77 reviews liked by Joji


Tunic

2022

Being a kid was pretty rad, huh?

This game portrays the feeling of navigating a new world with the language barrier inherent to being a child.

It almost perfectly replicated the feeling I had of playing Ocarina of Time for the first time before I knew how to read, forcing me to use other clues, means of progression, and sometimes just fucking around until something works.

But with Tunic, this is by design.

This was a fantastic game, but what really pushed it into masterpiece territory was the final puzzle, which really brings the game's intentions full circle and is one of the most impressive and creative puzzles I have ever seen in a game.

It's a magical little experience, the likes of which I have never encountered in my adult life.

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.

after playing sc, the second game in the trails in the sky trilogy, I thought it would be hard for it to be topped for something better sort of until I finished the 3rd. SC was so good but I think I like this game a bit more.

trails in the sky the 3rd kind of drifts away from the style of the first 2 games, the gameplay is more like a dungeon crawler and this change might've annoyed some players but it defo didn't for me, I found this gameplay very fun although it might take a chapter or 2 to get used to the style of the game.

my favourite part of the game is the doors feature, such a unique way to present side stories into a game, these doors helps you to understand the lore and story of the game but also helped the cast individually, all of the main cast got drastically better due the stories within these doors. Other than story, certain doors have minigame features and actual objectives you need to meet which was so fun for me I enjoyed it a lot, it really helped me to immerse myself into trails the 3rd. The moon doors really felt like I was playing a VN tho. My favourite door was star door 15 by far, Renne is the most interesting character for me so far and I cant wait to see her later arcs as I play through the trails series

Kevin being the MC really paid off since his journey is beautiful and the whole arc revolving around him was just greatness. Kevin's arc is pretty much relative too Estelle and Joshua in my opinion.

i also think, unlike the first 2 games, trails in the sky 3rd had the best starting point and stayed the most consistent, this helped the flow of the game better. I cant really think of bad segments in this game due to how consistent it is. Overall this game was something else, it was so good

An amazing finale to an amazing trilogy, what an experience and I'm looking foward to the next arc which is crossbell

"so we put on our bravest faces and promise to meet again -whether it becomes true of not - and we go back to our lives and keep on going"


After a week of grinding, i am officially done with xenogears

Xenogears most definitely has my favourite story/narrative in gaming. Seamlessly being able to juggle a multitude of themes/topics such as: What does it mean to be human? What does it mean to truly live? Importance of free will, how our connections with others shape our identities, overcoming one's own destiny, accepting our bleak reality and moving on from it e.t.c

For one thing, the gameplay is REALLY GOOD! Infact too good for something from its time. I really love how they integrated combos into its mechanics to make turn based gameplay that much more interesting and worthwhile in the longrun. Actually making the player experiment with the casts movesets to pull off some cool ass chains of attacks.

Xenogears shows an absolute masterclass in how to write a compelling and heartfelt romance. Effortlessly intertwining the fates of Fei and Elly (Wont go into specifics) together to provide some heart warming, organic, saddening but also hopeful moments between themselves. I love both of them ALOT!

I 100% get the hype about fei and i was incredibly surprised. He is definitely the most well written and fleshed out character in gaming. I was completely blown away by his character conflict and how it tied a huge amount of the narrative together. The Dreams Section in DISC 2 is the best thing gears could have done for his character. The revelations forcing him to accept the truth, the harsh and cold reality he chose to escape from and showing his immense character growth in the process was masterful writing. As a person who didn't necessarily turn to games to expect GOAT level characters, xenogears proved me wrong.
YOU CAN'T TAKE HIM OUT. HE’S DIFFERENT. HE'S NOT THE SAME! YOU ARE YOU BUT HE IS HIM!!!!

The cast is filled with a lottery of charismatic characters who mesh and coexist with each other pretty well. Citan is an obvious favourite of mine off rip (HE IS HIM!).

The music is immaculate, id say my clear cut favourites are Bonds of sea and fire, june mermaid, tears of the stars hearts of the people. Just to name a few, but the entire soundtrack is picture perfect for the dichotomy of lighthearted content to the dark and bleak filled stretches in the game

My goodness there are some HARD/Maybe BS bosses tho lmao. If i had to go by difficulty it would be:
Deus
Ramsus/Opiomorph
Shakhan
The adrenaline rush i got when i beat these bosses felt great

That last portion of the game after beating DEUS till the ending is one of the best stretches in media for me. An emphatic way to close out Feis/Lacans Character Journey and put a neat bow on the game.

Enough Said, GREATEST GAME OF ALL TIME!

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...

Out of all the WRPGs (western RPGs), I've played thus far. Pathfinder: Kingmaker(PK) is without a doubt the most complex and rich in nearly every category I long for in the genre. And to Owlcat’s credit, the Kickstarter backed CRPG almost achieved full marks. Multiplex of systems, deep mechanics, extensive kingdom-building, matched by a fascinating world-building and filled with memorable characters. A long story, featuring multiple endings. Real-time with pause combat. Dense fantasy single-player title in an isometric perspective. And yet I can’t help but find the whole experience of clearing everything possible in over 130 hours a double-edged sword. Full of sharp awesome content. Yet underneath lies a blunt edge full of troubling matters. Alexander Mishulin, Creative Director at Owlcat Games eloquently sums up the matter in an 2020 interview saying “...Huge Pathfinder system ruleset was left tricky and unclear in many ways for the new players unfamiliar with the tabletop game.”

