Discussion Xenoblade 3 Titan-sized deep dive Writeup

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Xenoblade 3 analysis and criticism from a Xenoblade super-fan

Christi Junior

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varishangout.com
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Hello varis! I'm Christi Junior from the Fediverse, where some of you might already be familiar with my mix of racist and anti-tranny edgy posts, anime girl lewdposting and video game writeups. I'm of course here because of the last one (though I also try to infuse my vidya writeups with spicy jokes and cute anime girls), because due to the somewhat ephemeral nature of the Fediverse, I've repeatedly been recommended to find a more permanent home for my writeups - and the varis forum seemed like the most promising suggestion. I'll probably post a lot more of my old writeups here over time, but for now I wanted to share my magnum opus: the recently completed Xenoblade 3 writeup, just in time for the game's 2-Year Anniversary.

Why did this writeup in particular become such an utter monster? Because Xenoblade 3 was just a Perfect Storm: it’s a gigantic game with tons of content that I’m extremely passionate about, as well as being part of a larger series that I’m ALSO extremely passionate about, and while it has countless strengths (we’re talking about some EXTREME highs here), it also has plenty of weaknesses and flaws that make for some good Rant material, as well as various things that it does well, but which its predecessors did even better, and which therefore give me an excuse to talk at length about other games I love. Doing a writeup this size for Xenoblade 1 or Xenoblade 2 just wouldn’t work for me, because their flaws are fewer and not nearly as interesting to discuss. The only game that comes close is actually Xenoblade X – and if that game ever gets a Switch 2 remake, you might just see it eventually get its own Mega Writeup.

So here it is, the varis debut of my Xenoblade 3 writeup, and my vidya writeups in general. Given how lengthy this thing is, I'll keep the breaks I had on Fedi for improved readability. And with that, let's begin.
 
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Xenoblade 3 Writeup: Prologue

1/3

It’s finally here, the long-awaited Xenoblade 3 writeup, 2 years in the making! I always knew this thing was gonna be an absolute monster, a Titan if you will, which made it natural to keep procrastinating, to keep prioritizing other, more manageable projects, not to mention the Best Vidya Girl Contest. Once I had finished my Persona 5 Royal writeup however, I felt that the time had finally come to tackle Xenoblade 3.

Being one of my most eagerly-anticipated games of all time, a game I’ve put more than 200 hours into (Update: more like 450 hours now, lol!) and a game I have A LOT to say about (including various hot takes and observations I haven’t really seen elsewhere), this was always gonna be a big one. So big in fact that it’s not only gonna be divided into 9 parts (each comparable in to a regular writeup in terms of size), but I’ll be approaching it in a very different way from my usual writeups – trying to convey how I personally experienced the game, from its announcement and hype phase to my playthrough of its 7 Chapters, as well as the post-game. I will also review in a more standard manner various aspects of the game (graphics, music, combat system, Based Morality etc) at whatever point feels most appropriate. I will try to keep Spoilers somewhat vague where I can, but since I’ll be discussing the story and major characters in depth, this writeup will end up revealing most major events and twists in the main story (I however aim to keep discussions of side content Spoiler-free).

Obviously, if you already feel my normal writeups are TL;DR material, this isn’t for you. However, if you’re interested in Xenoblade 3, the Xeno series, my takes on vidya or right-wing video game reviews in general, you should find plenty to enjoy. I’m ultimately writing these things primarily for myself, to develop and improve how I write about video games, and to finally put into words all sorts of thoughts and ideas that have long been floating around in my mind, but I’m always delighted when people on the Based side of Fedi end up appreciating and enjoying my writeups. And with that out of the way, let’s properly begin this prologue.

As the February 2022 Nintendo Direct was drawing to a close, I considered it a pretty good one overall – while Fire Emblem Warriors Three Hopes didn’t excite me at the time (I would actually go on to be extremely impressed with that game once it came out), a new Mario Strikers was certainly exciting (and would ironically would prove to be yet another ill-conceived and disappointing Mario sports game on the Switch). There were a number of interesting 3rd party ports (including Portal 1 and 2!) and remasters/remakes announced, Kirby and the Forgotten Land kept looking better and better, while I couldn’t care less about Nintendo Switch Sports. Mario Kart 8 DX getting a whopping 48 “new” tracks through DLC was actually pretty damn cool. But when it comes to Nintendo Directs, there’s always that moment where the Big N pulls a Columbo and goes “Just One More Thing…” – which often ends up stealing the whole show.

This time, their “One More Thing” opened with a clip of a dark-haired man playing a flute – clearly a fantasy adventure/RPG of sorts, and one with very high production values, but obviously not Zelda, and it really didn’t look like Fire Emblem either (besides, we’d already opened the Direct with Three Hopes). Already I was feeling pretty confident that this was in fact a new Xenoblade game – there had for a while been persistent rumors floating around about a Xenoblade 3, and even some supposed leaks about plot details, like Melia returning and the game being a sequel to both Xenoblade 1 and 2. However, I am a pessimist by nature, and so remained cautious – until the trailer switched over to a battlefield scene, full of warriors dressed similarly to Xenoblade 1’s Defence Force soldiers and crucially, a big honkin’ FACED MECHON-looking motherfucker! When the very next scene showed the man from the opening wielding a big Red sword, and fighting a catgirl who wielded twin rings as her weapon, I felt safe fully marking out in pure Fanboy joy.

Xenoblade 3 was real, it was looking amazing (some idiot JewTubers even insisted that the game must be running on the Switch Pro), and it was coming earlier than anybody had dared hope – September 2022! Despite the announcement trailer containing less than 90 seconds of actual cutscenes and gameplay footage, there was just so much to talk about, so much to speculate on – but some key takeaways were indisputable: Xenoblade 3 would not only combine the worlds of Xenoblade 1 and Xenoblade 2, but was pitting the two against each other (represented by two nations, Keves and Agnus) in a desperate war for survival. Characters from the old games would be returning, with Melia and Nia already have been shown in the trailer (albeit with their faces covered by creepy-looking masks), as the Queens of their respective worlds. Meanwhile, our heroes would be a party of 6 characters from both warring nations (3 from each), led by the flute-playing, Monado-swinging Noah, and the goal of this group would presumably be to put an end to this Xenoblade civil war.

There was so far no explanation for HOW their two worlds had collided, or WHY they had become such bitter enemies (let alone how people as sensible as Melia and Nia had gotten swept up in this madness), but a lot of time seemed to have passed since the first two games ended – at least 100 years, the consensus seemed to be. But then, why did the trailer seemingly show one particular Xenoblade 2 character who not only shouldn’t be able to live nearly that long, but who hadn’t even survived his own game? These sorts of tantalizing mysteries just made Xenoblade 3 that much more interesting.

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2/3

Based on this trailer, I found Xenoblade 3’s concept tremendously exciting – continuing the story of not one, but TWO of my favorite games of all time, and boldly taking them into some dark, uncharted territory. Some fans, burned by franchises like Star Wars, might balk at seeing the happy endings of the first two games seemingly reversed, and fan favorite characters possibly turned into villains, but personally, I always had complete, almost naïve faith in Tetsuya Takahashi and Monolith Soft, and fully expected them to do right by their characters and their universe. Meanwhile, the dramatic possibilities presented by this new setting had the potential to deliver us the most powerful and heartbreaking Xenoblade story yet, continuing and possibly concluding a tale that began back in 2010 (or arguably even 1998). Suffice to say, I was all onboard the Xenoblade 3 hype train.

A little over 2 months later, we got a second major Xenoblade 3 trailer to sink our teeth into. This one was almost 3 minutes long, showed a ton of new characters, and maybe most notably, gave us an extensive look at the new combat system: Your entire party would be on the battlefield and fighting simultaneously, pairs of party characters would be able to fuse (insert E;R Steven Universe sex reference here) and transform into massive monsters, and your main party would be bolstered by 1 additional Supporting character who I assumed could either be changed out at will, or was tied to particular sections of the story. Oh, and the release date changed, I guess September 2022 proved a little too ambitious after all, and therefore the new date would be…JULY!!!?? This colossal GOTY contender wasn’t actually being delayed after all, it was releasing EARLIER than originally planned? When the fuck does this even happen?

While obviously incredibly exciting, this new trailer did raise a few red flags for me. The combat system, while superficially fun and undeniably quite the spectacle did seem like a potential mess, with up to 7 party characters fighting at once. I personally prefer 3-person JRPG parties to even 4-person ones – your choice of characters just seems way more impactful in the former, and allows for much more meaningful team building, where each character truly feels important. So you can imagine me being iffy on a battle system with at least SIX party characters always being active. Where’s the room for customization in terms of team building, and how do you ensure that the player-controlled character still has a large, meaningful impact on the battle without making the CPU party characters completely retarded? It didn’t help that the latest Xenoblade “game”, the Future Connected epilogue to Xenoblade Definitive Edition, easily boasted the worst combat system in the series thus far, essentially combining the worst aspects of all previous Xenoblade combat systems.

A lesser concern about Xenoblade 3 was that the new character designs (the main party excluded, those designs were top-notch) seemed like a step down from Xenoblade 2. They were still fine designs overall, they just weren’t quite as attractive or unique as in Xenoblade 2, feeling more like generic anime JRPG characters. Speaking of characters, no additional returning characters besides Melia and Nia were being shown in this trailer. Assuming Xenoblade 3 was indeed set roughly 100 years after Xenoblades 1 and 2, there should still be plenty of characters that would be expected to return due to not being limited to human lifespans, including Pyra and Mythra, so the lack of returning heroes seemed odd. We already knew that the main cast would be 6 brand new characters, but surely this epic Xenoblade Crossover wouldn’t ONLY rely on new characters + Melia and Nia, right?

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3/3

Those minor worries aside, the game still looked incredible – and by now the official Xenoblade Twitter account was also beginning to share updates about the game on a semi-regular basis. Two months later, we even got a dedicated Xenoblade 3 Direct, which obviously was the motherload in terms of Xenoblade 3 info – opening with an extended look at the game’s surprisingly huge rogues gallery, this Direct greatly fleshed out Xenoblade 3’s setting (the world of Aionios, which is a fucking terrible place to live btw, more on that in the Chapter 1 writeup) and characters, as well as an extensive looks at the game’s features and mechanics. It was a fantastic Direct which made me even more excited about Xenoblade 3, and alleviated a number of the concerns I had, primarily regarding the combat system – the freshly revealed ability to switch characters MID-BATTLE was a real breakthrough for the series, and the new Class-system (new Classes being learned from these previously hinted-at extra party characters, called Heroes) introduced just the kind of extensive customization and team building options that I had been looking for.

Between the Direct and the Twitter updates, a particular picture was emerging, which made me hyped beyond reason: It was more than this being an extremely ambitious JRPG that boasted a colossal, well-designed and visually stunning world to explore, an epic, tragic story that was nonetheless filled with soul and cute, charming moments, great characters, sensational cutscenes and production values for a Nintendo game, deep and well-thought out mechanics, excellent quality of life features, a brilliant battle system, a Godlike soundtrack – I mean, all of those were just par for the course when dealing with a Xenoblade game! What was becoming clear was that this game was combining all sorts of ideas and mechanics from Xenoblade 1 and 2, and delivering the best of both worlds. You have Xenoblade 1’s epic war story AND Xenoblade 2’s intimate, touching character moments. You have great Xenoblade 1 mechanics like an affinity chart and items orbs returning, while ALSO keeping various Xenoblade 2 improvements like Unique Monster tombs. And of course, you have brand new ideas like the Class system, new overworld mechanics like monsters battling each other, and fucking mid-battle character switching! It was almost becoming hard to imagine how this game WOULDN’T be the best Xenoblade game ever. And seeing how Xenoblade 1 was my favorite game of all time, while Xenoblade 2 is 4th on that list…

That said, I did try to keep my expectations somewhat in check – I’ve been a gamer for a long time now, and have witnessed potentially GOATed games like Zelda: Twilight Princess and Xenoblade X get tripped up in all sorts of unexpected ways. And there were SOME news about and aspects of Xenoblade 3 that didn’t seem all the encouraging. One Twitter update indicated that one of the Hero characters would be “nonbinary” (not the character you think!), a nasty, unwelcome intrusion of gender ideology that on its own could seriously sour the experience. Meanwhile, the fanservice seemed minimal. And on the note of eye-candy, while the areas shown off so far all looked great, I had yet to see a single location to rival the likes of Eryth Sea or Uraya in terms of colorful, gorgeous vistas or truly imaginative, otherworldly sci-fi fantasy designs.

Oh, and Nintendo fucked up their handling of the Xenoblade 3 Collector’s Edition like you wouldn’t believe, because Nintendo has always got to screw over Xenoblade in SOME way. When a superfan like me doesn’t own the Collector’s Edition for the most hyped Xenoblade game yet, you know things were handled badly.

Still, I was incredibly excited for the actual game, and in fairness, I also got to commend Nintendo for actually doing a great job promoting Xenoblade 3, unlike with Xenoblade 2. I’d argue that Xenoblade 2 didn’t receive a single great English-language trailer (Nintendo apparently thought that Rex’s infamous racecar screams deserved great prominence), and the Xenoblade 2 Direct was at best merely preaching to the converted. Meanwhile, a month before its release Xenoblade 3 had already received 3 superb trailers, and its Direct was also extremely successful. Additionally, the JewTube view counts for Xenoblade 3 content showed a dramatic uptick in interest compared to Xenoblade 2’s hype cycle. Along with Persona, Xenoblade has been the rising star of the JRPG genre these past 10 years, and Xenoblade 3 looked set to become another milestone for the series.

The last few weeks before the game released, I finally began avoiding videos and info about the game. I did note the game receiving better reviews than Xenoblade 2, but worse than Xenoblade 1, becoming one of many Switch games with a 88/89 Metacritic score that easily deserved a 90+, something that would have been a sure bet if Nintendo bribed reviewers half as aggressively as Sony does. However, game journo reviews are worthless anyway – Xenoblade 2 itself had proved that. I was intending to fully immerse myself in this game, and both excited beyond words and slightly awed, I began my Xenoblade 3 journey July 29th, 2022.
 
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Xenoblade 3 Writeup

Chapter 1: A Misleading First Impression

1/4

It’s another wonderful day in the new, boundless world that the events of Xenoblade 1 led to. Our protagonist Noah (who in this opening clip looks to be around 10 years old) and his friends are excited for the Queen's Anniversary, and are rushing to get a good look at the Alcamoth ceremony and the promised fireworks. At this point, seemingly the only thing that Noah, Eunie (a High Entia girl), Lanz (a Machina boy) and Joran (a Fat boy) have to worry about is being late, though the persistent ticking of a large clock one minute away from 6 comes across as an ominous countdown of sorts. And as the clock strikes the hour, something truly bizarre happens – everyone around Noah suddenly slow down and then completely stop moving, even the birds remaining completely frozen in mid-air. Time itself appears to have stopped, but as Noah frantically looks around in confusion, his eyes are drawn to an even more disturbing sight: The sky, moments ago only marred by a few modest clouds, is now completely dominated by the visage of a strange, foreign planet that has appeared out of nowhere, and which unlike everything else, is NOT frozen in place, but bearing down on Noah’s world like a certain Zelda Moon. As the shadows cast by this unknown planet cover everything, the scene cuts away from Noah’s shocked and horrified face, and depicts the two planets colliding in a blinding flash of light, as the new world of Aionios is born.

This opening is certainly unlike anything we’ve seen in a Xenoblade game before, with even the apocalyptic introduction to Xenoblade X at least clearly spelling out what’s happening – in Xenoblade 3, this end of a world (or more accurately, end of two worlds) will remain shrouded in mystery until the final chapter, which serves the story well. Chapter 1 in particular already does an admirable job establishing the game’s setting, characters and main conflict, and would only be unduly burdened by also trying to make sense of what happened in the opening – in fact, maintaining a sense of mystery and intrigue about the true origins of Aionios greatly benefits the narrative, at least until the time comes to *actually* explain it, when things start falling apart. But I’m getting way ahead of myself.

