising that the map in their own game is so impressive. Even in the first world, you see rolling hills, arching mountains, bottomless lakes, and vividly colored plant life of all kinds. The art direction of the settings is one of the best parts of the game.

The monsters are, as always, amazing. They are carried over mostly from the previous games, and Xenoblade has always had a knack for making believable looking fauna in the right environments. This is the high point of the game. If you want amazing fantasy animals from a distant planet, there is no better place to find them. Seeing new creatures was the only thing that carried me through 30 hours of this game. The music is solid as well, but honestly I really thought it was a downgrade from XCX.

That was the last good thing I’ve got to say. Combat in this game is convoluted beyond belief. There is no way you could understand anything that’s going on without reading about it online, because there are so many systems layered on top of each other that everything you do during a fight loses all meaning. Despite the fact that there are 5 hours of tutorials at the beginning, you’re not adequately taught how to configure your party to achieve the most powerful combos. With accessories, equipment, party callouts, elemental combinations, skill trees, auto-attack cycles, status effects, weapon types, combat arts, art levels, weapon upgrades, and Blade attachments all working in the background together, it takes more than a few hours of mashing buttons in the dark before you have any sense of what Rex is actually doing. I know it seems like a very simple thing, but there’s a huge disconnect between the player and game when your character doesn’t seem to be responding to the inputs you hit. And it’s not because the game doesn’t work, it’s just such an insane explosion of color, badly dubbed screaming, and ugly UI that you don’t actually feel like you’re doing anything.

The UI for menus needs to be mentioned. It moves really slowly for some reason. It’s ugly, it’s hard to navigate, and totally unintuitive.

The game also runs at 480p undocked, leaving all the tiny onscreen text literally unreadable. Are we meant to scan through three different onscreen menus during fights without being able to even read the text? The game also runs at 30 FPS maximum but is bugged with constant frame rate drops. I don’t think I made it more than 20 minutes in handheld without a single digit frame rate drop. Maybe that’s been fixed by now, you can correct me if it has.

Xenoblade Chronicles 2 is both a technical and narrative failure. This game absolutely fails its predecessors and has cheapened the brand. While the worlds and monsters are imaginative and beautiful, the cringey anime garbage stuff is enough to turn off most people. If you overlook that, the actual gameplay creates a huge disconnect between the player and Rex. Combat relies on over a dozen different bloated systems and feels like button mashing, even when you do it strategically. The characters are impossible to relate to or care about, even setting aside the unacceptable designs of the female characters. The English voice acting and dubbing is the worst I have seen in a decade. If I have to watch Poppi, the robot sex-slave maid modeled to look like a 10 year old girl, call that alien raccoon “Master” one more time, I will throw up. Do not buy this game.