The IP is incredibly different from what I dabbled in Baldur's Gate 1 last year. And the old Fallout titles. Feels a lot more in-depth not just in terms of pen-and-paper, but in different rules and how the mechanics are implemented by Owlcat on Paizo’s ruleset. I’ll run through the positives first before I dive into my mixed feelings. Full disclosure: I played 100 hours without mods before relying on them to end credits. I’ll denote a mod section properly later on, but if I don’t discuss it please assume I'm discussing vanilla.

Storywise I found to be a slow-burn. But ultimately an enjoyable affair. You start in a competition for the rights to become baron/baroness of the Stolen Lands. A large swath of unclaimed land with no leader. Think bandit territory except fantasied to the gills. Crypts and hidden tombs full of nocturnal creatures sinisterly lurk. Local settlements are plagued by monster attacks and the occasional banditry. Fill your wanderlust and discover ancient ruins and dungeons! Full of traps, puzzles, and of course great treasure awaits! But take care, whimsical fey beings roam here and there so beware! For better or worse, depending on your choices in dialogue you may come across interesting outcomes. Discover a key piece and be led to a hidden location out on the world map! Or used in a way to uncover another hidden check. Where the locals and monsters alike will be found in all manners of the noble to villainy spectrum. Take heart, for finding a true pure soul in such a hostile place may seem dangerous! Yet behold! Beyond the borders lie a people still living brightly and drinking merrily in taverns. Singing to their heart's content without end!

Before I sing on further, I must talk about the initial priorities after becoming Baron/Baroness. Consists of the gameplay overview without combat. A gentle reminder, to not go gallivanting off into the wilderness following the wanderlust compass. Rather, one must remember to research curses. Curses are something unexplainable and mysterious occurring within your lands. And it is up to you to research why. There are more than 13+ of these curse events that need to be resolved as you progress through the game's many acts. All of which contain a time limit to complete under “xxx’ day. Doing so is one of the key requirements to unlocking a secret ending and progressing through the main story conveniently. Refrain from doing so and the consequences will be severe. I didn’t have much issue with deadlines. Bona fide lenient as long as you prioritize what to do. A general loop emerges: Enter building management -> research curses, solve problems, assign advisors, resolve advisor concerns, construct structures in settlements, invest in building points(BP) or use them for erecting structures or helping pass a bill using BP. Finished? Good, we're not done. -> Check the journal to see any main quests. Usually, one or two pop-ups and its a number one priority to complete. -> Once finished then you're allowed to finish any sides and errands. Followed by companion quests -> If you have any days left on the clock. Explore the map, discover new dungeons, finish off random mobs trying to kill you while traveling, and unearthing loot by turning over rocks and crannies you see are all worthy endeavors. The priorities may seem daunting at first, but I assure you have ample weeks to months. In finishing any important tasks before moving on to the rest. Generally, Traveling around and researching will consume most of your precious days. However, there are certain ways to mitigate any losses later on. I’ll include some links later on for extra tips.

Plethora of classes to choose from and upgrade. More than fifteen main jobs. And several archetypes within. A barbarian, for instance, specializes in an armored hulk, mad dog, or invulnerable rager. A cleric branches off into a herald caller, ecclesitheurge, and crusader. All with their unique powers and skills offered. I stayed as a paladin and found it decent. My primary joy came from the multiple allies who joined my merry band. Swapping into a different profession if inclined, but I kept them as their base class to see how it feels to use them. At the end of the day, I concluded they’re fun to use. One serves as a tank such as my tower shield specialist while my inquisitor summons undead to serve as handy meatshields. My bard’s songs randomly stun my enemies. I and my barbarian cleaned up! Rinse and repeat and voila! Dead guys in the aftermath. Granted not all encounters will not go as smoothly as one would think. Plenty of surprises await in store for any curious adventurer.

Should be noted there are special prestige classes. Several are not selectable at the character creation. As you progress and meet certain requirements they become available as your second class. I’ll be honest with the exception of the Wildcard DLC. I was not able to use any of these prestige ones. As a result, I am unable to comment on them other than some being powerful and others meh from what I skimmed online. Overall essential in understanding classes, since comprehending their capabilities will mark triumph and despair concerning the combat portion.

I mainly used real-time with pause(RtwP) mode. For those unaware, in CRPG's this means each action your party makes is conducted at the same wavelength against the opposing enemy side. Casting spells takes seconds before casting but attacking is ongoing when not in cooldown. Trading blows until one side is gone. For those uninterested in RtwP. Owlcat implemented a turn-based(TB) method. Activatable anytime with a single press of a button. Initially, a mod early, the devs decided to add it for those not enthused in the RtwP approach. As someone who favors turn-based. I have to say the move was pretty based. But I couldn’t stand doing TB for every fight encounter. My entire playthrough would’ve easily doubled or tripled. But the inclusion of the mechanic later on after release I appreciate a great deal especially if I get tired of RtwP. Convenient when needed.