What Xenoblade 3 quickly teaches you is that Aionios, well, is a fucking shithole! Oh, I don’t mean that it’s ugly or primitive, there’s near limitless natural beauty to take in, and you got plenty of massive mechs rolling around the battlefields. What I mean is that Aionios is a terrible place to live: Everyone there is literally grown in pods, “born” as 10-year olds and instantly turned into child soldiers fighting in a Forever War between the only two countries that exist, Keves and Agnus (aka Xenoblade 1 and Xenoblade 2). Family, race, religion, sex – these are all foreign concepts to our child soldiers, who only know War. Hell, their entire lives LITERALLY revolve around war – these soldiers live in colonies designed around massive, mobile military bases called Ferronises (smaller military vehicles and mechs are called Levnises), and a defining part of any Ferronis is its Flame Clock. If the Flame Clock runs empty, everybody in the colony fucking DIES – and the only way to fill up a Flame Clock is by Killing, preferably enemy soldiers.

Now, some edgelords here might not particularly mind having to constantly kill just to stay alive – but the problem is, even if you’re the world’s greatest killing machine, you won’t be able to keep yourself alive for too long: A soldier’s life only lasts a mere 10 years, called Terms. When your 10th term is over you die, there’s no avoiding it, so even factoring in how these guys are physically 10 years old when “born”, they’ll die as they turn 20. Not that most soldiers make it even close to that point, as the constant battles take a tremendous toll, not to mention how Keves and Agnus value the lives of their soldiers even less than (((Zelensky))) values the lives of White, Christian Ukrainians. The absolutely BEST a soldier can hope for is to fight and kill for 10 years straight, see almost all his friends fall in battle, and then get Thanos Snapped out of existence by his country’s Queen during the so-called Homecoming ceremony.

At least the world of Aionios itself seems to share in its inhabitants’ misery – this place is regularly struck by so-called Annihilation events, destructive blasts that destroy part of the landscape. Yep, this pace Allahu Akbaring itself is a regularly occurring natural phenomenon. At least you’re given advance warning: An area being covered in black fog is a sure sign that it will blow up soon, similarly to how tranny flags in a social media profile signals an imminent suicide attempt.

See why I call this place a shithole? Makes you wonder if certain Xenoblade 1 and Xenoblade 2 villains were really all that bad; at least the worlds they presided over allowed you to live past 20 and have, you know, an actual *life*. Their worlds also weren’t literally blowing up for seemingly no reason. Who the hell even made Aionios like this though, who benefits from it, and why are the Queens (who series’ fans will recognize as old heroes Melia and Nia) allowing and even being complicit in this sad state of affairs? Well, that’s what we’re going to gradually find out.

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2/4

Anyway, Xenoblade 3 proper opens up with a massive battle for survival between two Colonies, the Kevesi Colony 9 and the Agnian Colony Sigma. In the middle of this carnage, the game reintroduces us to a now fully-grown Noah (he’s in his 9th Term), as well as Lanz and Eunie (no Joran tho), who are now elite Kevesi soldiers with seemingly no memory of their old, peaceful lives. Noah the master Swordsman, Lanz the indestructible Tank and Eunie the resourceful Medic Gunner prove to be a formidable team and help lead their colony to victory, the Agnian Grindset coming up short against Main Character Power. There are no Agnian survivors.

This first taste of the game is on its own enough to make it abundantly clear that despite Xenoblade 3 not exactly being an AAA game in terms of budget, the production value is off-the-charts for a Switch game: Xenoblade cutscenes have always been fantastic, especially when it comes to fight choreography, but after witnessing the unnerving, apocalyptic opening, filled with striking, trailer-friendly shots and imagery, coupled with the grand, epic war scenes establishing our setting, it was obvious that Monolith Soft was intent on outdoing themselves with their latest game, and this proved to hold true throughout *almost* the entire adventure. Just in Chapter 1, there’s at one point this spectacular battle between two teams that puts the action scenes of most other media to shame – but it’s just a flashback practice bout between two groups of kids! Later on, when Team Noah faces off against its Agnian counterpart in the form of Team Mio, in a REAL battle that actually matters, we get perhaps the greatest Xenoblade fight scene ever, with the choreography entering absolute Sicko Mode as Noah confronts and eventually begins to overcome Mio the Catgirl’s breathtaking speed and agility. And some of the later cutscenes, when party members have gained the ability to transform into their giant Ouroboros forms at will, are even more dazzling!

In terms of graphics, in typical Xenoblade style you’re treated to all sorts of beautiful environments that stretch on for miles, and while the texture work is nothing special, it’s usually good enough to preserve the immersion as the art direction, jaw-dropping draw distance and stunning vistas work their magic. The vistas are dense with cool details and interesting sights, and being able to spot recognizable locations you were at earlier far off in the distance is always a treat. Enemies, mechs and monsters also look great.

Unfortunately, the resolution is generally a bit lower than one would have liked (even by Switch standards), resulting in a somewhat fuzzy and muddy image at times. Furthermore, while the earlier, more basic (but still huge and expansive by most standards) areas run almost flawlessly, the biggest, most graphically intensive areas do suffer from some noticeable slowdown and drops in framerate. You’ll also at times see some unsightly pop-ins and texture morphing.

In terms of facial expressions, I would initially have said that Xenoblade 2 had its characters pull the most memorable faces, but having rewatched all sorts of cutscenes from both games over the years, I’ve come to the conclusion that Xenoblade 3 actually outdoes its predecessor in this respect – its characters are actually extremely expressive, not just in terms of facial expressions, but also body language (Mio’s ears especially are utilized brilliantly to convey her emotional state), and are really great at conveying more subtle and shifting emotions. Xenoblade 2 meanwhile, while indeed having characters that put up a bunch of very memorable facial expressions, also often has characters stand around during cutscenes with these surprisingly blank default expressions that look somewhat cheap and artificial.

Overall, I’d argue that Xenoblade 3 both looks slightly better than a game like Xenoblade 2, as well as boasting slightly better performance, but it’s still not quite the leap forward that I expected, given how rushed Xenoblade 2 was, as well as how early it came out in the Switch’s life cycle. Part of this is probably Monolith Soft being just a bit TOO ambitious for their own good: these guys seem positively obsessed with removing any and all loading times between areas in their ginormous worlds, and openly consider Xenoblade 1 to be too broken-up. While Xenoblade 3 still isn’t completely seamless, it does effectively weave multiple huge areas together into much larger regions, rather than separating each area, resulting in far fewer regions with loading times between them compared to Xenoblade 1 and 2. Stuff like groups of enemies fighting in various spots also further brings the world to life, while simultaneously causing additional slowdown.

Ultimately, even in a game like Xenoblade 1 each individual area was so massive and filled with stuff to see and do that you could spend hours and hours exploring it without encountering a single loading screen – and with Xenoblade worlds consistently being gigantic, the quick travel feature is so essential, and sees so much use, that it will inevitably be the main way you traverse areas, meaning you will have to deal with loading times regardless. As such, I’d argue that Xenoblade 3 being less seamless, but more focused on improved performance and image quality (a benefit that will ALWAYS be present), would have easily been the preferable tradeoff. Even so, Monolith Soft boasts such mastery over the Switch hardware that Xenoblade 3 is still one of the most impressive-looking games on the system, only beaten out by true super-elites like Zelda: Tears of the Kingdom, Kirby and the Forgotten Land, and Luigi’s Mansion 3.

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3/4

In retrospect, what’s most interesting about Xenoblade 3’s first chapter is that in terms of strengths and weaknesses, the game by the end looks almost completely different from how it was in the beginning. Oversimplifying things a bit, in Chapter 1 the single thing that’s handled the absolute best is the story, while the gameplay and ESPECIALLY the combat is its biggest weak point. By Chapter 7, especially nearing the end of the final area, the opposite will be true.

When it comes to storytelling, I don’t think Chapter 1 puts a single foot wrong: there are A LOT of cutscenes, but they all manage to impart so much important information about the world and the characters in organic and interesting ways. You not only get a great sense of what Aionios is like, and what kind of people Noah, Eunie and Lanz are, but also how strong their friendship is, forged as it is through countless battles and life-or-death situations, and how much they care about each other. You see what it’s like growing up in this world of strife, and why making it to the Homecoming is the ultimate goal of any regular soldier.

Even more impressively, the game manages in what is relatively speaking a very short amount of time to really create a sense of Kevesi community and belonging - even coming into this game knowing that the Keves-Agnus war is just a tragic distraction from the real ills plaguing Aionios, the opening hours of Xenoblade 3 make you embrace your role as a Kevesi soldier, fighting for his country, colony and comrades. The pacing is pitch-perfect – rush things just a little bit and you don’t form nearly as solid a connection to Colony 9 and your fellow soldiers, while if proceedings had been just slightly more dragged-out, you’d have become bored and impatient for the REAL game to begin.

At the same time, Noah functions perfectly as our main character, because while he is an accomplished and respected Keves soldier, he’s also the one character who genuinely questions the status quo: Along with being a soldier he’s also an off-seer, a musician who by playing his flute sends off dead soldiers, supposedly granting them peace in the hereafter. Given the obscene death rates every colony has to deal with, off-seers are highly regarded by most soldiers, but Noah’s first-hand exposure to all this death and suffering has caused him to develop empathy for ALL the war dead, Agnian soldiers as well as Kevesi ones, and he plays his melody to give all the anguished fallen peace. Since he’s still such a good and loyal soldier, this quirk of his doesn’t actually get him into trouble, though even his best friends don’t really “get it”. That being the case, Noah makes sure to hide his power level when it comes to how he views the Homecoming ceremony – alone among his Kevesi brethren, Noah views this “greatest of honors” as nothing more than a grotesque human sacrifice.

As such, when a series of extraordinary events lead to Noah finding out that there is far more to this world that constant conflict between Keves and Agnus, more to life than fighting and killing until Homecoming, he proves eager to embrace the new opportunities presented by this revelation. This is how it comes about: After Team Noah is sent on a dangerous mission to track down an unidentified Filthy Neutral neither aligned with Keves nor Agnus, they eventually manage to corner a mysterious man called Guernica Vandham, who is transporting exceptionally precious cargo that his whole squad has already given up their lives to protect. However, it turns out that Agnus hates neutrals just as much as Keves does: before Team Noah can capture or kill their target, they find themselves facing the last surviving Again soldiers, an elite Special Forces team consisting of the Flesh Eater catgirl Mio (who, like Noah, is also an off-seer), the tactician Taion (who seems to be a dark-skinned human, but is in actuality either a Blade Eater or a Blade) and Sena, a petite Blade girl possessing superhuman strength.

What follows is a spectacular battle, where Team Noah and Team Mio prove evenly matched and the soldiers begin to develop some grudging respect for their the counterparts on the Wrong side (as Noah has been fighting Mio, Lanz has been pitting his immovable shield against Sena’s unstoppable mallet, while Eunie stayed busy avoiding getting Blacked by Taion). Before any fatal blows are landed however, Vandam springs into actions, separating the two factions and seeking to get the soldiers to realize that they don’t need to keep killing each other. This attempt at peacemaking initially seems to go south, since the soldiers take this rare opportunity to finally converse with the Enemy as their chance to unload all their frustrations and resentment upon them, cursing the Kevesi/Agnian filth for all the friends and comrades they’ve stolen over the years. However, this cycle of mutual recriminations is broken by Noah, who already during his battle with Mio was increasingly doubtful about the righteousness of actually killing his cute catgirl opponent. And when he speaks his piece about how the Kevesi soldiers aren’t fighting and killing because they want to, but out of necessity, his words are clearly getting through to Mio. Moreover, when Noah expresses a burning to desire to know just *who* it was that saddled the soldiers with such a bleak existence, Vandham tells the Kevesi off-seer that he actually knows who the Real Enemy is, and is ready to Name The M-

SHUT IT DOWN! An energy blast through the chest immediately silences Vandham, and a giant, talking purple monster) enters the scene. This guy is a Moebius, one of the people ruling Aionios from the shadows, and he’s here to get rid off both Vandham and any soldier who has learned too much. Suddenly the old enemies need to join forces and fight together just to survive against this new and unknown threat, but even the combined might of Team Noah and Team Mio is no match for Mr. Wild Ride.

That’s when a grievously injured Vandham plays his trump card: Activating the device he had until now been protecting with his life, he imbues the 6 desperate soldiers with the Ouroboros power, and we quickly get to see what it does. Just as the murderous Moebius is about to kill Mio, Noah’s newfound desire to protect his fellow off-seer triggers the Ouroboros transformation – suddenly Noah and Mio are becoming one, even witnessing each other’s memories in the process, and the two of them together become a big, hulking beast that’s actually capable of trading blows with Wild Ride. Having failed in his mission to prevent Vandham from passing on the Ouroboros power and now forced to fight somebody his own size, the Moebius decides to make an exit – but not before delivering a parting gift: Using his own Moebius powers, Wild Ride makes it so that anybody under the control of a Flame Clock, which our main characters have now lost all connection to, will perceive them as monstrous enemies.

With the Moebius out of the way however, Vandham is finally able to drop some Red Pills, starting with his age: The man is 60 years old (60 Terms!), and wasn’t born in a pod, but the natural way. He’s from a faraway place called the City, where nobody’s lifespan is bound by the 10-Term limit, and where people can actually live in peace. With the whole Moebius-controlled world poised to become the enemies of our Ouroboros-imbued soldiers, the City now represents their lone sanctuary. And for one soldier in particular, the prospect of overcoming the 10-Term curse is particularly enticing – turns out that Mio only has 3 months left until Homecoming…

After a brief trip back to their old colonies teaches both Team Noah and Team Mio that they truly don’t have home they can return to anymore (which is actually quite harrowing, given just how well Team Noah’s connection to Colony 9 had been set up), they finally decide to team up, and the core Xenoblade 3 party is formed. And honestly, I think it’s all brilliantly handled: Despite everything they’ve now gone through and learned, old habits die hard, and the characters are still wary of each other – except for Noah and Mio that is, who through their Ouroboros transformation shared their lives and memories, and realized how much they actually have in common. With their well-respected leaders now fully committed to working together, the rest of the party has a hard time refusing to go along – and though Lanz and Taion still remain uncooperative for a while, a delightful little scene where the soldiers formally introduce themselves and even bring up some key talents and interests, goes a long way towards breaking the ice.

Again, the pacing couldn’t be better – if the two factions had warmed up to each other any faster, it would have felt rushed and unearned. Any slower, and it would have been frustrating and annoying, since we already KNOW that they *will* eventually all become friends anyway. And the way the story organically provides the party members with so many good reasons to come together and overcome the mutual distrust further helps justify and truly sell just how rapidly these guys become such close friends (not far into Chapter 2, them all trying to murder each other will feel like a distant memory). This opening chapter ends on a touching note between Noah and Mio, talking about their hopes for the future, and truly beginning to develop the defining relationship of Xenoblade 3.

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4/4

In terms of gameplay however, Chapter 1 is a tale of clumsy overcorrection from Xenoblade 2, while failing to learn the lessons of what made Xenoblade 1’s opening hours so damn good. After Xenoblade 2’s poor tutorials (which could not even be viewed again later on!) resulted in many players failing to understand key components of the combat system, Xenoblade 3 introduces new mechanics slowly and gradually – way too slowly in fact! Starting off with a 3-person party (until now the standard Xenoblade party size) is a good move, but refusing to let you control anyone but Noah until the chapter is nearly over (as in, AFTER the fight with Wild Ride!) is just ridiculous. Yes, for a complete Xenoblade Noob (though the decision to treat Xenoblade 3 as a standalone entry isn’t really one I support, more on that when we get to the last few Chapters) there is a lot to learn when it comes to combat, but you already get a lot of time to learn the basics of fighting as Noah, between the (excessively drawn-out) tutorial battles and the lengthy trip from the Colony Sigma battlefield to Colony 9. By the time you head off to find Vandham, you ABSOLUTELY should be allowed to control Lanz and Eunie as well.

In fact, that stretch of the game would have been the perfect time to introduce the revolutionary new combat mechanic of being able to switch party members DURING battle. With only 3 party members to worry about, each with clearly defined, easily understood roles in battle, it would have made for the perfect showcase for this extremely important new Xenoblade mechanic. I know for sure that this would work well, because this is indeed how the later DLC campaign Future Redeemed handled it (FR in fact did a lot of things better in general than base Xenoblade 3). Instead, you only get to switch party members in combat once you’ve gotten your full party of 6 – which actually makes for a far more abrupt and beginner-unfriendly introduction to this mechanic than necessary.

