This review contains spoilers

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

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

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

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

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

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

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

I wish the rest of it did.

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

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

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

Reviewed on Oct 15, 2022


2 Comments


1 year ago

So, just a little addendum in the comments. Most people love this game, and I'm not here to tell those people that they're wrong. Normally I wouldn't do this, but seeing as my top review is still a mean-spirited joke against a game that resonated with personal trauma in extremely unpleasant ways that I only ever thought would be seen by the two or three people, that by a fluke of the algorithm catapulted me overnight into the deeply unpleasant position of being someone people on this site had Takes and Opinions about, that would be shared around on Twitter and discords, completely altering how I was able to use those websites in ways that...well, would happen again, frankly, when I wrote a review about Elden Ring, but regardless, the point is that I recognize that I have a relationship with this series and the people who like it that compels me to express, however futilely, that your feelings and thoughts on this game are 100% valid and I am not here to argue with you and tell you that they are not. I'm just someone who, when they were younger, loved this series, and had that love irreparably tarnished by one game that really made me feel awful and from which those feelings provoked reactions that made me feel almost as bad, who went into this game hoping to find a reason to love it, and very nearly managing it, only for it to crumble in my hands at the last moment. In a game as big and as weird and as messy as Xenoblade 3, there's going to be plenty inside that one can find something to love in. I just didn't quite manage it. That's on me, not on you. I really do admire the formalist ambition of this game and if it managed to bring it home, I'd be singing its praises with the rest of you. But, like I said, Xenoblade just doesn't really work for me anymore. I don't want this to be a mass scolding like my Xenoblade 2 thing ended up as, as tongue-in-cheek as it was. I'm nothing but happy for those who do consider this game to be amazing. Let's just agree to disagree on this one.

1 year ago

Another banger review, Woodaba!