In my honest opinion, an enjoyable isometric gameplay emerges. Regarding the many systems at play. Battles are somewhat challenging relying on your crew's profession. For instance, if you improperly manage equipment, health items, and proper class understanding then you may be in for a life of hurt when confronting multiple foes in a large open area filled with scattered mobs. I struggled early on since I had zero Pathfinder exposure. Meaning I rushed into things without thinking, quick-saved like my life was about to expire. To make sure I gained a favorable outcome and spammed abilities like a madlad. Kindly erase those foolish ‘jump before thinking’ mentality and realize no one will hold your hand gently. Despite a wealth of options available to reduce difficulty which I will talk about later on. Look at my character and witness how one tab from the summary may induce information overload. What is AC? Fortitude? Reflex? Will? The difference between wisdom and intelligence. Knowledge arcana/world? lore/nature? Sounds rubbish, who needs these skills? Alignment? Bah, who cares. Well, my friend I do! A great deal since you must understand a sizable chunk to succeed. I won’t go into complete minute details, but suffice it to say each terminology is important to survive. Basic stereotypes do exist though, so no need to worry! A mage is squishy early on, but a glass cannon. Ranger and barbarian are viable builds and hybrid classes are available for those who wish to slot into a job outside of the standard ones.

Have no fear of the daunting Pathfinder homework ahead! I did only the bare minimum cause I wanted to get straight into the thick of things and still managed fairly well. Here’s a secret that has never failed me when playing any CRPG. Buffing/debuffing/summoning is honestly the bread and butter. And will undoubtedly your life easier. Without any of those above, I would not be able to win against my adversaries. Helped me so much to the point I spent over 100 hours buffing in less than a minute before engagements. In the blink of an eye. Yeah, I'm not kidding about those buffs. Crucial in starting up a massive advantage before striking any foe ahead. Summon any pets, skeletons, elementals, or animals at your side ahead of any battle so attackers will be dumb dumbs and attack them foolishly. As if they are the priority. Debuffing is equally important. Any Atlus JRPG fan should know from Megami Tensei how skills like reducing enemy power, missing an attack, freezing them, and whatever manner of debuffs to inflict. Will turn the tides in your favor. The same principle applies here. Min-maxers like myself who love adjusting little morsels of numbers are in for a real treat. Countless loot is around, as a result, I never had an issue strengthening my characters and applying any spells to their repertoire. No requirements to micromanage level-ups either. If checked in the menu. And since I started from beginning to end credits with the preference on. You are in good safe hands. An indispensable accessibility feature reduces the steep cliff into a more manageable one for newcomers to the series.

Do keep this in mind. It's inadvisable to spamming spells and abilities without a drawback. The consequence of using magical abilities means the 'charge' will be used up. Mana is unavailable. Instead, your party will have a certain amount of ‘charges’ so to speak on how many times to reuse a magick discipline. A basic 'fireball' for example may have one charge. In spite of that, within the magic system for some classes, possible to increase multiple slots. Consequently granting more amounts. Area of effect, cones, and single targets, bouncing are all attainable parameters, so watch out not to hurt your allies. Lest you need to revive them after the battle ends. After an engagement with an enemy, a non-combative status will occur for all. Any damages and spells used along with health will not return to their original condition. This means every skirmish with a mob will leave you bleeding. Continue fighting and sooner or later the effect of 'fatigue' will emerge. A debuff handicapping with horrible stats. Go further and you may become exhausted incurring further penalties. To counter a weakened state, one 'rest' is recommended, and rations to heal back to 100%. Be warned you may be ambushed by nearby hostiles. It's these little things that pile up later on when you expect a benefit there must always be a drawback in some form. Not much of an issue provided players remember to buy rations and set their PC to scavenge for rations out in the wild.

In the wilds and civilizations players will need to contend with the text and dialogue system. You will inevitably conduct a wide array of meaningful conversations. For instance, talking yields a host of options. Both are informative to educate, pushing to the next segment in a quest, moving the conversation forward with lore passages highlighting key information whenever you need, and taking a gamble in stat-oriented discourse to affect an outcome. Crucial to give context to the rich history in Pathfinder where putting the mouse cursor will describe any bolded phrase. Appropriately connecting any relevant lore with anyone. Where paragraphs on gods, nations, political figures, religion, etc. will be described when highlighted. Hearing a disgruntled futilist dwarf talk about the impending doom of the end of days from the god Grotis transforms otherwise static boring sentences into flavorful dynamic words to remember and an “Ahah!” moment arises. Stumble upon reading a book about certain dangerous religions only to learn later about a crazy cult related to said religion. You will inevitably come up with many of these examples. Nevertheless, conversations are susceptible to stats; you have to needle your way through unique text. Granting extra experience and new conversational topics to discuss with whomever you meet. Such a deeply intricate word system is only part of the whole gameplay pie to understand why I adore talking to my party to understand their backstory, relationships, and history and develop them further with their quest lines down the road.