The prolonged combat restrictions, which also extend to customization options (extremely limited early on) also result in the opening hours of gameplay being far more difficult and RNG-dependent than they needed to be. And this actually matters, because Xenoblade 3 is the first game in the series to introduce a proper Hard Mode. While this ends up being a FANTASTIC addition in the long run, Chapter 1 specifically becomes unnecessarily brutal when played on Hard, and resulted in the first-ever instance of me actually having to level grind to beat a story-required Xenoblade boss (a random Ropl who quickly became infamous within the fandom). Granted, it only wasted me like 10 minutes or so, but still – if I had just been able to play as Eunie and fully optimize the party Healing, these early-game battles would have been sooo much more manageable – not to mention way more fun, because your early-game moveset in Xenoblade 3 is absolutely barren, you’ll basically just be auto-attacking and using the same 3 Arts (and the occasional Talent Art) as Noah over and over again. Sure, there’s still a fair few other considerations that go into any Xenoblade 3 battle, like positioning your attacks, making use of Eunie’s attacking-boosting fields, and timing your Arts for the Arts Cancelling bonuses, but for a series veteran at least, the opening hours of combat managed to be both overly difficult *as well as* far too simple and basic. And again, let me emphasize that this all happened for no good reason, because there were such obvious and superior ways to handle this.

Early-game exploration and sidequests fare better - Yzana Plains is a lovely starting area, very well-designed, visually appealing, and with plenty to see and do. There’s even a Unique Monster to challenge. Exploring and doing Colony 9 sidequests is fun, rewarding and satisfying – though at this point, you encounter a few more invisible walls and travel restrictions than I’m used from a Xenoblade game. Arguably it makes sense, since Noah and friends are soldiers operating under a chain of command (meaning they can’t explore any old area at their leisure), but it still took me somewhat aback at first.

Additionally, the game remains tutorial-heavy and handholdy for quite a while, with lots of intrusive forced tutorials – again, I understand the desire to avoid Xenoblade 2’s tutorial troubles and subsequent player confusion, and actually being able to reread any tutorial whenever you want is obviously an objective improvement, but there’s really no justification for not just following Xenoblade 1’s template: In that game, tutorials were quick, clear, informative, relatively unobtrusive AND of course reviewable any time you wanted. I know later games became more mechanically complex, but it’s still baffling to me how Xenoblade 2 managed to bungle its tutorials so badly, just like it’s baffling that Xenoblade 3 overcorrected so hard, when literally the very first game in the series was pretty much perfect in terms of how it handled its own tutorials.

Thankfully, pretty much all these early-game gameplay issues disappear over the course of the next few Chapters, so if you in the meanwhile can just enjoy the story, the visuals, the music, the exploration – indeed, any of the great many wonderful aspects of this game – you should easily get past these rough early portions of gameplay, and move onto far bigger and better things.
 
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Chapter 2: Finding Its Footing

1/5

The second chapter starts off by introducing us to a bunch of Moebius in their regular, human forms. Usually clad in red armor, their faces covered by helmets, these shadow rulers of Aionios are literal Alphabet People, only known by single letters. They formally hold the positions of Consuls, who outrank colony commanders, but serve under the Queens. Yes, *Queens*, because these niggers are playing both sides, secretly running both Keves AND Agnus to ensure that the war between the two countries never ends. Not all Consuls/Moebius are created equal though, and we already see that a man called Z seems to be in charge of them. Eventually, their little meeting ends with a decision to send Consul K to deal with our Ouroboros heroes – which he does by ordering Colony 4 commander Ethel, perhaps the single strongest Kevesi warrior (and someone who even saved the lives of Team Noah back when they were all still just kids), to wipe them out. This is the big conflict that Chapter 2 will be building up to, as Ethel and Consul K hunt down our main characters.

That said, most of this chapter is dedicated to developing our party characters as they set off on their journey to find the fabled City, introducing a bunch of mechanics that will define the rest of the gaming experience (including mid-battle character switching and the Class system), and generally get the game rolling so that the training wheels can finally come off. Combat, while still missing some key pieces, becomes a lot of fun by Chapter 2, and our main party is already complete – one of the benefits of JRPGs that provide you with a lot of different classes to mess around with is that they can afford to give you access to your entire party early, while still keeping things fresh throughout the adventure by gradually unlocking more and more unique Classes. I primarily associate this system with the Bravely series (especially Bravely Default 1), but those games only consist of 4-person parties compared to Xenoblade 3’s six, and those characters are also overall far weaker than the Xenoblade 3 main cast. In fact, let’s go over our Ouroboros gang right now!

Noah, the protagonist, wasn’t really someone I was all that excited for during the original Xenoblade 3 hype cycle, but the scene establishing him as the Lone Sane Man being horrified by the Homecoming ceremony when all other Kevesi soldiers were cheering instantly sold me on him. Living in Clown World, we so often find ourselves baffled by Normies uncritically lapping up and supporting all sorts of obviously evil and wrong things, and Noah’s status as a closeted dissident serves the character well and instantly makes him more interesting and relatable, as well as making it easy to understand how he’s able to so easily reject everything he has been previously taught when finally faced with the Truth.

A kind man possessing great empathy, Noah is a reluctant warrior, but also an exceptionally skilled one, not only being a formidable swordsman, but also possessing a brilliant mind – during his battle with Mio, Noah’s intelligence and insight enabled him to turn the tables on the catgirl after initially being overwhelmed by her blinding speed, and eventually read her attack pattern like a book. However, Noah takes no pleasure in killing, and as an off-seer he will seek to soothe the suffering of even slain enemies – near the end of Chapter 2, he sends off quite the nasty piece of work, despite Lanz’s loud objections. That said, even Noah’s forgiveness has its limits: a couple of chapters later, he openly admits to NOT having sent off a pair of monstrous Moebius the party just killed, showing that crucially, he’s not Kevesi Jesus or a Gary Stu, making all his earlier displays of empathy carry more weight. And of course, as a veteran soldier, Noah does recognize that certain people really do need killing (Shulk, take notes).

Whereas a big part of Shulk’s character was his role as the Engineer and Weapons’ Researcher, while Rex felt like a classic Working-Class Hero, Noah at his core has the heart of an Artist, specifically a musician. There’s this sensitivity and soulfulness to him that makes him surprisingly compelling, and yet for all his great qualities, throughout the course of the story we will see that Noah is not only not infallible, but that he can potentially fall further than anyone could have possibly imagined. That’s all I will say for now, just know that a certain Golden Consul will end up bringing out completely new sides of Noah, in more ways than one.

Lanz is in many ways the typical massive, physically imposing, book dumb Protector-type character, a good and loyal friend who obviously will make you recall Xenoblade 1’s Reyn – though there are actually some interesting contrasts between Lanz and Reyn that help the former stand out more. Notably, Reyn was quite the soft Teddy bear despite his size, who often got picked on for saying stupid things or being ignorant/book dumb – plenty of post-battle party quotes pretty much amount to Reyn being bullied!

Lanz meanwhile is clearly someone with sharper elbows, much more willing to stand up for himself, even to the point of being pretty aggressive (the guy can hardly be described as a “Gentle Giant”). Indeed, from at least one flashback we can gather that the guy used to have something of a thuggish, even bullying side to him – but the traumatic loss of a friend that Lanz used to treat pretty shabbily caused a real change in him, and genuinely made our Machina man a kinder, better person. That said, he hasn’t gone completely soft – various sidequests show that he won’t hesitate to punch out both children and old people! (it makes sense in context).

Eunie was easily the party character I was the most hyped for pre-release, given just how damn cute and hot this High Entia girl was! And thankfully, she more than lived up to my expectations. A spunky tomboy with a ton of attitude as well as a short fuse, Eunie is endlessly entertaining, and always good for a quotable, meme-worthy line. She is easily the party member most likely to get into bruising arguments with Hero characters (and indeed, she presumably left at least one Hero bruised after punching him out for acting like an idiot), but there’s no real malice in her.

Sadly, I have witnessed some unironic Eunie Slander here on Fedi – the main strikes against her supposedly being that she’s written like a man, and that she’s a Girlboss. Both are wrong. Beyond the fact that traditional femininity isn’t allowed to exist in Aionios, due to both boys and girls spending every waking day as child soldiers (which is obviously a bad thing, and depicted as such), Eunie’s own femininity does break through in various ways, like her sincere respect for life (despite other aspects of her personality, it actually makes sense that she became a Healer), and her cute clover-collecting hobby. Indeed, she has quite the soft spot for Cute things in general. And when finally learning about babies and where they come from, Eunie is appropriately enthusiastic.

Moreover, while the term “girlboss” has been overused to the point of largely losing its meaning, I struggle to see how Eunie qualifies as one. Yeah, she’s a tough and capable female character, but she’s also perhaps the main source of comic relief in the party, in addition to also having some moments of real vulnerability. Perhaps most importantly, she ALWAYS defers Noah, and will even apologize without too much protest if he tells her to do so, despite not necessarily agreeing with him. If we’re going to be uncharitable here, someone like Morag from Xenoblade 2 is much closer to being a “girlboss” than Eunie is.

Eunie is simply the kind of character that always gets me in a good mood, who tends to steal every scene she is in, and who I’ll always relish the chance to control. She is Best Girl of Xenoblade 3, as well as my favorite character in the game, period.

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2/5

Over to the Agnian side of things, we obviously have to start with Mio the Catgirl. This Agnian off-seer is ferocious in battle, but as a character she might seem a bit plain at first. However, Miss Meow has quite some hidden depth to her: despite being the oldest character in the party (which she is acutely aware of) and prone to acting like the Team Mom, especially to Sena, Mio can actually be surprisingly emotional and even childish, which we see multiple examples of throughout the game.

Indeed, Mio has made it a habit to put on a brave face and hide her true feelings – including her feelings about having just a few months left to live. Mio’s way of coping is to have become emotionally detached from her own life, to the point of even claiming that she doesn’t care whether she lives or dies. However, the sudden prospects of potentially being able to actually escape her dismal fate, as well as her growing romantic feelings for Noah, gradually cause the catgirl to let her guard down and become willing to fully embrace life and all it can offer, despite risking hurt and heartache. The culmination of this character arc would end up breaking many gamers, including me – we don’t call Chapter 5 Peak Fiction for nothing…

Taion is obviously the most controversial Xenoblade 3 party member on our corner of Fedi, not only due to being black, but for being another example of the wildly unrealistic “Big Brained Black character” trope. I’ll be addressing topic among many others once we get to Chapter 5 and I finally tackle how Xenoblade 3 stacks up in terms of Based Morality, so I won’t spend more time on it here beyond simply acknowledging the issue.

Strictly as a character however, I think Taion works very well. Being the Nerd character in a party consisting of two Jocks and one Eunie, Taion ensures that we see plenty of fun personality clashes, and he plays a good (if intentionally stiff and socially awkward) straight man to Lanz, Sena AND Eunie. Another interesting thing about Taion is that while someone like Lanz became markedly kinder in response to losing a dear friend, Taion’s backstory sees him growing colder and more distant because of a similar event – as a young boy he was stated to have been exceptionally kind, and at various points of the story there will be moments where we do see undeniable flashes of that side of Taion, examples of how considerate and full of empathy this seemingly asocial Tactician really is.

Sena is the plucky heroine girl, the one-track musclehead – at least, that’s how she WANTS to be perceived. Truth is, this tiny tomboy with superhuman strength is both lonely and lacking in confidence – and she makes up for this by trying to be constantly cheerful and obsessed with training/improving herself. Sena is VERY close to Mio, who’s both a role model and a big sister/mother figure to her, but she also very quickly becomes good friends with Lanz, with whom she has a lot in common.

Somewhat infamous in the Xenoblade fandom for her “15 TP brain”, Sena is indeed somewhat dim, but always well-intentioned, always does her best, and can be surprisingly insightful and strong-willed at times. She’s overall a lovely character, and though I’ve noticed that various Best Girl polls consistently show her to be a distant 3rd to Mio and Eunie, that’s all due to Mio’s heartrending character arc and Eunie’s irresistible personality, rather than Sena herself being a weak character. Sena is no Sharla, she’s an irreplaceable part of the main party.

Indeed, I’d argue that this is perhaps the strongest, most well-balanced Xenoblade party overall, with no weak links. All 6 characters get plenty of spotlight, development and strong story moments, and each even have a major sidequest dedicated to them to further flesh them out (more on that once we get to Chapter 3). One interesting fact to note is that Eunie, Lanz and Sena all work really well as comic relief characters, with Taion often being unwillingly drawn into their goofiness, which not only provides welcome moments of relief from the overall bleak world of Xenoblade 3, but avoids the slightly forced dynamic of Xenoblade 1’s party, where it’s almost always either Reyn or Riki that act as comic relief. Again, it just feels way better balanced in Xenoblade 3.

The Xenoblade 3 party’s biggest (and perhaps only real) shortcoming is due to Xenoblade 3 itself, namely the game doing away with Heart-to-Hearts. These optional conversations between every conceivable pairing of party characters, which even let you choose whether to give serious answers or joke/jerk answers, were such a great Xenoblade staple, and I have no idea why they were removed, especially after Xenoblade 2 absolutely perfected them.

In place of Heart-to-Heart conversations you get Rest Spot Discussions, where the entire party talks about all sorts of random subjects. This is a nice feature and a lot of the conversations are quite compelling, but they’re not satisfactory replacements for Heart-to-Hearts, because instead of actually showing wholly unique conversations between often-unexpected character pairings, you just yet more group interactions. The game itself seems to recognize how the removal of this core Xenoblade feature deprives the characters of something important, and so the story actually does make sure that we get some good, meaningful conversations out of unlikely character pairings like Noah/Sena and Lanz/Taion. However, those are also some pretty heavy conversations – part of the magic of Heart-to-Hearts was just how silly they could be, like Morag and Brighid’s struggle with a dead fish, or Tora mistaking Morag for a man (again, Xenoblade 2 fucking PERFECTED Heart-to-Hearts). I’d have loved to see stuff like Lanz teasing Eunie about her clover-collecting hobby, Sena trying (and failing) to learn battle tactics from Noah, and Mio and Taion reminiscing about fallen friends (yeah, Heart-to-Hearts could also be quite emotional).

That’s another thing I appreciate about Xenoblade 3’s party btw – every character has lost at least one important, named and notable friend to the Keves-Agnus war, making the death toll of the conflict come across as more real and meaningful than it otherwise would have. The characters have also been genuinely shaped and changed by what they’ve gone through, and their rich backstory helps further establish them as deep and three-dimensional characters.

In addition to our main six characters, we also have our obligatory Nopon, two of them in fact – Riku from Keves and Manana from Agnus. These guys are fine, better than someone like Azurda from Xenoblade 2, though they naturally pale in comparison to the main party. Manana is almost purely comic relief (as well as the party Cook), while Riku is the Mechanic, and randomly turns out to be such a mysterious character that pre-Future Redeemed, plenty of people genuinely thought he was actually Alvis! And even before Future Redeemed showed this guy being around over 1000 years ago, it sure raised some questions when Chapter 2 reveals to us that this is the guy who gave Noah his sword – his REAL sword, covered by the Red Monado shell. Bearing the bizarre name Lucky Seven, this indestructible blade, once unsheathed, can cut through ANYTHING. I sure wonder if that will end up coming in handy…

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3/5

Besides being the chapter where we fully familiarize ourselves with the main party, Chapter 2 also lets you freely explore some properly massive, open Xenoblade 3 areas. And since Chapter 3 will already give me A LOT to talk about, I might as well address exploration in Xenoblade 3 right now, as well as the world of Aionios itself.

As expected, Xenoblade 3 delivers a gigantic world, full of massive and varied open areas, wild and untamed nature with lots of elevated terrain and steep cliffs, and pretty much NO invisible walls once you get past Chapter 1. Despite its gargantuan size however, everything still feels handcrafted and carefully thought out. Every nook and cranny in an area seems to have SOMETHING going for it, whether it be collectibles and treasure, rare enemies, Unique Monsters or just a stunning view. And if there’s a conspicuous location that seems to offer the player nothing of note, chances are that it will be utilized in a sidequest later down the line.

In terms of size, Xenoblade 3 boasts a far bigger world than Xenoblade 2, though (wisely) it’s still smaller than Xenoblade X’s Mira, which was so monstrous that it was in large part designed to be traversed by its trademark Skells (huge, flying mechs). Outside of one standout sea area that can be explored using a boat, you will be traveling these places exclusively on foot, like in the previous mainline Xenoblade entries. I for one don’t mind this, because exploration is so consistently fun and rewarding, and you can just lose yourself for hours exploring any given area while having a grand old time. At the same time, quick travel points aplenty ensure that you never need to waste a lot of time just aimlessly wandering this vast world.