Under these circumstances, the world-building is richly implemented and flourishes through meaningful lines as I meandered my way to talk to important NPCs whenever I traveled. Be it a villain, an unsuspecting stranger, or an upstanding citizen of the realm. All are not spared my inquisitive nature to converse! In my delight, speaking yields both favorable and unfavorable outcomes concerning a dice roll. Meet the stat check to enable the dialogue requirement, but plausible still failing the result. Meaning my goals for a peaceful resolution between two angry interracial groups could be thrown into the fire. Erupting a bloody feud betwixt two leaves me no choice but to eliminate both or take one side. Invigorating my soul and leaving me contemplative to carefully consider a circumspect approach. Take information with the grainiest of salts and don’t label everything in simple good or evil manners. Difficult to judge whether the NPC is acting in the best interest at your behest while secretly holding a dagger behind their back unknowingly to your eyes. As a result, Non-conflict encounters are unique here, where fights interrupted are an uncommon occurrence with a conversation box, hearing their plea and moving on from there. I’ve had the personal pleasure of converting evil dastards onto my side while subjecting good souls to betrayal. Interconnecting later on in a future side-mission or main narrative where your previous actions will have a consequence later on. I befuddled a group and investigated a murder or caused mayhem on the populace by lying to whomever. Offered a mysterious item I picked up just for this occasion. Bribed, persuaded, intimidated, or sought further lore knowledge. No one is spared from my decisions and I lived with the consequences of my actions.

If there is one notable strength here in PK then companions here are a breath of fresh air. Not the best, but certainly not the worst. Recruit all eleven comrades, plus two more from the Wildcards DLC. A wonderful motley crew full of contradictions and wild alignments from chaotic to lawful and those staying in the realm of neutrality. I adore my party's banter. Sharing wonderful stories and barbs anytime I rest. And their voice actors deserve only praise for going the distance. Seeing their background update during a loading screen is a small, but appreciative detail. As I progressed further in their questline. From the loveable optimistic bard who never fails to brighten the room, the tough barbarian exile who continues to thirst for a challenge, the curious explorer alchemist who underneath their arrogant exterior lies a heart of gold, the noble tower specialist who continues to make each stranger drop their jaw in awe at her beauty. The chaotic duo of eldritch scion and rogue wizard lent their bond to my group despite their horrible past. A stoic tragic ranger avenger, a dwarven futilist cleric, a goblin knife master, and others I could list but I'll save them for a surprise… Needless to say, all have a colorful history beyond simple tropes and evolve constantly throughout my journey. I won’t say any favorites since I like all of them equally, instead, I will remark my allies' goals are a must-play and some intertwine with the main story at length. Providing a nice integration into the story and commenting during side activities on their thoughts, feelings, and alignment. Your actions will favor or dislike you. Therefore, it's essential to think carefully about their beliefs, morals, and alignment to adjust your response accordingly relative to the situation. Complex and not one-sided, and not all that hard to keep with you by when the end credits rolled around. Heck, I operated a solid crew of five. With changes in the guard whenever any relative friend's objectives arrived. Some benefit from putting any relative members in a relatable matter for instance. Otherwise, serving an appropriate role in another area below.

Kingdom building surprised me a great deal. There are plenty of systems in place here to almost make me wish for a separate game to play exclusively. Heck, employing any of your companions as advisors who will approach you about a delicate matter related to any of the stats concerning your authority. Population, relation, military, culture, divine, loyalty, arcane, stability, espionage, and community. Accepting a new policy, rejecting or fashioning a unique dialogue choice conditional on the advisor’s characteristics. I was able to increase the guardsmen with more men and budget instead of leaving them to their whits. Fought espionage wars with another neighboring nation by honoring our dead spies than risking their status. Favored culture of the arts and freedom to use magic freely and threw away the bill restricting their passion. And so forth. Completing these requests and listening to my advisors leads to benefits and detriments. So take heed of your colleague's advice and choose the best course of action. In doing so you manage your domain from impending self-destruction. Be careless and your citizenry will revolt. Therefore, it is imperative for one to finish any dilemmas arising in priority rather than any opportunity points. Issues if not solved, worsen stats, so pray to RNGSUS you land on a good dice roll to resolve the conflict peacefully. Or quickload like me hehe. Opportunities are okay to ignore, but for those who decide to try them the rewards are equally as good as solving problems. Don’t worry about taking care of your vassals constantly, a timer will run on when resolved and a notification will pop up for any impending event.

An option to automate your kingdom exists, but I still suggest that folks embrace the system to get a feel of managing affairs in your nation while also investing your precious days. Pays dividends later on in the form of passives and supplementary items. The latter leads you to new objectives and random encounters providing free equipment through artisans(Specialists who join your nation, when you visit your new settlement when claiming a region), and investing in your crown pays dividends later on to grant permanent buffs like increased attack roll chances, immunity to fear, and faster movement when traveling and more. Constructing mage towers(unlockable once you level up an advisor's ranks) allows one to teleport with minimal downtime creating a genuine saver for those urgent investigations in your journal. Aside from leveling your partners in combat and dialogue, you advance their rank in their advisory role to have a better chance to resolve troubles and opportunities. Useful when RNGSUS will sway to your lucky side rather than the unlucky side.

Decent-to-quality sidequests and errands are plentiful and ultimately awesome to complete. Enhanced my experience during my adventures. Here is a small taste of what I encountered. Uncovering a dark mega villain through a long monster extermination hunt Mediated between fey beings on trees and preached to no end on civility, peace, and compromise during heated debates and mob pitchforks. Hunted weird cultics from weird satanic ones to disturbing groups with their nefarious agenda preying on helpless innocents like a pregnant woman in need delivering her baby for a price. Oh hell no. I saved her thankfully, but whether or not it was a good thing in the end leaves me still troubled. Engaged in a puzzle to resurrect a powerful, but evil ghost for sick armor and weapons. Participated in treasure hunts, fought bandits holding hostages, saved mythical creatures like dragons, and found a boy who cried wolf-like investigation whose outcome was vastly different from what I expected. Returned a Necronomicon-like book to a powerful hermit in the lands and traveled to other realms to investigate curses to reach and attain the absurdly difficult secret ending. Heck, I took advantage of alignment choices to brutally reach a good outcome. Nonetheless, I still time-traveled into alternate universes. By reloading to recruit horrible fellows into my cabinet. Yeah, I’m not proud of that at all…

Anyway, mod time. Earlier I mentioned I played vanilla for 100 hours. Once I reached that point I decided enough was enough and threw away the base content life. And subsequently enjoyed in greater detail the latter half to an insane degree with much-needed quality-of-life features. Below I’ll briefly outline some must-haves for anyone on PC.

Mod manager - Number one key ingredient for all kingmaker needs and easy to install any of the following to make your playthrough fun and eliminate the tedium.

Bag of Tricks - Solve 99% of any troubles you face. From side quests not occurring, to fixing a bug here and there. And to be fair I had very little bugs or crashes. I think outside of a handful of minor bugs my playthrough was nearly perfect. My convenient tricks were instant teleporting on the world map, instant rest + after fighting, instant auto-complete realm events, lock-picking unlimited attempts, force success/triumph on problems and opportunities, pass skill checks, and my personal favorite a romance counter which is crucial for the secret ending. Trust me. If you want the bonus act to activate I recommend it. These listed are my favorites from the mod, but there’s way more inside I never used.

Faster menu book zoom - When you launch the program, it takes a long eternity for the book which contains the standard menu options to proceed. Do yourself a favor and download them to save you extra. Adding in the command line ‘-skip intro’ from the program launcher when right-clicking the properties on Steam is beneficial too.

Buffbot - Takes less than a second to activate all the buffs you currently have. A necessary alternative than taking a minute to individually select each member and buff them to the nth degree I said previously. Use Buffbot once and be done.

Aside from the mods above. You have a wealth of selections to tune the difficulty to your liking. From the image I customized the normal settings, making encounters less of a chore and more on the easier side. Restricting to the confines of vanilla as much as possible. So I recommend tuning them to your preference.

Now then for my mixed feelings. Consider the following text as small to big red flags in varying degrees. I feel are worth noting down. I had to trim this a bit since this review is getting too long and I apologize for that.

Kingdom Building is a mixed bag. I love the aspect of erecting settlements and determining the kinds of architecture. However the ‘time-limit’ before the next act and what to do perhaps make newcomers feel pressured and quite honestly have no clue what to do. I had to frequently Google and ask my friends about priorities. Although frankly, I'm leaning towards being positive on the aspect. Sincerely cool having advisors and solving problems since you are a Baron. I found it more enjoyable than my playthrough with Ni No Kuni 2’s version. Which ultimately was all right with uninteresting sidequests. Here I kept coming back to my empire. Taking personal pleasure in being hands-on in my day-to-day. See how your settlements grow and flourish along with your subjects. It’s thrilling, satisfying, and most of all worth seeing all your efforts come to fruition. For general tips, I'll echo what before I play & walkthrough for advice. Was instrumental and made daunting tasks to fulfill become easier to manage.

However, tiredness will undoubtedly occur. I had to stop playing kingmaker constantly in 2023 due to fatigue. The sheer amount of content if you combine the DLC is a lot for anyone’s plate. Acts on average took me 20 hours give or take some change to complete considering there are a total of 8 acts. If you count the act-like DLC Varnhold and the roguelike beneath the stolen lands. You’re easily reaching 150+. This is a friendly reminder to stop and take a break in case you are feeling burned out. I played palette cleansers like indies and shifted into different genres from a CRPG in between chapters to refresh my willpower to keep going. The slow-burn narrative along with my mixed feelings on kingdom-building aspects among others leave me in doubt whether I unintentionally had resorted to sunk cost fallacy. However, I would say once you reach part 2 to part 3 then the plot beats start to heat up gradually into a snowball. Turning my interest from a “hmmm” to an “Oh now we're getting somewhere.”

I think some rules for Pathfinder in general are too restrictive and punishing. This isn’t a negative against Owlcat; rather they did a phenomenal job adapting the tabletop ruleset for the videogame audience. Paizo the company from my understanding created the IP and surrounding laws within. Here are notable head-scratchers. I am not allowed unlimited lockpicking? Once I fail an attempt it's impossible to try again. I had to resort to a mod to give me unlimited attempts. Moreover, no instant rest after skirmishes. Meaning in vanilla, if my heavily damaged party needs to rejuvenate I have to manually activate the button to heal where I am assailable randomly. And lord help my soul if I fail that encounter during the process. Thus my momentum of adventuring unimpeded is halted. Sure I soothe my comrade's health, but what happens when I run out of charges for each of my healers? Then I am incapable of reviving their vitality. Resulting in, busywork. Coupled with the majority of loading screens from entering my throne room -> kingdom management -> back to throne room -> going out to world map -> entering a new area on the map -> reverting a save if something awry occurs -> repeat. Granted not a major deal, but over the course of my long playthrough, it all adds up. As a consequence, I am forced to struggle whereas I could be enjoying. Maybe I'm spoiled by fast load speeds, but I did install this on a fast SSD. Maybe a faster M.2 drive would be better. Goodness, imagine playing this on an HDD…

Other miscellaneous stuff: Gameplay would hang. An uncommon occurrence during random battles. Perhaps an NVME is better? I played on a Samsung SSD with a decent PC that ran the highest graphics on max settings to optimal framerate. The hanging is like a split second. Usually, initializing textures and characters when starting and during loading screens to govern your principality or unpacking a file. Not something glaringly obvious since my overall experience is still positive. Nevertheless, it is something noteworthy. Moving on. Some portraits of enemies are not given a unique picture. We are faced with our characters' faces. Pretty jarring to witness as if any major enemy is well an imposter of us. Granted not all of them are like this, but the inconsistency is mildly weird to witness.