Part of what makes any location in Xenoblade so exciting is its tendency to contain all sorts of monsters, ranging from small fry slightly lower-leveled than your early-game party, monsters around their level, a bit stronger monsters, much stronger monsters and hell, some monsters so strong that you won’t be able to tackle them before the postgame! This is perfectly exemplified by the trademark Giant Monkey that you’ll encounter in any Xenoblade game in one of the starting areas – in Xenoblade 3 you’ll come across him in Chapter 2, and he’s level 80. Meanwhile, the game’s final boss is level 75…

Part of what makes this mishmash of enemy levels such a great feature is not just that each area feel more real, lived-in and unpredictable, but also that it incentives you to repeatedly revisit old areas, whenever you’ve become strong enough to take on monsters you actively needed to avoid and hide from the first time you encountered them. Furthermore, Xenoblade 3 has plenty of interesting locations that you’ll only be able to tackle during the postgame, including one colorful cave crawling with enemies in the high level 90s.

Xenoblade 3 does offer a number of changes and new additions compared to past games when it comes to exploration. The much-derided Field Skills from Xenoblade 2 are gone, and while I always considered the problems with that mechanic way overblown, getting rid of it does remove an obvious potential source of player frustration. You do get this unexpected Metroidvania-like mechanic of Traversal Skills, where some methods of traversing an area have to be unlocked. I think that’s fair enough for fancy abilities like using zip line cables and neutralizing hazards, but this party of elite soldiers not being able to climb up walls covered by vines from the start is a bit of a stretch. I don’t particularly mind this new mechanic, but I also don’t think it really adds anything special to the Xenoblade experience.

One new mechanic I do find kind of neat is how various monsters can now generate collectibles in the wild, by actions like digging stuff out of the ground, ramming into trees, or just tripping and losing collectibles they had gathered. It’s a tiny addition overall, but still worthwhile, and helps the world come alive. The way you’ll at various spots encounter groups on enemies fighting also seems pretty cool at first, though the fact that these conflicts can’t happen organically between different monsters wandering onto each other’s territory makes the feature way less cool than it could have been. Oh, and since Aionios is such a terrible fucking place to live, you’ll find the corpses of Kevesi and Agnian soldiers all over the world, which Noah and Mio can send off to increase affinity with the affiliated colonies.

One core Xenoblade feature that this latest entry utterly perfects is Unique Monsters. This has been a phenomenal, underrated aspect of the series since day 1, as it essentially provides you with dozens and dozens of optional boss battles, from the opening hours the game to late into the postgame, and consistently makes exploration that much more interesting and exciting. In fact, until the introduction of Hard Mode in Xenoblade 3, pretty much all my most thrilling Xenoblade fights involved Unique Monsters.

However, Monolith Soft didn’t quite nail the Unique Monsters at first: Xenoblade 1 features a number of permanently missable UM battles, and once you’ve beaten a UM it can respawn, but only 30% of the time, so if you want a rematch you may have to repeatedly skip travel or save/reload in order to get the monster to show up. Xenoblade 2 fixed these issues, with only one missable UM (don’t kill the baby elephant!), and Tomb Stones appearing for every UM you slay, which enable you to rematch the UM in question whenever you want. However, you yourself had to remember the various Tomb Stone locations, because they didn’t appear on the map, and the number of Unique Monsters was way lower than in the first game, dropping from 157 (!) to “only” 85.

Xenoblade 3 however does EVERYTHING right when it comes to Unique Monsters: The Tombstone system from Xenoblade 2 (which the Xenoblade 1 Switch remaster failed to implement) is back, but much improved – not only does every Tombstone now appear on the map, but they’re also Quick Travel points! This in itself makes for a great additional reward for defeating a UM, outside of their actual item drops. Furthermore, Xenoblade 3 has A LOT of them – 141 in total, as well as some interesting gimmicks like pairs or even groups of Unique Monsters.

In addition to Unique Monsters, Xenoblade 3 also offers up a couple of new special monster types, like Elite Monsters (stronger than regular monsters, not as strong as Unique Monsters of similar levels), as well as Lucky Monsters that give more and better drops when you kill them, making them a really useful addition for completionists. As always in Xenoblade, the enemy variety is absolutely outstanding, ranging from bats and bunnies to dragons, dinosaurs, colossal mechs and Moebius monsters. I also really like how certain enemies of the same type can vary greatly in size, like this massive Brog UM you can take on by Chapter 2 absolutely dwarfing his fellow frog beasts.

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4/5

With all that said, I do have some serious reservations when it comes to Xenoblade 3’s world as a whole. Simply put, despite Aionios being a beautiful world, even stunning in many ways, it simply isn’t as visually or conceptually interesting as either Bionis-Mechonis or Alrest. Its areas, while big, good-looking and well-designed, just never blew me away the way places like Satorl Marsh (night) and the Leftherian Archipelago did.

In fact, looking at the first few Xenoblade 3 chapters, we are limited to valleys, fields, forests, wastelands and deserts – the kind of environments that you could find in any number of other JRPGs and even Western RPGs, albeit about as impressive and well-designed as such areas could possibly be. And while later on there are some increasingly interesting, imaginative locations, they never match the peaks of past games.

Basically, every Xenoblade game until now has had at least one area that’s just so beautiful, unique and creative, such a stunning masterpiece in terms of fantasy game design and world building that it could ONLY be found in a Xenoblade game. Hell, I’d say Xenoblade 1 had at least 3-4 areas like that. Xenoblade 3? Not even one – though there are admittedly a couple of areas that come close, they just always end up missing something crucial.

Part of it is that Xenoblade 3 areas on the whole just feel a lot more Vanilla than the ones in past games. Take the late-game snow area, Captocorn Peak. In isolation, this place is really cool, looks great, is huge, expansive, very well-designed etc. But compare it to 1’s Valak Mountain, with its myriad of crystals that light up the night and its insane ice physics (and accompanying jumps!), or 2’s Tantal, with its multiple levels, stunning vistas, intriguing environmental storytelling and unforgettable surprises (Ether Fog summoning a bunch of giant squid monsters in the high level 80s anyone?), and it suddenly jus looks SO bland and forgettable.

The lack of truly vibrant, inviting colors is another big problem. Xenoblade 3 areas offer plenty of green, yellow and brown, but stronger, bolder colors are rare, generally limited to specific, smaller locations. Given the nature of Aionios, plenty of areas from past games make their return, but all returning areas that used to be really colorful now have a much more limited, boring color palette, seemingly having been largely drained of color and vibrancy. It seems to be a conscious choice by the developers, maybe intended to reflect that status of Aionios as this unhappy, dysfunctional hybrid – but it certainly ends up producing a less visually pleasing world.

Aionios on a conceptual level just can’t match the previous two mainline Xenoblade games either. This fusion of two worlds just isn’t as interesting as either of those worlds originally were on its own, and while you certainly get some impressive landmarks out of it (like the Uraya Mountains being the remains of Uraya’s Titan, or the 10 miles long Mechonis Sword being stuck in the Cadensia Region), it still can’t match the worlds and civilizations that organically sprang up on the bodies of Titans.

Also, and I’m not sure if many people have actually complained about this before, but the weather just fucking SUCKS! Seriously, it rains or is cloudy so often – making a world already lacking in vibrant colors that much more grey and drab – and unlike past games, there’s no easy, convenient way to manually change the weather (Future Redeemed actually DOES let you unlock such a feature, but base Xenoblade 3, nope). The only reliable weather-changing seems to occur after a cutscene – which truly is bizarre creative decision, because having the weather during a cutscene be completely different from what it is when you get back control over your characters is nonsensical and immersion-breaking.

And as if to taunt you, the game does eventually introduce a couple of Nopon characters that can change the weather, for the right price – but they can only make it RAIN…

Something Xenoblade 3 trailers showed off that did delight me was the return of Item Orbs, collectibles you can pick up just while running around the various areas. While present in Xenoblade 1 and X, they were replaced with Collection Spots in Xenoblade 2 – a totally inferior system that brings exploration to a screeching halt, forcing you to stop at various designated collection spots to pick up collectibles, compared to the Item Orbs just naturally rewarding you for basic exploration. Xenoblade 3 bringing back Item Orbs is wonderful, but it somehow still managed to screw up the Collectibles system badly, by forcing you to trade in whole Sets of *different* collectibles in order to get the rewards you want. And this system just creates constant bottlenecks, where you’ll literally be unable to do the trades you want because you have 99 of one collectible, 30 of another, but 0 of the final one. As a completionist who has explored this world extensively, I STILL ended up missing a bunch of collectibles. The game seemingly addresses this issue by having various stores that let you purchase area collectibles at a high price – but somehow, they always seem to just sell you the collectibles that you already have 99 of! The bottleneck problem is NEVER solved – unless Future Redeemed counts, because that DLC campaign couldn’t have handled Collectibles better.

The Collectible shops being so worthless is especially aggravating, since they could have partly addressed another issue with Xenoblade 3, namely money being fucking worthless! Seriously, I struggle to come up with a JRPG where there was a greater mismatch between all the money you get, and how little worthwhile stuff there is to actually spend said money on. This is actually a bigger problem than you’d think, because the game frequently relies on money as a reward for exploring, doing quests etc – and that money is fucking worthless to you! Of course, you also get rewarded with all sorts of items, but many of those are so situational or outright bad that you’ll never use them, and since you have literally have NO need extra cash, you don’t actually have any incentive to sell them, meaning that your (surprisingly basic) item menu can quickly get really clogged up if you’re not sufficiently disciplined.

Eventually, Xenoblade 3 resorts to the laziest possible fix to finally make money matter, namely a late-game Money Dump sidequest (the fact that Zelda: Twilight Princess also had one of those should really tell you something) – and STILL fails to stick the landing, because the money you end up dumping is not even half of your total earnings at that point of the game. Do I even need to mention how Future Redeemed successfully managed to beat Bidenflation and make money actually feel valuable?

And then there’s the bizarrely poorly-thought out handling of various collectibles, namely these mysterious glowing shards that you can find from early on in Chapter 1 at various carefully selected hiding spots. Throughout the game you keep picking up these conspicuous collectibles that are made out to be really important, yet never actually DO anything for you. Wanna know when you finally become able to put them to use? During the FINAL fucking chapter of the game, that’s when – and the reward isn’t even good!!! Meanwhile, collecting Ether to fill up your Ether Cylinders initially seems worthwhile enough, as these actually have several uses from Chapter 2 onwards – until you learn just how badly the supply of Ether outstrips demand. Hoarderblade 3 strikes again.

Worse still is the way the game from Chapter 3 onwards keeps bugging you about picking up Supply Drops that regularly land on various spots of the map, containing all sorts of stuff you already have way too much of if you do a lot of exploring, like I do – I’m serious, I don’t really recall ANY time a Supply Drop actually gave me something I had any real use for. And yet, Xenoblade 3 will aggressively nag you to go and collect any and all Supply Drops, with intrusive, persistent and downright obnoxious visual indicators, as if Supply Drops are super important and valuable. It’s like the game is actively pushing you to become a Hoarder – and I’m talking the truly BAD kind of hoarder here, like the Poop Lady!

Look, I’m well aware of just how negative this section of the writeup has been, so let me clarify something – this is all a result of me directly comparing Xenoblade 3 to some of my favorite games of all times, and some of the absolutely strongest aspects of those games at that. In terms of its world and exploration, Xenoblade 3 still easily blows away 95% of JRPGs (and that’s a conservative estimate), only being beaten out by the previous Xenoblade games. It’s just a shame that this latest entry ended up being a case of two steps forwards, three steps back for the series as a whole, with Future Redeemed representing the real leap forward (pretty much ALL the stuff I just complained about got fixed in FR).

EthelMoebius.jpg


5/5

Back to Chapter 2 though, it’s a solid chapter on the whole, and especially nice in terms of the kind of smaller, charming character moments (this chapters contains the famous Mio “Wotah!” scene) that Xenoblade 2 handled so well – without it negatively affecting the pace of the story, like such scenes sometimes did in that game. The eventual confrontation with Ethel and Colony 4 is good, but it really takes off once Ethel and her forces are defeated, without the party actually killing them (Noah from early on made a point about sparing soldiers controlled by Moebius). With his pawns beaten, Consul K arrives on the scene, and shows that not only can he control Colony 4’s Flame Clock to make all the soldiers view the Ouroboros gang as beastly enemies, he can also steal their very life force and use it to power himself up.

Our heroes fight valiantly against the Moebius, but against an opponent boasting effectively infinite stamina and regeneration, it seems hopeless. And what’s possibly even worse, every time K draws power from Colony 4’s Flame Clock, Ethel and all her soldiers come closer to dying. Faced with a situation that couldn’t be more desperate, Noah resolves to do the unthinkable – destroy the Flame Clock! He doesn’t know what will happen when he does this, and acknowledges that it could wipe out all of Colony 4, but given how the Moebius seems intent on draining them of all their remaining life force anyway, they have nothing left to lose. It’s nonetheless a heavy burden Noah has taken upon himself, but he won’t have to carry it alone – Mio vows that she will stand by his side and support him.

What follows is another absolute showstopper of an action scene – and here we also hear the song Carrying The Weight of Life for the very first time. This is Xenoblade 3’s Engage the Enemy, its Counterattack, and it’s just as incredible of a song as those two. But remember, Engage the Enemy first played during what became one of the most tragic, harrowing moments in all of Xenoblade 1 – and for a while we seem to be heading towards a similar outcome in 3; our heroes are pushed to their absolute limits, and this is the battle where both Lanz/Sena AND Eunie/Taion manage to unlock their Ouroboros transformations for the first time, resulting in formidable power boosts – but it just isn’t enough. Even when the Noah/Mio Ouroboros is finally able to force an opening and get a clean shot at the accursed Flame Clock, a fully powered strike with the Ouroboros’s giant sword just bounces harmlessly off the clock. “The Flame Clock...is life itself!” the Moebius taunts, “I very much doubt it's going to break THAT easily”. It all seems hopeless…

Until Noah remembers – he has another sword, one that somehow might be even more deadly than the Ouroboros blade! Again managing to break through the defenses of a now-complacent Moebius, the Noah/Mio Ouroboros leaps into the air, heading right for the Flame Clock – but this time Noah cancels the interlink just before the strike, him and Mio again emerging, as Noah finally unsheathes Lucky Seven and, to the amazement and horror of Consul K, this time slices clean through the supposedly unbreakable Flame Clock like a hot knife through butter. Far from being killed, Colony 4 is liberated by this act, and Consul K is suddenly deprived of his Infinite Lives cheat. The Moebius is now quickly slain, and once his helmet is removed, the party sees the face of a middle-aged man with wrinkled skin, confirming that the Consuls live way past the 10 Terms that regular soldiers have to make do with.

With Ethel and her colony no longer having their perception warped by the Flame Clock and the Consul, the Ouroboros are rightly hailed as the saviors of Colony 4, and have gained a valuable new ally. However, most of Aionios is still Enemy Territory – possibly even the Queens. And to confirm this, Chapter 2 ends with both the Queen of Keves AND the Queen of Agnus declaring that the Ouroboros are to be eliminated at all costs, as thousands of Xenoblade 1 and Xenoblade 2 fans are increasingly concerned about what will actually happen on that fateful day, when our new heroes are forced to confront the heroes of the past.
 
XB3SideQuests.png


Chapter 3: Everything Is Coming Together

1/6

Chapter 3 opens up with some of Taion’s backstory, establishing the big narrative theme of this chapter, namely the ghosts of the past coming back to haunt our main characters. We see how a miscalculation by Taion led to the death of Nimue, a woman he cared for deeply, and who was especially close to Taion’s mentor and big brother figure Isurd, the commander of Colony Lambda. A future confrontation with Isurd is thus set up early, though Taion is far from the only Ouroboros who will face painful reminders of a traumatic past this chapter, as a chubby, mischievous little Moebius, Consul J, has a nasty surprise in store for the Kevesi characters.