Owlcat’s version of Pathfinder gamified is an incredibly ambitious undertaking. Took me nearly a year to finish in its entirety and while I did have some annoyances from the ruleset, scattered loading times, and mixed feelings. There’s quite a bit to enjoy among the many systems within. I liked overseeing my realm. Making tough decisions based on fair policies and having an immediate effect on my subjects whether good or bad. I delved deep to understand the deep mechanics in real time and pause. Yet at the end of the day, I think the amount of gratification here despite the herculean effort the devs have encompassed with a gigantic stuff to devour is dependent on the user's experience to get down in the trenches. If I never knew about skill checks and buffing, then I would have suffered early on because of my ignorance in taking advantage of magical resistances. If I didn’t read up on how to manage my provinces better, then possibly in a bad alternate universe I would’ve game over in my 100+ hour run due to my improper handling and neglect of the state of affairs. And that is NOT a feeling I want anyone to suffer with. Considering the reports I've read online of users having the same issues of neglecting their nation. Please make sure to check 'invincible kingdom' in the options. Speaks volumes how much you have to devote yourself to bring out something worthwhile. And for me? I think this is certainly one of the greats along with Baldur’s Gate. As long as you dedicate enough energy inside and mods installed. A deep & expansive CRPG that doesn’t hold your hand, but rewards the most invested of players. Sadly I find this incredibly difficult to recommend to everyone. Except only to fans of the genre. I believe Mandaloregaming said it best "... you play this game more for the systems than for the writing." And I can’t help but agree with their statement despite him saying the line in his story section. I would say it also accounts for the whole breadth of the game itself.

Base game without mods: 7.6/10
Base game with mods: 8/10

References & Additional Material:
Interview with the creative director on Pathfinder: Kingmaker
Pathfinder: Kingmaker Classes overview and archetypes
Example of information overload from my character
Long road to secret ending - heavy endgame spoilers within
PK Difficulty Settings - Pretty extensive options to tune the combat modifiers to your preference.
Before I play & Walkthrough

Mods:
Mod Manager - Bag of Tricks - Faster Menu - Buffbot

At risk of beating a dead horse, I think the weakest part of Path of Radiance is easily its relatively low difficulty. To preface, this is from the perspective of a series veteran (“awakening babies” get to call ourselves vets now, how lovely) with a very intimate understanding of what’s ‘good’ in these games, but I started playing with 35% increased enemy growths, later bumped it to 55% and I still felt like I was cruising through most of the mid to lategame chapters. A lot of those chapters lack any sort of pressure to threaten your strong units or to push you to move faster (the latter camp usually being enemy thieves that a good mount can easily reach) and boil down to being very sluggish ‘fields with enemies’ that let you tackle them as risk-free as you want. Combined with how high growths are and how BEXP lets you blitz even further ahead of the curve and I think most of the game lacks bite even when the enemies are boosted to the point where they border on unfair. It has a lot of interesting things going on in theory - side objectives for BEXP, forges being limited to one per chapter, some cool gimmick chapters late on (CH22 is just a pokemon strength puzzle and I kinda love it) - but the game never has quite enough friction to bring out its own potential.

But the draw of PoR mainly comes from the strength of its writing. The majority of the character writing is very realistically grounded in the game’s settings and situations. Every support and base conversation is lovingly woven to bring out subtleties of the cast’s personalities, worldviews, personal struggles, dynamics, their growth or lack thereof. Their personalities are strong but not exaggerated (for the most part) and the interactions are full of little remarks or conversations that feel unexpectedly resonant or meaningful. It’s a lovely cast that’s very difficult not to fall for. While the story itself has a large focus on Fantasy Racism and does stumble a little into its trappings (primarily its tendency to categorise all Kilvans in one particular way), its angle towards it feels very carefully-written and used in a way that attempts to earnestly explore attitudes towards prejudice. It uses its depictions to present the importance of uprooting systemic oppression and breaking the self-perpetuating cultures of hatred that it brings, and how vital it is to do so despite how much of a Herculean task it is in reality. It all further feeds into a broader theme held up by scenes beyond how it presents discrimination - how understanding and righting past wrongs is vital to be able to truly move forward and make meaningful change or growth. It’s the *honesty* of all its explorations, more than anything, that I found so unexpectedly disarming.

It caught me off-guard with how much I ended up liking it, but it’s really easy to see why it’s so beloved. If you don’t mind it being slightly defanged on the strategy end, it’s a lovely, warm and charming game that’s surprisingly confident in its writing.

     'Three years had passed. Five years had passed, and still the trees remained with their roots spread out on the bottom of the water. It looked almost as if they were still alive now. Ohina thought to herself; in those days my legs were still strong. My eyes could still see far.'
     – Michiko Ishimure, Tenko, 1997 (tr. Bruce Allen).

The post-war years in Japan were accompanied by an ideological shift in the ideas of work and family, with the development of the sarariiman myth. The ideal household, promoted by the Japanese government, was one in which the wife took care of the housework and the children's education, while the husband provided for the family's economic needs. This dream was made possible by the employment conditions of the 1960s and 1970s, when the average worker could expect to spend their entire career with the same company. Representations of the Japanese sarariiman have largely evolved over time, making him both an archetype of ideal masculinity through his loyalty to his employer and his sacrifice for his family (kigyō senshi, corporate warrior). At the same time, other representations emphasise his submissiveness, in line with the westernisation of Japanese culture [1].

     And every morning the door closes

The collapse of the economic bubble in the 1990s shattered this ideal, weakening the labour market and the salaried middle class [2]. The destruction of this family harmony, based on a patriarchal concept of sacrifice, led to the dysfunction of Japanese households and the gradual disappearance of fathers from the family unit. The generation born after the 1970s had no memory of the economic miracle of previous decades and found themselves thrust into a world where inequalities were apparent from school and career prospects were mediocre at best. Authority figures were viewed with suspicion and contempt, including the government, teachers and parents. They are said to have failed in their role as guardians: teachers are portrayed as incompetent or murderers, politicians as indifferent to misery and colluding to steal public money, while fathers resign and mothers weep at their powerlessness [3].

The destruction of traditional masculinity, which is still struggling to build a new mythology, has been followed by a reassessment of the place of women, who are regarded as the driving force for Japan's economic recovery and the bulwark against demographic decline. Unsurprisingly, Shinzo Abe's economic programme has focused heavily on the role of women, both as workers and as mothers. Yet Abenomics have failed to transform the labour market environment: government coalitions have been largely conservative, and measures for women have been anemic at best [4]. What remains is a vain discourse to encourage reproduction – despite the economic conditions hardly being met for raising a child – which is reflected in cultural production.

     Undoing ikumen in post-Abe Japan

The overrepresentation of motherhood, however, should not obscure the transformations of fatherhood in the 2000s and 2010s. Xenoblade Chronicles 3: Future Redeemed is a striking example as it deals directly with this issue, whereas the original game looked at the question of reproduction and family in a broader way [5]. The heroes of the first two games return, each embodying a different vision of masculinity. Shulk retains his candour while appearing more calm and disciplined. He represents a self-controlled masculinity driven by both elegance and intellect, in the style of the erudite warriors of pre-modern Asia. Rex is much rougher, constantly struggling to find a way to express his feelings and frustrations, despite his good intentions. In some ways, his development is reminiscent of that of Ryōta Nonomiya in Hirokazu Kore-eda's Soshite chichi ni naru (2013), an architect who is unable to provide emotional comfort to his family. Confronted with the way Shulk interacts with Nikol, Rex finds a new harmony with Glimmer, full of empathy and love.

Perhaps the most important aspect of these relationships is that their nature remains implicit. Many of the reminiscent and contemplative passages in Future Redeemed rely on knowledge of the franchise, but the theme of fatherhood runs throughout the DLC. Ultimately, the heroes' distance from their children is a response to the debates surrounding ikumen, a term used to describe fathers who are involved in raising their children in order to make them appear 'cool'. The ideological programme of Abe's Japan relied heavily on this imaginary to encourage fathers to participate in the household, but the figure of the ikumen has been widely criticised for giving men a nice label, even though they contribute to the dysfunction of both the domestic economy and their working environment [6].

The figure of the ikumen can be understood as a way for fathers to make themselves useful somewhere and gain recognition from their peers, a way to find a place to belong (ibasho) after being ejected from both the family unit and the corporate space. Future Redeemed responds to this sociological question in the same way as several local associations have done, through the figure of the ikimen, men who decide to foster communities of solidarity in the same way that they would look after their children [7]. Shulk and Rex, thanks to their experience, become the tutelary figures of the Liberators and Colony 9, but they are more interested in being mentors than leaders. Like the base game, Future Redeemed focuses on building bonds between the various members of the community until their resilience is no longer in doubt. As the various characters point out to Matthew, the virtue of a leader is to bring people together when necessary, not to control their lives. Through the various side-quests, the inhabitants of Colony 9 also gain texture and individuality, autonomy and confidence – more so than in the base game, thanks to a sparser cast.

     Maybe tomorrow

There is an optimistic melancholy to Future Redeemed, between the series' various iconic locations reduced to lonely ruins and the forward-looking language of the characters. Like Tetsuya Takahashi's other games, the DLC shines by magnifying the ties that bind individuals, variations on the theme of friendship, love and togetherness – lessons that must be carried beyond the game. A single existence is but a drop in the ocean of human history. Civilisations, buildings, masterpieces, passions, dreams and memories can vanish in an instant, but there remains an explicit duty to cherish the past, not in blind adoration, but in preparation for the future. Future Redeemed constantly refuses to elevate Shulk and Rex onto a pedestal: they are already fading figures, as their injuries attest. Even A, for all her unwavering calm and penetrating gaze, chooses to remain outside the life that Colony 9 and the Liberators have decided to cherish; not because she is without compassion for the survivors, but because she knows – and this is her legacy – that the future belongs to them alone.