Back to Colony 4, our heroes receive some invaluable advice about how to reach the Swordmarch, where the City can supposedly be found. Before continuing on their journey however, we help out our new friends by assisting this liberated, but suddenly stranded and isolated colony in various ways, and unlock our very first Hero character (quite the awesome surprise back when the game had just come out). With friendly colonies (Xenoblade 3’s main form of towns), colony sidequests and Hero characters now being established, pretty much every major part of the Xenoblade 3 gameplay loop is now firmly in place, and from Chapter 3 onwards enormous amounts of optional content will become available. Already, a couple of very notable colonies can be liberated and thereby unlocked as new towns (including our old buddy Colony 9!), along with their colony commanders becoming Heroes that can join you in battle, and so, I think the time has come to go over how Xenoblade 3 handles sidequests.

The Xenoblade series has a somewhat uneven track record when it comes to sidequests. Xenoblade 1 actually gets a lot of criticism for its handling of them, with literally hundreds of MMO-tier “kill X number of enemy Y”- and “collect this, this and this item”-type quests. However, I’d actually like to defend this approach for a second – these extremely basic quests (which automatically complete once you’ve fulfilled the requirements) do actually serve a genuinely valid purpose, namely making exploration in Xenoblade 1 that much more rewarding, since by simply exploring the game normally, fighting enemies, picking up item orbs and loot etc, you end up being repeatedly being rewarded by automatically completing sidequests.

There are also plenty of significantly more complex XB1 sidequests, as well as surprisingly long-running and elaborate quest chains, that feature some genuinely interesting, compelling and memorable storylines. The single most famous XB1 quest chain (unfortunately also one that is permanently missable) sees the party bust up a literal Nopon Drug Ring and at its climax has you fighting the Nopon Kingpin riding a level 78 pterodactyl. Once defeated, the naughty Nopon is sentenced to 24/7 Hamster Wheel duty. None of the Xenoblade 1 sidequests feature voice acting or proper cutscenes though, with the exception of a single late-game quest.

Xenoblade X, being comparable to something like Zelda: Majora’s Mask in terms of just how heavily it prioritizes the side content over the main story, is naturally the Xenoblade game with by far the strongest selection of sidequests, in every imaginable way. Sure, you still got plenty of generic quests – but so many of even the regular quests have real weight to them, and the stakes are often surprisingly high: well-established NPCs can often die during the course of a sidequest, either because it was mandated by the storyline, or due to you making bad choices. A lot of the sidequest plots are surprisingly dark and heavy – we’re talking stuff like survival horror, multiple genocide conspiracies (one of which the party ends up being unwittingly complicit in) and entire survey teams being wiped out in gruesome ways.

Moreover, sidequests in X unlock absolute mountains of content, including a bunch of optional alien races that bring with them tons of brand new storylines and sidequests. And as if that wasn’t enough, you got a whole bunch of optional party members, who are explored and fleshed out in multiple voice acted sidequests with proper cutscenes. Some of these sidequests even involve multiple optional party characters, like the ones devoted to repairing the relationship between two estranged brothers, Phog and Frye. Xenoblade X has A LOT of party members, so you get a whole truckload of these special sidequests, which nonetheless maintain main-story levels of quality. Hell, one of the single most badass action scenes in X is from a sidequest involving Dunban’s spiritual successor. On the whole, Xenoblade X is a game defined by its thoroughly excellent side content, though this did come at the expense of a main story campaign which felt painfully short, formulaic and of limited scope, at least by Xenoblade standards.

With Xenoblade 2, the focus was firmly back on the main story, though attempts were made at delivering more consistently high-quality sidequests than what Xenoblade 1 had. The generic MMO quests are pretty much gone, relegated to Blade upgrade conditions, and the sidequests are fewer in number, but generally fairly meaty and even time-consuming (the latest not necessarily being a positive – whenever you have to collect stuff for a XB2 sidequest, you’re dealing with quest-specific items, not the kind of stuff you’ve already had a chance of picking up exploring prior to tackling the quest. I think the regular Xenoblade 2 sidequests are on the whole pretty good, with some quest chains again being quite memorable, but on the whole they don’t feel nearly as interesting, unpredictable or high-stakes as the ones in X, while actually offering fewer of those big, satisfying quest chains that Xenoblade 1 boasted.

2’s big advantage over its predecessor when it comes to sidequests is almost entirely due to the Blade Quests. Comparable to X’s party member quests, 2’s Blade Quests feature both cutscenes and voice acting – and while usually we’re going by a 1 Quest per Blade system, certain Blades do get some special treatment, such as Praxis and Theory getting a whopping 3 Blade Quests in total. And since Xenoblade 2 features far more Rare Blades than even X had party characters, you potentially get a lot of these higher-quality quests (Gacha willing). Also, special mentions go to the Torna DLC campaign, which featured a ton of so-called sidequests that were actually MANDATORY if you wanted to complete the game. At least the Torna sidequest were of consistently high quality, significantly better than the regular XB2 quests, even if they lacked cutscenes and voice acting.

ZeonVSMoebius.png


2/6

This brings us to Xenoblade 3, which is easily the closest a mainline Xenoblade game has come to matching X’s sidequests in terms of quality and effort. The regular quests are quite good, slightly better than Xenoblade 2’s quests, though on the whole they still don’t feel nearly as impactful or memorable as the upper echelon of X sidequests. However, the flagship sidequests of XB3 are obviously the Hero Quests. Like the Party Member- and Blade Quests from past games, these quests feature both voice acting and cutscenes, as well as storylines where the stakes are usually high, and terrific post-quest rewards as the cherry on top. While most of the Hero characters get a total of 2 Hero Quests, the first one will usually involve nothing less than the liberation of an entire colony, often culminating in a unique Moebius boss battle. The second Hero quest can cover all sorts of ground, and in a couple of instances do kinda feel like filler and fluff, but I still appreciate the variety, and how you get to see new sides of both the Heroes and the world of Xenoblade 3 in the process.

Xenoblade 3 boasts almost 20 Hero characters (not counting the DLC), a third of which are story-required (which means that their first Hero Quest is actually a story quest, while their second Hero Quest is an optional sidequest). This is comparable to the number of optional party characters in X, and indeed, in terms of quality and importance the Hero Quests are definitely far closer to those than they are to the Blade Quests. Most Blade Quests aren’t even required to unlock the Blades in question, and often just constitute a fun little storyline revolving around the featured Blade. Hero Quests by contrast introduce, flesh out and subject the Hero to character-defining hardships and conflicts, as a result feeling much more substantial and important.

The far superior presentation of the Hero Quests also contributes mightily to their greater sense of importance. Blade Quests featured voice acted cutscenes, sure, but they were overall of markedly lower quality than the stellar story cutscenes in XB2 (even the voice acting was noticeably worse!). The inferior animation and lower production value was a constant issue, with even supposedly grand moments like KOS-MOS (Monolith Soft’s defining character!) nuking a huge swarm of Artificial Blades that the entire main party couldn’t beat coming across as extremely underwhelming. Meanwhile, the very first optional Hero Quest I did featured some absolutely crazy, eye-popping fight choreography EASILY worthy of the main story, and while far from all Hero Quests include cutscenes of that caliber, plenty of them DO deliver superb action scenes that completely outclass anything we saw in the Blade Quests.

And obviously, the rewards for beating the introductory Hero Quests are just out this world: Often a single Hero Quest of this kind will unlock an entire colony, itself featuring an extensive cast of characters and plenty of regular sidequests. It’s very much comparable to getting a new alien race to move to New LA in Xenoblade X. You of course also unlock a new Hero, as well as a new combat Class that any of your party characters will eventually become able to use.

Xenoblade 3 even outdoes X in one important respect, namely character variety. X would introduce all these remarkably unique and interesting alien races, but NEVER actually make any representative of these major races playable. The very few party characters who weren’t human belonged to alien races disconnected from the aliens found in New LA and the world of Mira, which meant that you got far less mileage out of them being aliens, since they didn’t have any greater alien culture and community to relate to. To be fair, due to nature of Aionios and the Keves-Agnus war, the different races in XB3 generally don’t have any kind of unique culture to speak of themselves, but at least the Hero selection gives you a good spread of characters beyond humans, and there’s only like one or two characters I actually wish could become a Hero who didn’t become one eventually. Also, as a fan of Amalthus from Xenoblade 2, finally getting an Indoline character in my party felt very satisfying.

There are other nice aspects to the Xenoblade 3 sidequests, like how a number of regular quests will actually involve a Hero character, and how certain quests (both regular quests and Hero Quests) will see *multiple* Heroes coming together and interacting. However, I haven’t even mentioned an ADDITIONAL type of sidequests yet – the Side Stories, as in major, voice acted sidequests dedicated to individual party characters. To be fair, 2 of these are actually story-required, but the other 4 are optional – and they are all really neat! XB3 Side Stories are comparable to the late-game sidequests in Chrono Trigger, in that they touch upon or even wrap up storylines that were introduced, but never truly resolved in the main story. This gives them an added sense of urgency, and they can pull some pretty wild stunts, like introducing a major villain BEFORE she’s first encountered in the main story, or bringing back a story villain who we thought was dead.

Even without these Side Stories, Xenoblade 3 would easily have been superior to both XB1 and XB2 in terms of sidequests, but the addition of them really shows Monolith Soft going the extra mile. If only the regular quests were bolder, darker and more daring in terms of scenarios and storylines, Xenoblade 3 might even have been able to seriously challenge X for the title of Xenoblade game with the best sidequests – a remarkable achievement, considering how XB3 also boasts a main story campaign that is incomparably superior to the one in X.

XB3Combat.png


3/6

Chapter 3 is also the point where the last few major combat mechanics are finally unlocked, with even the ability of Ouroboros pairs to swap between different transformations becoming available, as well the final form of the Chain Attacks. And of course, Heroes and new Classes will be a huge part of the game going forward. As such, this part of the writeup is where I’ll truly take on Xenoblade 3’s combat system.

I already mentioned in the Prologue that no single thing about Xenoblade 3 had me more concerned initially than the new 6 party members + 1 Hero all-out-brawl approach to combat and party building. It just seemed too chaotic and overwhelming, yet at the same time stripped off meaningful customization and team building, and doomed to either making the player character near-irrelevant or the ONLY relevant fighter on the battlefield. However, as the game’s launch approved, all the additional info about the combat actually sounded extremely promising, and despite the slow start, combat ends up being one XB3’s high points.

In various older writeups I’ve thrown shade at turn-based JRPG combat systems, and the Xenoblade games are a big reason why: simply put, combat in these games is so deep, exciting and satisfying, and each new game introduces so many cool new ideas and mechanics, that I simply can’t pretend that combat in games like Dragon Quest XI and Persona 5 is anything but outdated, overly safe and somewhat boring.

Xenoblade’s superiority in this regard manifests itself the moment you engage an enemy – instead of a time-wasting warp to a dedicated battlefield separate from the world you’re exploring, you just instantly and seamlessly begin fighting your opponent in the overworld. Combat animations are excellent, with a lot of energy and force behind them, and you can freely move around the battlefield – indeed, you can even sometimes make use of (or be screwed over by) whatever environmental hazards are naturally present. Also, you need to be mindful of your surroundings, because other monsters can and will join your battle if it moves onto their turf. This can of course be frustrating if you get lose an eminently winnable early-game battle just because a level 50 beast decided to stick its nose in your business, but at the same time, it can be exhilarating to take on and actually overcome uninvited visitors who didn’t realize who they were messing with AND your original target at the same time.

Most notably of course, Xenoblade combat is in real time, and while the pace isn’t so fast that it becomes truly overwhelming, it is sufficiently hectic and action-packed that you’re constantly making meaningful battle decisions. Whether darting all over the battlefield and using positional Arts to striking enemies from different sides for bonus effects (which also means that the actual, physical SIZE of the enemy actually matters in battles), using well-timed evasive Arts to dodge particularly devastating attacks, or just syncing your use of an Art up with your auto-attack for an Arts Cancel to deal extra damage, you’re always kept busy. And then there’s concerns like managing Aggro (ideally you want the enemy focused on one of your Tanks, but since dedicated Attackers usually deal way more damage, they often unintentionally draw the enemy’s attention), keeping your party healthy, and laying the groundwork for an optimal Chain Attack.

As for Xenoblade 3-specific aspects of the combat, I’m pleased to report that despite more than doubling the number of party characters engaged in battle from past mainline Xenoblade entries (unless you counted the Blades in Xenoblade 2), the combat system in Xenoblade 3 feels beautifully balanced around this new system. Your single most powerful tool in any Xenoblade battle are Break Arts, which set up the enemy to be Toppled and thus completely incapacitated for a limited amount of time. With up to 7 party members attacking an enemy simultaneously, there was the danger of the monsters getting Xenoblade 1-style topple-locked, but no, notable enemies don’t really get Broken all that more often than in Xenoblade 2.

Xenoblade 3 also blends the combat systems of Xenoblades 1 and 2 together in some interesting ways. In terms of the aforementioned Break-sequences, XB3 brings back 2’s entire Break-Topple-Launch-Smash combo sequence, while ALSO not only bringing back 1’s Break-Topple-Daze sequence, but expanding it so that it now ends on Burst. Launching and Smashing enemies deals tremendous damage, while Bursting an enemy causes it to drop a bunch of items and lose its Enraged status (which in the case of one particular Superboss is extremely Overpowered), so both have real and legitimate uses in battle, making the inclusion of both these combo chains enrich the combat system, rather than feeling like empty, superficial fanservice.

Another interesting nod to past games is how the Kevesi characters actually have their Arts recharge automatically, over time (the way it worked in Xenoblade 1), while Agnian characters recharge their arts by auto-attacking and Arts cancelling (like in Xenoblade 2). There were some pre-release concerns that this system would put Kevesi characters at a massive disadvantage, since Arts cancelling would provide Agnians with a phenomenal, exclusive tool for quickly recharging Arts, and while this is *probably* true at the highest levels of play, as a veteran player who has beaten all the Superbosses on Hard mode, I actually felt the system was pretty balanced. The fact that Agnian characters HAVE to hit enemies to recharge their Arts actually put them at a disadvantage against particularly Evasive enemies, while the way Kevesi Arts are ALWAYS automatically recharging no matter what provides them with peerless reliability, which is more valuable than you might think against certain formidable opponents.

XB3ChainAttack.jpg


4/6

On the whole, despite the various ways that Xenoblade 3’s combat system combines elements from both its predecessors, it more than anything feels like a dramatically souped-up version of Xenoblade 1’s combat system. While XB2 was heavily focused on overwhelming enemies with insane damage, quickly melting away enemy health bars with over-the-top nuclear blasts and mega explosions, XB1 was more nuanced in its approach, emphasizing both the buffing of your own characters as well as debuffing your enemies, not to mention all sorts of damage-over-time effects. It also gave you overall better control over the party characters that you weren’t controlling. XB2’s near-endless customization options ensured that it was still easily the more fun combat system, as well as boasting far better longevity, but XB1 definitely had a number of good ideas, some of which have now seen their full potential realized in Xenoblade 3.

Buffing your characters is an important part of XB3 combat, so important in fact that the single best Hero is the Cheerleader Loli dedicated to spamming party-wide buffs. Lots of other classes can also spread worthwhile buffs however, usually by laying down small fields on the terrain. Emphasizing the importance of your character’s positioning even more than past Xenoblade games, Fields can have all sorts of effects, including continuous healing as well as various buffs, the effects can be stacked (including from multiple fields of different types), or be spread out. For example, you can have your Tanks standing in Healing- and Defense-boosting fields, while your Attackers have clustered inside an Attack-boosting field as they whale on the enemy.

The importance of buffing fields and proper positioning synergizes amazingly with the great control Xenoblade 3 gives you over your entire party, through the ability to call all your party members over to whatever character you’re controlling, as well as the brand new ability to swap characters mid-battle. While it didn’t initially feel quite as impactful as I had expected (though this was probably due to the terrible tutorial pacing of Chapter 1, see that section of the writeup for my righteous rant), it did eventually prove to be the game-changer I had hoped it would be – the ability to for example lay down a Healing field with one character, place a Defense-Up field on the same spot with another, and then take control over the Tank being targeted by the enemy and moving him onto that very spot to dramatically increase his survivability, is invaluable. Same goes for the ability to switch to a fragile Attacker character with an Evasion Art whenever a devastating AoE attack is incoming.

Other aspects of Xenoblade 3 combat don’t feel quite as well-executed; damage-over-time can still be powerful, but generally felt significantly nerfed from Xenoblade 1. And enemy debuffs are arguably straight up broken, in the bad sense, since any truly strong enemy has such an extreme resistance to debuffs that you might as well not waste your time attempting to inflict them. And why yes, this does completely screw over the Class *specializing* in debuffs – being a dedicated debuffer in XB3 is like being a dedicated Healer in XB1 (Healers in XB3 are incidentally pretty good, often offering strong party support beyond healing AND being the only characters naturally able to revive fallen allies, which in previous games *any* party character could potentially do).