As Xeno veterans know, every story has an ending, and not all sequels need to be told. Looking back at Lost Jerusalem and thinking about building a better world is poignant, but this is the everyday story. Fighting for a fairer and more humane world. It may take generations, but the important thing is to keep dreaming and struggling for it, because there is nothing more tragic than an existence without hope, even when darkness seems to engulf everything. Of course, there is something idealistic and simplistic about this statement, but Future Redeemed, like the base game Xenogears (1998) or Xenosaga (2002-2006), leaves room for misery and sadness. Inequality is part of every society, and Takahashi has no illusions about the ghosts that will always roam the Rhadamanthus of the future. This is how Future Redeemed concludes the epic of the Xenoblade Chronicles, just as Episode III: Also sprach Zarathustra (2006) invited one to close their eyes for a while, until the light of hope reappears, maybe tomorrow. In a way, Future Redeemed is just an open door. Its more meticulous progression with Affinity Points, its more fluid exploration thanks to numerous ergonomic additions, and its gameplay designed around accessories rather than classes all point to rich ideas for Monolith Soft's next projects.

I may still be around to see what paths they take.

Maybe I won't.

I will sleep a while, until the dawn wakes me up again...

I still believe... come what may...

__________
[1] Annette Schad-Seifert, 'Samurai and Sarariiman: The Discourse on Masculinity in Modern Japan', in Arne Holzhausen (ed.), Can Japan Globalize? Studies on Japan's Changing Political Economy and the Process of Globalization, Springer, Berlin, 2001, pp. 206-208.
[2] Some contextual details are provided in my reviews of Kaze no NOTAM (1997) and Power Shovel (1999).
[3] This is a rather simplified picture of the cultural representations of the 1990s and 2000s, but they occupy an important part of successful audiovisual production in Japan. On the topic, see Shuk-ting Kinnia Yau, 'Bad Father and Good Mother: The Changing Image of Masculinity in Post-Bubble-Economy Japan', in David G. Hebert (ed.), International Perspectives on Translation, Education and Innovation in Japanese and Korean Societies, Springer, New York, 2018, pp. 243-253.
[4] Mark Crawford, 'Abe’s Womenomics Policy, 2013-2020: Tokenism, Gradualism, or Failed Strategy?', in The Asia-Pacific Journal, vol. 19, no. 4-4, 2021.
[5] On the topic, see my review of Xenoblade Chronicles 3 (2022).
[6] In particular, wives and employers are very suspicious of the ikumen modoki, the father who prides himself on being involved in running the household and bringing up the children, but in reality makes no effort at all. He builds a positive image of himself on his wife's efforts and uses the household as an excuse to shirk his professional responsibilities. The yarisugi ikumen, the man who is overly proactive in his domestic involvement, is equally feared by women, both because he often disrupts household routines and wastes time, unnecessarily burdening his spouse with additional work. On the topic, see Nicholas Michael Feinig, Rearing the Family, Moving Society: Rethinking Gender, Kinship, and Work through Japan’s Fathering Movement, PhD thesis, University of Toronto, 2020, pp. 99-134.
[7] This figure is also subject to specific criticisms, notably the contamination of spaces intended for women by a corporatist and hierarchical masculinity, and the fact that these groups are more places for fathers to socialise than spaces for improving local community life; nevertheless, they are a new ibasho for men, outside the workplace. On the topic, see Nicholas Michael Feinig, op. cit., pp. 230-276.

Phenomenal Game. An extremely underrated series that should be acknowledged more. This game was an upgrade to Blasphemous 1 in nearly every way, from making the game play less clunky to expanding even more on the story to introducing new, creative ways to make the platforming more engaging like making it so that the different types of weapons are apart of your platforming experience. Blasphemous 1 definitely has the better boss designs because of how creative and unique they are, but in terms of everything else, Blasphemous 2 makes sure to polish and excel at what it's predecessor excelled at. What a beautiful game.

The sins of the yakuza are mine. And if I have to, I'll take on every last one.

If Kiryu’s saga established the man as a legend inextricably tied to underground crime, Infinite Wealth is truly able to bind the man to his fate.

Yakuza 5 establishes one point clearly: while he can hide all he wants, while he can even try to erase his identity and wallow in regret, he cannot erase his name.

If Ichiban’s previous game established anything, it’s making clear that you can truly rise up from any odds if you put your mind to it. Rehabilitation is possible, and if a washed-up 42-year-old former yakuza can take down the governor of Tokyo, so can anyone else.

7 establishes this guy’s ideals, and rather than him simply follow the footsteps and mistakes of his predecessor, Ichiban’s natural familial lovingness and talent for leadership are given a purpose by Kiryu.

The infinite wealth of experiences both we and Kiryu have gone through, the countless trials and tribulations, the visceral deaths and betrayals, it all defines who he is. Kiryu is deeply frustrated with who he’s become, but he can’t run away. He’ll take the sins of the yakuza with him, the lived experiences, the brutality, the violence. It’s his burden to carry, and it’s Ichiban’s to shape a better Japan in his stead.

Infinite Wealth’s enormous berth of side content, extravagant set pieces, rock solid character writing, and sense of scale cement it as the greatest work RGG Studio has created. Some iffy pacing and rough edges cannot hold back the beautiful storytelling that wraps the story of one of the most inspirational protagonists of the genre in a bow.

https://www.youtube.com/watch?v=ezWWBPbwBvo