The single biggest point of contention with regards to Xenoblade 3’s combat is just how loooong battles take. And I’m not simply talking about stuff like the Final Boss lasting 30 minutes – in THE WORLD RECORD SPEEDRUN! (not even joking btw) – tons of enemies, Unique Monsters and Story Bosses are outright HP sponges. Casualfags and game journos falsely accused Xenoblade 2’s battle system of being slow, but that was purely a skill issue – again, if you know what you’re doing, you can Erase enemy health bars blindingly fast in that game, the seeming “HP sponge” nature of strong enemies being a completely necessary countermeasure in the face of the monstrous damage outputs so many Blades are capable of. In Xenoblade 3 however, it will take ages before you become able to deal truly facemelting damage, so the enemy health bars will often seem like they’re barely moving in response to even your stronger attacks.

Battles being more drawn-out is also reflected in how Chain Attacks are handled. This ultimate source of damage in any mainline Xenoblade game can now by itself take many minutes, as you have all your 7 party characters (it’s only in Chain Attacks that you directly control your Hero) individually attacking in wave after wave after wave as you attempt to crank up the damage multiplier further and further, while also getting in as many powerful blows as possible. Personally, I love these Chain Attacks, as so many different considerations go into optimizing them and even planning around and improvising in the face of bad RNG that I could (and would) have dedicated a whole post to them if this section on the combat wasn’t already going to be extremely long (just like your average Xenoblade boss battle!). Suffice to say, while lengthy, you never actually feel anything less than engaged and excited while planning out and executing a Chain Attack, and pulling off a good one is supremely satisfying, which really goes for Xenoblade 3’s combat as a whole – yeah, major battles last a long time, but they’re never remotely boring, just time-consuming. Again, this is a tremendously fun and flashy combat system where you’re CONSTANTLY making meaningful decisions in battle, decisions that represent the realization of meticulous planning in the form of customization and team-building.

XB3Ouroboros.jpg


5/6

The fact that Xenoblade 3 gives you so many different Classes to play around with, and the way they work, is what provides it with such endlessly deep and rich customization that ensures that battles never get old. Without even factoring in paid DLC, you got a staggering total of 25 different Classes to experiment with – and most of them are really fun! Almost half are various Attacker classes, and while these are almost uniformly great, some of the Defender and Healer classes are actually among the most enjoyable Classes to use. You got all sorts of really cool concepts, like a Healer Class replenishing HP by dealing damage, a Defender Class drawing aggro by dishing out big damage, as well as awesome Attacker Classes covering everything from dual swords and martial arts to spears and guns and even a class that over time can outright Steal dozens and dozens of different, special Arts from Unique Monsters, and permanently add them to its repertoire.

That Arts-stealing ability, along with the Class-system as a whole, is something I generally associate with classic 2D JRPGs, and more recent turn-based JRPGs like Final Fantasy X-2 and Bravely Default that tap into nostalgia for such games. But it’s just a really great system at its core, and to have it so beautifully implemented in a much more modern, ambitious JRPG with real-time combat is such a treat. And Xenoblade 3 takes already-great concepts and go even further with them: Not only can you eventually unlock various special abilities of various classes and use them with other classes that can make better use of them, you can also unlock a select few Class Arts and use them alongside the Arts of whatever Class you’re actively using – meaning that you for example can have MULTIPLE Break Arts or Evasion Arts on your moveset. You can even combine two Arts, unleashing one Fusion Art with the effects of both at the same time with greater power at the expense of activating both of their cooldowns at once. Additionally, you eventually become able to transfer class-specific Talents Arts to other classes.

And the customization options don’t end there – turns out that having so many more active party members gives you a lot more team-building choices. Your default 6-character team consists of an equal number of Attackers, Defenders and Healers, but all sorts of setups are completely viable, like 4 Attackers, 2 Defenders and 1 Healer, or 1 Attacker, 3 Healers and 3 Defenders. Hell, you can even have multiple characters rocking the same class! Honestly, the customization options in this game are so ridiculously rich and deep that I barely feel I’ve scratched the surface of it, despite having more than 200 hours in the game – why, I haven’t even finished leveling up all the relevant classes.

One additional noteworthy feature of Xenoblade 3 combat is the Ouroboros transformations, allowing any of your 3 Ouroboros pairs to transform into one of two Ouroboros forms. These beasts have their own unique, deliberately overpowered Arts and passive abilities, and are even completely unkillable while active – this being balanced out by them only staying active for a short amount of time. It’s often worth holding off on using these transformations though, because by using Fusion Arts in your human form, the Ouroboros can be strengthened from level 0 up to level 3. These levels are called Interlink Levels, and if you manage to reach Interlink Level 3 certain Arts gain additional effects, like Noah’s Ouroboros gaining a Break Art with a ridiculously high success rate (and remember, the Break-Topple combo is your single strongest combat tool in this game). Other notable uses of the Ouroboros forms include briefly transforming into them to avoid getting insta-killed by devastating, but blatantly telegraphed enemy attacks, exploiting various area-wide buffs and debuffs generated by certain Ouroboros form, or using Eunie’s Ouroboros form’s PARTY REVIVAL Art to bring multiple fallen party members back to life at once, ideally immediately followed by a Chain Attack that now utilizes your full party (and you better believe that little maneuver has saved quite a few battles for me).

Also worth noting is the fact that while your party characters can freely change Classes, they can’t change Ouroboros forms – so someone like Noah will always have his Attacker Ouroboros, even while in a Defender or Healer Class. This adds an additional dimension to team building, since you essentially have 2 separate sets of characters who potentially play completely differently, which you can exploit to your benefit. For example, since Eunie’s Ouroboros has that ridiculously useful Party Revive Art, you might want to have both her and Taion using Defender classes, not to draw Aggro, but just to increase their survivability and ensure that a party-wide Revive will be available whenever you need it. A party-setup of 2 purely survival-oriented Defenders, 1 “true” tank Defender, 2 Healers and 2 Attackers thus becomes a very resilient party with an incredible fail-safe, without even sacrificing that much firepower.

On the whole, Xenoblade 3 boasts one of my all-time favorite JRPG combat systems. I’m not quite sure if I prefer it to Xenoblade 2’s combat (the Blade-system is just so damn good, and repeatedly nuking enemies is so damn fun!), but it’s definitely up there: despite being long, battles are consistently intense, action-packed and exciting, with lots of different cool and flashy attacks to pull off, often culminating in spectacular Chain Attacks that see your entire party (and eventually even Ouroboros forms) lay a formidable smackdown on your enemies. When also factoring in how you get to fiddle around with all these ridiculously deep and rich customization options that are pretty much only limited by your imagination, you end up with a combat system that never gets old, EASILY standing up to hundreds of hours of gameplay.

XB3Taion.png


6/6

So yeah, the early slog that was Chapter 1 combat is by Chapter 3 a distant memory – and compared to past chapters, there was just so much to do now. Just as much as the main story events, this Chapter was for me defined by liberating Team Noah and Team Mio’s home colonies, and it’s by this point Hard Mode truly comes into its own – I was literally stuck for hours on the Moebius boss of the Colony 9 Hero Quest, but unlike in Chapter 1, the combat system was by now so fleshed-out that the battle actually came across like a thrilling, if exhausting challenge (that Moebius mudder was SUCH a HP Sponge!), rather than a tedious RNG-fest. Largely taking control of Eunie for maximized healing, I felt like a battlefield conductor, alternating between optimal healing and buffing, bringing the party together for a nice stay in the Healing field, and sending the party characters off to just do their thing.

As I mentioned during the Chapter 2 writeup, before Xenoblade 3 pretty much all my most memorable fights had been Unique Monster battles (especially the UMs I purposely took on somewhat underleveled), but in Xenoblade 3, we FINALLY get some truly epic, challenging main story and sidequests fights, thanks to Hard Mode. Speaking of the main story, Chapter 3’s concluding Consul J fight also proved really tough. Note that another upside to these hard story- and sidequest boss battles is that they genuinely FORCE you to learn the combat system properly, figure out what works and what doesn’t work, and to think outside the box when necessary. I’m convinced that one reason that so many people took so long to actually figure out Xenoblade 2’s combat is that, well, most story bosses were so easy that you could defeat them even if you didn’t know what you were doing, allowing bad habits and misunderstandings of the combat system to fester. Legitimately tough, but fair battles like Xenoblade 3’s Hard Mode force on you will ensure that you either swim, or sink.

That said, enjoy these spicy story battles while they last, because if you’re a completionist like me, you will eventually end up too overleveled for even Hard Mode to make up for the gap in power between you and the bosses (more on that once we get to Chapter 5).

Back to Chapter 3, this chapter already gives you access to a number of new Classes, 3 of them even being story-required, through mandatory Hero Quests. The first one is very basic, essentially just completing a character arc begun in Chapter 2, but the other two are far more elaborate, seeing you liberate a colony run by Valdi the mechanic prodigy, as well as one enabling your Nopon companions Riku and Manana to finally contribute in battle. These mandatory Hero Quests seamlessly fit into the main story, feeling like just the kind of little side adventures our heroes will inevitably get involved in during a big, epic journey, and offering a nice change of pace.

However, there’s also the greater, overarching plot to consider - on their way to the Uraya Mountains and the tunnels that they need to go through, our party have to make their way past an old battlefield, where a certain Bird Lady makes a startling discovery: a strangely familiar corpse (husk) of a dead soldier, still bearing her old nametag:

[Name: Eunie]
[Affiliation: Colony 18]

And as if that wasn’t sufficiently unnerving, Eunie is hit with a sudden flashback of herself on a battlefield, where she and her entire colony are wiped out by a Moebius bearing a striking resemblance to Mister Wild Ride – who, come to think of it, she had an unusually strong reaction to first seeing back in Chapter 1. Eunie for now tells nobody about this extremely unsettling discovery (which will probably cause many a player to correctly piece together how life on Aionios actually works), but remains freaked out for a while, until a good, long talk with Taion about tea and terror manages to calm her nerves for a while. She however still keeps her nametag discovery a secret from everyone.

Taion himself is of course about to really be put through the wringer emotionally – while going through the Uraya Tunnels, the party is suddenly attacked by a hostile colony using the very military maneuver (a poison smoke trap) that resulted in Nimue’s death. Taion, instantly recognizing this tactic, now has an answer for it, and manages to help the party escape, but has a seriously bad feeling about who could be behind this ambush – and sure enough, once the party makes it out of the Uraya Tunnels through a water vein and reach the Great Cotte Falls they’re again cornered, this time not just by colony soldiers, but by the gigantic Ferronis that of course turns out to be piloted by Taion’s old mentor, Isurd, now looking to avenge the woman who died years ago because of Taion’s mistake. Considering how we see a flashback from the aftermath of that very incident that showed Isurd seemingly forgive Taion, chances are that this is another dirty Moebius trick, similar to what was done to Ethel, but by this point Taion is too racked with guilt to even consider this possibility.

During the grand battle that ensues, Taion does however prove able to pull himself together long enough to unlock his own Ouroboros transformation (prior to this he and Eunie had always transformed into an Ouroboros more resembling Eunie, due to her being the dominant half of their pairing), and this revelation of additional Ouroboros forms inspire Sena and Mio to unlock their own dedicated transformations. The combined speed, power and trickery of these new Ouroboros forms prove enough to overcome the Colony Lambda Ferronis and smash its Flame Clock – but in the end, it’s actually Taion’s kind heart and sincere remorse that manages to break Isurd’s fighting spirit, revealing the true reason for his mentor’s sudden change of heart.

However, the ghosts of the past had barely even begun coming out to play at this point; Consul J now enters the scene, and addressing Noah, Lanz, Eunie and Riku as old friends, he removes his helmet and drops a bombshell that not only shakes Team Noah to its very core, but also gives us a disturbing insight into what the Moebius truly are. Lanz in particular responds with angry denial, but J is the real deal – and though he’s not capable of besting the Ouroboros, he’s able to get away relatively unscathed, leaving our party with lots of questions – though Taion at least is granted some closure, when he’s reunited with the *real* Isurd, and learns how highly Nimue truly thought of him. Lanz meanwhile discovers that Noah actually finds J’s revelation to be a source of hope, as it puts them one step closer to figuring out the truth behind the twisted world they live in – though the Chapter itself ends with us once again checking in on the Moebius, who don’t even seem to notice the progress our heroes are making, let alone be concerned about it – and going by something Z said back in Chapter 2, our heroes’ rebellion against the rulers of Aionios might merely be the latest of many doomed attempts to change the status quo.
 
QueensEvil.jpg


Chapter 4: Confronting the Queen of Keves

1/6

Chapter 4 also begins by introducing us to a future antagonist, namely Cammuravi, the strongest Agnian warrior and Ethel’s rival. In an epic opening cutscene, we see this man singlehandedly turn around a battle between two colonies, with him and giant mech laying waste to a Kevesi army. And he’s not even the main threat our heroes will face this chapter, because the Moebius have figured out that if a single colony commander accompanied by a single Consul won’t cut it, doubling up on both should dramatically increase their chances of victory. But more importantly still, this is the chapter when one of the Queens, the High Entian ruler of Keves, finally makes her move.

Until now Xenoblade 3 has felt like a completely standalone story, knowledge of prior Xenoblade games not really adding much at all beyond recognition of various landmarks, races and references. However, there has always been that one, glaring exception, evident from the reveal trailer: the two Queens of the warring nations blatantly being returning main characters from Xenoblades 1 and 2. Or, are they? The way they behave make them look like straight-up villains, and they keep hiding their faces behind these creepy masks. But at the same time, the physical and even vocal similarities seemingly leave no other explanation. Of course, the Queens could be imposters, but for what purpose; the soldiers of Keves and Agnus have no knowledge about the events of prior games, so what good does impersonating old heroes do?

One thing was certain: whatever their true nature, the Queens would prove to be key to many of Aionios’s deepest, darkest secrets, and so getting to actually confront one or both of them would be a defining moment in the story. And THAT’S what Chapter 4, the game’s high point so far, will be leading up to.

For the record: My guess was that the Queens were the real deal, and that their seemingly evil, ruthless actions were done for the sake of the greater good – the reason being that the merger of the two worlds had resulted in such a profoundly unstable fusion (evidenced by the Annihilation Effect) that complete and instant planetary destruction is only kept at bay (somehow) by the continuous sacrifice of soldiers. Our Queens are thus forced to keep the war going to avert an even greater calamity. Granted, the blatantly cruel and evil Moebius didn’t at first glance fit with this theory, but they could still work as vile opportunists who had threatened to derail this whole Necessary War unless they were given part of the energy and lifeforce generated by the war, thus usurping power from the Queens and further worsening the living conditions of the soldiers in the process.

That said, there was always the possibility that our favorite Bird Lady and Welsh Catgirl really HAD been turned evil by the events of a hitherto unexplored backstory, and that we would have to put them down – a possibility any true Xenoblade fan would deeply dread. Suffice to say, the final few hours of Chapter 4 had me sitting on pins and needles.

The chapter starts off calmly enough though – with Colony Lambda turned friendly, doing Isurd’s Hero Quest was a no-brainer, before the party travels from Great Cotte Falls (which marks a triumphant return of Makna Forest’s stunning waterfalls) to High Maktha Wildwood (your classic post-apocalyptical city overrun by nature, though slightly more chaotic than the norm). This leads into Juniper’s Hero Quest, which is actually mandatory and unlocks the rope sliding skill for a genuinely valuable new traversal option. I’ll say my piece on Juniper herself (yes, *herself*, enbies aren’t valid, cry about it nigger) once finally going over Xenoblade 3’s Based Morality Score in the next chapter, but for now I’ll mention that her Class is pretty much the only Attacker Class in the game I don’t really like, but her first Hero Quest storyline is pretty interesting, and certainly unique. (UPDATE – Juniper’s Archer class, while flawed, can be quite effective in the right situations, as I’ve found out during my new playthrough).

NoahMioFlute.jpg


2/6

Moving on from Great Cotte Falls to High Maktha Wildwood does notably take you from a place with a typically grand, epic Xenoblade area theme to one that is much more subdued and strictly atmospheric in nature, unusually so for the series. Some specific High Maktha Wildwood locations don’t even have music playing at all, a predictable source of annoyance for me. Chapter 4 also marks the second and FINAL time Carrying The Weight of Life plays in all of Xenoblade 3, which is truly bizarre when looking at how both Engage the Enemy and Counterattack were handled. And on that note, I think I’ve found a segue as good as any to finally talk about Xenoblade 3’s soundtrack.

Plenty of JRPGs and JRPG series boast absolutely fantastic music, with Breath of Fire, Golden Sun, Ys VIII, Bravely Default, Final Fantasy, Persona and Chrono Trigger being just a few examples that come to mind. Hell, even a dogshit game like Pokemon Sword/Shield features some genuinely great songs. However, even in such a hyper-competitive field, Xenoblade stands out: Xenoblade 1’s soundtrack absolutely blew me away, and I considered it to be the single greatest video game OST of all time….until Xenoblade 2 came around, that is. And as I’ve said before, even Xenoblade X’s soundtrack (by the celebrated Attack on Titan composer Hiroyuki Sawano rather than the usual Xenoblade team) would have been considered a spectacular standout tour de force if X had been part of LITERALLY ANY OTHER GAMING SERIES IN EXISTENCE, rather than being the weakest in this particular franchise.

Outside of X, whose soundtrack is Pure Sawano (complete with incredible moments of epicness and spectacularly retarded song names), Xenoblade songs feel wholly unique, a mix of classical music, Rock (electric guitars feature heavily in some of the series’ most recognizable songs) and lately even some jazz that are just full of magic and beauty. Xenoblade songs are so filled with SOUL that they suck you into this amazing world and take you on an unforgettable adventure through the power of music alone. And then Xenoblade 2 just had to add to its repertoire multiple songs with such emotional power that, even when listened to outside of the tragic scenes where they are used, can bring me to tears on their own. To paraphrase what C. S. Lewis wrote in his review of Lord of the Rings: Here are beauties which pierce like swords or burn like cold iron. Here are songs which will break your heart.

With all that in mind, be aware that when I’m from now on talking about Xenoblade 3’s soundtrack and sometimes seeming very critical of it, I’m literally comparing it to the two greatest video game OSTs of all time. The mere fact that the Xenoblade 3 OST is able to even endure such a comparison in the first place, let alone come out looking pretty good in various regards, is a testament to how insanely strong it actually is. And in case there was any doubt, this was OBVIOUSLY the best soundtrack of 2022, and the fact that the subhuman game journos didn’t acknowledge it as such is a big reason why I will always insist that The Game Awards is one of the worst things to ever happen to gaming, and that everybody involved with that accursed show eats shit and fucks kids.

Compared to past mainline Xenoblade games, there ARE however some notable issues with Xenoblade 3’s OST, the most blatant one having to do with the area themes. Usually a highlight in any Xenoblade game, and greatly contributing to your sense of excitement whenever you reach a new area, these songs in XB3 are more of a mixed bag: I’d say that roughly half of them are just the kind of area themes that you’d expect from a Xenoblade game, phenomenal songs that absolutely define the locations they’re associated with and which stay with you forever. The other half is however far more on the minimalistic and ambient side, not really memorable at all, at most conveying a particular atmosphere rather than making a big impact as songs.

To be fair, even a lot of these lesser area themes aren’t nearly as low-key as they first appear – when you first reach a brand new area, chances are that you’ll get into fights with monsters quite often while exploring due to your relatively low level (if you’re sufficiently overleveled, most Xenoblade monsters WILL have the sense to leave you alone), these battle repeatedly interrupting the area themes. Even the more ambient songs do however tend to build up to something greater, and will thus leave a far greater impression if listened to in full, without interruptions.

It should also be acknowledged that these songs DO successfully instill Aionios with an appropriate sense of melancholy, and a slightly unnerving feeling of something being fundamentally “off” about this world, even if you can’t put your finger on precisely what. It’s not an atmosphere as powerfully oppressive as what you encounter in something like Final Fantasy VII, but it doesn’t need to be – the Shinra Company openly rules Gaia with an iron fist, while the Moebius control Aionios from behind the shadows. Pervasive sadness with just a hint of underlying menace fits Aionios just fine.

Indeed, you could even argue that Xenoblade 3’s area themes are actually MORE successful at cultivating the right atmosphere than their more celebrated Xenoblade 1 and 2 counterparts. Take Xenoblade 2’s Mor Ardain theme, Roaming the Wastes – an absolute BANGER of a song, so full of energy, such a joyous instant classic of a song. But…does it actually fit *Mor Ardain*, a dying Titan defined by deserts, dust and dirt? Sure, the Ardainian Empire is intensively militaristic, and the area theme might be something you could imagine an army band playing, but it’s hardly a military march.

Even so, it’s a matter of priorities – while something like the Eagus Wilderness theme might fit its area far better than Roaming the Wastes fits Mor Ardain, the latter song is just incomparably more fun and exciting. Given the choice, I will personally always pick a great song over a great mood-setter, which means that for me, Xenoblade 3’s selection of area themes ends up stacking up somewhat poorly compared to those in prior mainline Xenoblade games.

This problem is made even worse by the fact that a lot of the best area themes tend to be reserved for smaller areas with not all that much for you to do. Take the Great Sword's Base Day theme, a song so beautiful it almost hurts, which as it builds towards a gorgeous, almost transcendent climax never fails to take my breath away, and might just be one of my favorite Xenoblade songs ever. Its area however, is positively TINY by Xenoblade standards. Or how about Elaice Highway – an absolutely stunning remix of Xenoblade 1’s Hidden Machina Village that elevates the melody to previously unthinkable heights – but not only is Elaice Highway itself pretty small, it’s barely even a story-required area at all. Of course, there are exceptions; Erythia Sea is by far the biggest area in the game, and has quite the lovely theme, if not quite on par with the previous two I just mentioned. However, most of the largest Xenoblade 3 areas go for ambient over memorable songs.

NoahMioFlute2.jpg


3/6

And then there’s the fact that there are multiple locations where no music is playing whatsoever – I vividly recall my reaction of disgust when first noticing that Future Connected was lightly experimenting with this approach to music, I despised it then, and desperately wished this bullshit wouldn’t carry over to Xenoblade 3, but alas, my worst fears were realized. Suffice to say, not even a single time does XB3 locations lacking music actually “work” for me, it doesn’t create its own atmosphere, it just leaves me feeling short-changed and ripped off. In fairness, there is one particular story sequence where the music being absent for a stretch DOES arguably achieve the desired effect of legitimately building anticipation – but the fact that the locations you pass through end up permanently deprived of music as a result (completely unnecessarily, one particular location was even clearly intended to have a specific theme normally playing, because you ALWAYS hear it whenever cutscenes take place there) makes me unwilling to give it any real credit.

Between the numerous ambient area themes and even certain spots on the map being deprived of music altogether, I’m inclined to say Zelda: Breath of the Wild is to blame, similarly to how that game was responsible for ruining the overworld themes in Pokemon Legends: Arceus. If I’m right, it’s an absolute travesty – BotW’s use of music was utterly terrible, and it has nothing to teach ANY game in this regard, least of all Xenoblade. Though make no mistake, despite my criticisms, Xenoblade 3 is no BotW – even the most low-key and unassuming XB3 area themes are still lightyears ahead of little Suzie hesitantly pressing the keys on mom’s piano as you explore Hyrule.

Moreover, area themes aren’t even the main focus of Xenoblade 3’s OST – it’s in terms of battle themes and cutscene songs that this game truly excels, even in comparison to previous Xenoblade games. XB1 was actually similarly unbalanced, only its focus was on area themes, while battle themes were far fewer in numbers compared to its sequels. Yes, most of the battle themes it DID have were absolutely GOATed, but I’m talking quantity, not quality here – and when you have story heavies like Metal Face and even Egil being denied their own unique boss themes, you have to admit that the number of battle songs was at least somewhat inadequate. Meanwhile, Xenoblade 2 even gave a goofy, giant robot maid who flashes her panties every time you topple her an awesome song to go along with the battle, while Xenoblade 3 went one step further and even gave an optional Superboss its own unique, badass boss theme!

In fact, Xenoblade 3 boasts an absolute plethora of battle- and boss themes, about twice as many as Xenoblade 1 depending on how you define such songs. All sorts of different areas get wholly unique battle themes of their own, there are of course many different, amazing boss themes, and hell, there’s even two postgame Heroes who get their own pair of battle themes, a privilege denied even Paid DLC Blades in Xenoblade 2 (Shulk and Elma came with old songs from their original games, not any sort of new and fresh remixes). To be fair, a few of the battle themes are somewhat less memorable than the Xenoblade norm – but they’re still excellent by any reasonable standard. And there are plenty of instant classics here, like the already legendary Moebius battle theme (it’s “Morbin’ Time!”) and Words That Never Reached You, which I’d argue is even better than Xenoblade 1’s Tragic Decision.

Of course, Words That Never Reached You also doubles as a cutscene song, and obviously Xenoblade 3 is a treasure trove of such songs as well. What elevates it in this regard above Xenoblade 1 is not however merely the number of songs, or even their quality, but the sheer, emotional POWER of them. Simply put, for as Godlike as Xenoblade 1’s soundtrack is, it doesn’t actually contain a single song that can move me to tears. Xenoblade 2 does – and so does Xenoblade 3.

Even so, I would still rank Xenoblade 1’s soundtrack higher overall, for a variety of reasons. First of all, if you’re going to focus your soundtrack on one thing, area themes is the way to go. Especially in an exploration-heavy game like Xenoblade, where even a smaller area boasts enough content to last you hours and hours, it’s these songs you’ll spend most of your time listening to, whereas a lot of important cutscene songs might just be played a handful of times throughout the whole game. Some boss themes are one and done songs. And as for the regular battle themes, they will often have to compete for your attention with a tough fight that requires every bit of your concentration.

Moreover, there are various Xenoblade 3-specific quirks and missteps that make its soundtrack less impactful than it should be, based purely on the strength of its song selection. I already mentioned how weird it is that a song as incredible as Carrying The Weight of Life doesn’t get more play, and I don’t buy the whole “it being used less means it has that much greater of an impact” talking point – Engage the Enemy and Counterattack never lost their magic despite much more intensive usage (and even I will admit that Counterattack’s use in XB2’s Chapter 5 was hardly merited). However, I do acknowledge that most of the great action scenes in XB3 generally don’t flow in ways that work all that well with Weight of Life, which effective contains elements of both its predecessors as well as doing its own thing – you got the party going on the offensive, a moment of desperation, followed by them finally prevailing with a Hail Mary maneuver. So it’s more of an issue of those kinds of battles not being too repeatable, rather than the song itself not standing up to multiple uses.

A more complicated question is Xenoblade 3 HEAVYLY relying on and reusing specific musical motifs. Normally, this would be an unequivocal positive, tying the whole soundtrack together and letting the music by itself tell its own story – but XB3 just takes it a bit too far. When the Final Boss theme is essentially just a continuation of the final area theme, which itself was already treading on some very familiar terrain in terms of musical motifs, that’s when I think it’s fair to say this kind of musical storytelling has come at the expense of making songs that should be game-defining sufficiently distinct. And forgive me for making an Appeal to Popularity here, but when a Xenoblade final boss theme hasn’t even broken 500K views on JewTube (while the later Future Redeemed final boss theme is already past 900K), it’s a sign that the song failed to make the impact you would have expected.

MioFlute.jpg


4/6

My final gripe isn’t subjective at all, it’s a blatant blunder committed by Monolith Soft. See, probably due to Chain Attacks in Xenoblade 3 lasting so long, we now have our own Chain Attack Theme playing whenever you unleash one on your enemy. Sounds pretty cool, right? And what’s more, the Chain Attack theme is a damn good song – it’s so fun and triumphant, getting you super pumped for the pounding you’re about to deliver! The problem is that this song JUST KEEPS OVERRIDING ALL OTHER BATTLE THEMES! Yes, even unique boss themes. EMOTIONAL unique boss themes. Boss themes that tell their own stories through clever and subtle musical motifs – all steamrolled by this one, single song that plays whenever you use what’s by far your strongest tool in combat.

No, there is no option to change this – and somehow, this is a mistake Monolith just KEEPS making – everyone complained about Vision Reacts constantly interrupting and permanently overriding Xenoblade 1 battle themes, yet this wasn’t even fixed in Definitive Edition. In Xenoblade X, they managed to do even worse, by having the Overdrive theme override even the *Final boss theme*, something not even Vision Reacts or the Chain Attack theme does. The one Xenoblade game to not screw this up is, you guessed it, Xenoblade 2.

By now it should be pretty obvious to see why I consider Xenoblade 2 to boast the single best Xenoblade soundtrack, and with that, the best OST in all of gaming. It has INCREDIBLE area themes, AMAZING battle music, stunningly POWERFUL cutscene songs, and all this without having a single bothersome tune that insists on constantly committing the musical equivalent of photobombing. The soundtracks in 1 and 3 both have their flaws, but ultimately, I think 1 did a better job of focusing on the most important things.

That said, Xenoblade 3’s soundtrack is still one of the all-time greats in gaming, and keep in mind, since this writeup doesn’t factor in DLC, I haven’t even included Future Redeemed in my appraisal. And if you want to judge Xenoblade 3 + Future Redeemed VS Xenoblade 2 + Torna VS Xenoblade 1 + Future Connected, well then the discussion just got a whole lot more complicated. Because not only is every single new area theme in FR an absolute Banger, the new battle theme is also exceptional, and the final boss theme, well, it might just be the best one I’ve ever heard.

As far as base Xenoblade 3 goes, I’ve said my piece (and I offer no apology for going so long, because music in video games so often doesn’t get nearly the attention it deserves), so now I’ll let the game’s actual soundtrack speak for itself: Enjoy a selection of my favorite Xenoblade 3 songs:

Area themes:

Millick Meadows (Day)
Great Cotte Falls (Day)
Syra Hovering Reefs (Night)
Elaice Highway (Day)
Great Sword's Base (Day)
Erythia Sea (Day)
Agnus Castle (Night)
Captocorn Peak (Day)
Fort O'Virbus (Night)
Origin

Battle- and boss themes:

Moebius Battle
Keves Battle
Agnus Battle
Chain Attack
You Will Know Our Names ~ Finale
https://www.youtube.com/watch?v=hVPU43DZA9M Battle on the Seas
https://www.youtube.com/watch?v=w7SCDY2hrhw Origin Battle
https://www.youtube.com/watch?v=SrfPn2hMuAk Spoilery post-game Hero battle theme
https://www.youtube.com/watch?v=WbZ9rwnLoRk Spoilery post-game Hero battle theme 2
https://www.youtube.com/watch?v=p_ayrHSwXyQ Final Superboss Theme

Cutscene songs

https://www.youtube.com/watch?v=z04XtSPtg_Q Ouroboros Awakening
https://www.youtube.com/watch?v=oI6m0ZhoKSM Carrying The Weight of Life
https://www.youtube.com/watch?v=U2e8vBFLaGY Ferronis
https://www.youtube.com/watch?v=FlAC6rQWjvc The Bereaved and Those Left Behind
https://www.youtube.com/watch?v=RJUOHcxRLCs Moebius (NOT the boss theme!)
https://www.youtube.com/watch?v=3DCrpjbOK6M That to Which the Defeated Cling
https://www.youtube.com/watch?v=bxz3XCnQ-Qk A Life Overflowing (this one broke me)
https://www.youtube.com/watch?v=faUb-i-a9Js Words That Never Reached You
https://www.youtube.com/watch?v=snlkIL6UtH8 Ancient Memories (somewhat more Spoilery JewTube title)
https://www.youtube.com/watch?v=p3Y11vkxF9c Grand Theater of Life

….and now I suddenly feel that I’ve been FAR too negative and nitpicky in this part of the writeup, because holy shit that’s a stacked lineup. A game could have like 10 songs of this caliber, and I’d say the soundtrack was an easy 9/10, yet for this game I EASILY found *30* such songs, and my list has plenty of notable omissions and snubs. I can only imagine how Xenoblade 3’s OST would have blown me away if this was the very first Xenoblade I played.

Oh well, even if I was overly critical, it’s not like I don’t stand by my points – and besides, you can’t make your case anymore eloquently than what Xenoblade 3’s OST just did.

NoahMioFlute3.png


5/6

Back to the story, after Juniper’s Hero Quest is done the party continues on its way, not encountering anything worse than having their food stolen by Bird Gypsies – I mean, Tirkin. And the subsequent foraging expedition, with the party splitting up into various groups, leads to some really nice Fallen Arm-style character interactions, including a particularly poignant conversation between Mio and Eunie, as encountering a Bright Fig that will only become good for eating a year from now serves as a painful reminder that Mio will no longer be around by then. The courageous catgirl as usual tries to play it cool, but Eunie doesn’t buy it – which causes Mio to share why she takes such a detached view on her own life: she feels that she was never supposed to have survived this far in the first place, as long ago Mio’s life was saved by her (younger) off-seer partner, Miyabi, who sacrificed her life so that Mio and Sena could live on.

“So this isn't really me. I'm just living on her time. Maybe that's why...?”

Unbeknownst to the Ouroboros however, while the party are dealing with Gypsy-Coded birds and having moments of soul searching, the Queen of Keves and her Moebius are keeping busy – Ethel has been summoned to Keves Castle, and hoping that the Queen won’t be too upset about Colony 4’s Flame Clock being smashed, she actually goes – permanently leaving our party a Hero short in the process. Anyway, it initially seems that her highness bears Ethel no ill will, though the presence of the Golden Consul N is a bit unnerving. Actually, it seems Ethel was summoned to bear witness to a mighty new weapon Keves has a acquired – a giant cannon called The Annihilator, which by weaponizing the Annihilation Effect is capable of firing off blasts that can devastate mountains (as a blast directed at the Urayan Mountains quickly demonstrates). Then the cannon’s next target is revealed – Colony 4.

Ethel is given an offer she can’t refuse: Join forces with Cammuravi to form a Dream Team of Rivals to take down her Ouroboros friends and saviors – or go through the Princess Leia Experience of watching her home be blown up by the bad guys. Of course, there is potential a third option – alert the Ouroboros about the threat of The Annihilator, so that they can break into Keves Castle and destroy the cursed cannon before Colony 4 goes the way of Alderaan. With this being the only remaining hope for a happy outcome, Ethel’s subordinate Bolearis manages to escape Keves Castle and eventually catches up to our party (High Maktha Wildwood is actually pretty close to the castle) to tell them the bad news. Naturally, being the heroes that they are, the Ouroboros decide to take a little detour from their journey to the City in order to help their friends.

Someone who’s obviously NOT acting very heroic here is the Queen of Keves – and as she was coldly and mercilessly blackmailing Ethel, I could only think to myself “what the hell happened to you?!” We’ve had plenty of stories about heroes becoming villains before in Xenoblade, but NOTHING like this! For me, it was becoming increasingly difficult to come up with any other explanation for her actions at this point – unless the lady was exceptionally good at pretending to be evil.

Of course, not even true heroes are perfect – come nighttime, it turns out that Mio was a lot more conflicted about this latest detour than she wanted to let on. Nor is her seeming indifference to death all that genuine. By now Mio only has two months left, and she’s already starting to actually feel her physical health declining. Despite everything she has said before, Mio is scared and upset – so when Noah casually tells her about tomorrow’s travel plans, she lashes out at him, yelling at him for keeping such a slow pace and already having “wasted” a whole month. Noah, bewildered by this sudden outburst of emotion from his normally stoic partner, manages to say all the wrong things short of telling Mio to calm down, and the catgirl storms out in anger.

Thankfully, Sena bore witness to this whole messy exchange, and while the petite powerhouse isn’t book smart, she does understand her best friend Mio better than anyone and is able to give Noah some insight into how she’s truly feeling – while also letting it slip that she’s actually jealous that Mio’s comfortable enough with Noah to reveal this side of herself to him. As a new day dawns, Mio and Noah again talk, but the atmosphere is very different this time – they’re both remorseful about the way that they acted last night, and more willing to open up. Mio tells Noah about Miyabi – and also reveals that the flute she has been using as an off-seer ever since we met her actually used to be Miyabi’s flute. She comes up with an idea – how about she and Noah trade flutes, so that Miyabi, who has essentially been living on in Mio ever since her untimely death, can have her flute be used even after Mio herself is gone. Of course, this mutual gifting of flutes is about more than just keeping Miyabi’s memory alive. Much more, in fact. And so in one of Xenoblade 3’s sweetest and most romantic scenes, Noah and Mio exchange flutes.

In truth, the relationship between Mio and Noah has been developing subtly and organically ever since the end of Chapter 1. The two of them have always had this mutual respect and understanding, always been willing to shoulder each other’s burdens – but it’s only after this key scene in Chapter 4 that I’d argue they start truly coming across as a couple, rather than just friends and partners. Even if they as Soldiers still lack the perspective and vocabulary to openly acknowledge it, they are by now DEEPLY in love.

Noah X Mio is easily the best romance in any Xenoblade game. Shulk and Fiora was sweet, but somewhat shallow, and Rex X Pyra/Mythra barely moves past the puppy love stage in Xenoblade 2 proper. Jin and Lora was the best Xenoblade romance that never was, which is why it’s so tragic, but also why that relationship belongs in a different category. Noah and Mio however… it just feels so *right*, and their relationship is just so pure and beautiful, something Tetsuya Takahashi & Co are clearly aware of, because this very relationship is a big part of what makes the next couple of chapters, and even a certain villain, so compelling.

QueenOfKeves.png


6/6

However, there’s plenty of heartache in store for us in the current chapter as well: the party fails to make it to Keves Castle before Ethel is forced to finally make her choice, and so end up being intercepted by both Ethel AND Cammuravi, piloting Feronnises turned into giant combat mechs, and under the supervision of the Moebius pair of Consul O and Consul P. An absolutely spectacular, yet tragic clash of the titans unfolds, where the two rivals eventually manage to defy their Moebius overlords and go out on their own terms. Now enraged, the Moebius pair is forced to deal with the Ouroboros gang themselves, revealing that the Moebius too are capable of Interlinking. A grotesque fusion of two Moebius, now boasting both perfect offense and perfect defense, confronts our heroes….and IMMDIATELY gets humbled by a Mio who hasn’t even transformed, in one of the game’s most shocking, yet memable moments.

It’s during the battle with OP that Carrying The Weight of Life plays for the last time, which is a crying shame, but at least it goes out on a sensational note, because the whole fight scene is glorious, making for stunning spectacle as well as well as showing how far our heroes have come. In the end, even the Moebius pairing accidentally Allahu Akbaring itself (if you stay Interlinked too long, you trigger the Annihilation Effect) is dealt with by Mio’s quick thinking and Noah immediately backing her up, showing just how completely he trusts her and how in sync they are. And yet, even after emerging victorious, our party is hardly in a celebratory mood – with even Noah so emotionally drained that he breaks with his own core principle and refuses to send off the dead Moebius.

This climax was by itself easily worthy of closing out Chapter 4, but in truth, we’ve barely even begun – we still have multiple cool new areas to tackle (Syra Hovering Reefs and Keves Castle), and there’s an optional Hero Quest that you’ll probably want to do, because Ashera is really great (she’s actually my favorite Hero, though it’s actually the second quest that really sold me on her) and her Class is super fun.

As our party eventually sneaks inside Keves Castle (even post-Mechonis Core Alcamoth was never felt THIS bleak and threatening) and manage to make it to the giant colony-destroying cannon, which is now ready to fire on Colony 4 – but before the Ouroboros can destroy The Annihilator, a pair of old friends stop by, and another absolutely jaw-dropping action scene ensues, where Eunie is finally forced to confront her fears. Of course our heroes eventually emerge victorious and save Colony 4, thankfully ensuring that its many sidequests don’t become permanently missable. Less happily, this was the last Story boss battle to truly feel challenging to me, even on Hard Mode, with overleveling from now on starting to make a real impact.

Mission Accomplished, our party now seeks to escape Keves Castle ASAP, but suddenly the previously-reliable digital map of the castle starts leading them astray, and eventually they find themselves not outside, but in the belly of the beast: the Throne Room. There, our heroes learn the dirty secret of life in Aionios: dead soldiers being recycled, over and over again, not even in death finding peace. But even this revelation is overshadowed by the arrival of *her* - the Queen herself.

Monolith Soft fucking KNEW just how badly we wanted to know the true identity of the Queen of Keves all this time – that’s why, despite it not being a secret to the characters in the story, they never had any of them actually referring to the queen by name….until now. And when Noah, in a whisper, finally says “Melia”, many a Xenoblade 1 fan involuntarily gasped. It’s one thing to suspect, to believe, and quite another to KNOW. And as if to truly rub it in, N appears on the scene soon after, explicitly identifying the queen as “Melia Antiqua”. It really was her all along!

But this is not the Melly we know and love. She is now cold, without mercy, even her professions of compassion ringing hollow. As she condemns the Ouroboros for their actions, her logic is warped, her every argument, profoundly dishonest. Melia excoriates Team Noah for “colluding with our sworn enemy”, not long after herself making use of Cammuravi. She self-righteously pats herself on the back for “sheltering and protecting” Keves, less than an hour after trying to nuke Colony 4. Words will not be able to settle this – it’s Time to Fight!

It truly is surreal to be on the receiving end of various spells that Melia so often used during Xenoblade 1 and Future Connected, and my mind is in turmoil the whole time, each additional old Melia spell I recognize causing me to scream internally. And of course, the girl is now dramatically more powerful than she used to be – while always a magical prodigy, Melia has in Xenoblade 3 become a truly formidable mage of incalculable strength, and while she used to be a Glass Cannon, she can now effortlessly put up seemingly unbreakable shields.

It turns out that even our party combined can’t defeat Melia, and so Noah, recognizing that it’s now Kill Or Be Killed, begins unsheathing Lucky Seven. Even during the thick of combat, Lanz is scandalized by the idea of Noah actually killing the Queen – just like Xenoblade 1 fans are, despite everything, absolutely HORRIFIED by the notion of our hero killing Melia….but then suddenly, something causes the queen to have a literal breakdown, her mask finally drops, and we learn the *real* truth.

I’ll go more over how Melia (and Nia) are handled in the last few parts of the writeup, but for now, let me say that I was initially a bit disappointed that Monolith Soft took the safe route here. While uncomfortable and even disturbing, Evil Melia and Evil Nia have tremendous dramatic potential, as my own emotional response to the Melia boss battle is testament to. And if ANYONE could pull off such a risky move while still doing right by their characters, it would be Tetsuya Takahashi and Monolith Soft. As it ends up however, these extremely popular characters end up being perhaps excessively protected.

Besides the sudden collapse of the now-obviously Fake Queen, our heroes eventually manage to make their escape due to the well-timed arrival of a small robot army associated with the City (you can tell, because Vandham had similar machines accompanying him), which not only keep Consul N busy, but also enable the City ships to steal a bunch of soldier pods, robbing Moebius of future manpower. One of those pods even contains a girl who will grow up to become extremely strong AND extremely busty.

The Chapter ends with a short post-battle scene involving N, where he finally takes off his mask and reveals his true identity – which was pretty damn obvious by this point. However, the arrival of a Consul M *did* take me by surprise, and the couple of lines exchanged between the two characters makes it clear that there’s more to the story of how they became Moebius than you might initially think – and this payoff is what will make the end of Chapter 5 and the beginning of Chapter 6 so amazing.
 
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XB3Baby.png


Chapter 5: Peak Fiction

1/8

Despite getting Xenoblade 3 at launch and playing the game quite intensively ever since (even taking out a few vacation days when it first came out), plenty of people had already finished the game before I was even halfway done. And while I was generally careful about avoiding Spoilers, there was one piece of XB3 info that there was no way for me to avoid, namely Chapter 5 being fucking wild, and extremely emotional. Thankfully I was in the dark about WHAT exactly it was that made this chapter so special, I just knew that I was in for a treat once I reached it.

And the chapter gets going quickly enough: after exploring Sena’s backstory and her relationships with Mio and Lanz a bit, the party finally manages to actually reach the Great Sword’s Base area, a gorgeous, colorful wetland – and by the end of the area, towering in front of them is the ginormous Mechonis Sword, which stuck in the ground like this is taller than any mountain on earth. This has been the destination of our heroes for so long – but before they can traverse the last few miles and finally get their answers, they find themselves surrounded by a group of heavily armed men and women!

Thankfully, these aren’t actually a hostile faction, they are the Lost Numbers, enemies of Moebius and the City’s military force. Far from wishing our party harm, they were responsible for bailing the Ouroboros out during their Keves Castle crisis, and now they’ve come to guide Noah & friends to the City, after taking the necessary precautions; the party are given eyepatches to block a signal emitted from Ouroboros irises that the Moebius use to track them (which also explains how the party has gotten ambushed so frequently, despite all their precautions). The Lost Numbers, all connected to the Ouroboros, are also wearing eyepatches.

Among the Lost Numbers introduced, two characters stand out: Monica Vandham, the City’s leader, a certified MILF *and* daughter (still a meaningless concept to our heroes) of the Vandham who set all these events in motion, and Shania Reid, a pretty, petite 18 year old girl who has been keeping the Ouroboros under surveillance ever since they were granted their powers. Monica temporarily joins the party as a Hero while Shania guides them to the city. As I touched upon during the last chapter, this is the only section of the game where I actually feel taking away the music can be somewhat justified: as you keep climbing the colossal sword, going up what’s quite frankly an absolute GigaChad of an escalator before traversing an area that’s so high up that it’s covered in snow like a regular mountaintop, the anticipation just keeps building as I keep speculating about just what the City will be like, and how many of our questions will finally be answered.

…and then we’re finally there – a massive, indoor structure dwarfing any of the colonies we’ve been to, dotted with lights and Levnises, with permanent housing in the background. The entire City is enclosed by the hollow bulge at the hilt of the Great Sword, which helps hide the place from its enemies. Its atmosphere is surprisingly somber, arguably even sad, but there’s also a sense of resilience, of long having resisted against overwhelming odds.

Most importantly, the City is a place of Life – real, human life like it was always meant to be. For the first time ever, our party is exposed to young children, and to loving couples. People even older than Guernica Vandham can be seen walking around. And, in one of Xenoblade 3’s defining scenes, our party is taken to a maternity ward and bear witness to an entirely new life that has just been brought into this world, reacting with awe as well as sincere excitement and joy. The tiny, defenseless little baby gives a glimpse of an entirely different world that our heroes never even knew existed, a purpose far greater than forever fighting for fake queens.

Additionally, our heroes are taught by a friendly doctor how babies are made (the game obviously cuts away from the actual explanation), which Noah and Mio in particular find to be…interesting information, to say the least (note that Monica can already by now tell that these two love each other).

And of course, now the Ouroboros also learn the truth about what the Moebius have done to Aionios - how they grow and reuse soldiers over and over again for their war:

Monica: “You were conscripted from birth, trained to kill one another ruthlessly and steal each other's life. That life energy pours into the Flame Clocks, becoming the fuel that feeds Moebius.”



In order for Moebius to exist, they must continue to claim life energy.
And these "cradles" right here... They're used to recycle your lives. You live your lives in servitude so that Moebius can exist. And even in death, there's no release. You'll just keep getting recycled.

...

Soldiers bound by Moebius's shackles are destined only for mutual destruction.
Those who lose their lives in battle, they're reborn anew...
They wake from a Castle cradle, a blank slate without a scrap of their former memories.

However, there are people who have successfully taken on the Moebius before – above all, the City’s founders from 1000 years ago, who also harnessed the power of the Ouroboros to give their descendants a fighting chance. Looking at the statues of Founders and reading their short bios, I felt like I was finally starting to peer behind the Moebius veil of deceit, and witness the true origins of Aionios. The true identity of the Founders was also a genuinely tantalizing mystery – after Future Redeemed, we of course know all about who they are, but back then, they were these truly mysterious figures, and the fact that at least some of them seemed to be old Xenoblade party members (the long-haired man wielding a red sword even after losing one of his arms DEFINITELY sounded like Dunban from Xenoblade 1!) just raised all sorts of questions.

No *actual* Xenoblade legacy characters can however be found in the city, though something very important IS confirmed: Melia and Nia DO still exist in this world, even if their current location is unknown. Having now finally reached the City, our party’s new mission will be to track the queens down. Good news, there’s apparently someone who *does* know where to find the queens. Bad news, this person (named Ghondor) is currently locked up in an Agnian prison where the Moebius keep captured Lost Numbers, and is due to be executed during an Eclipse one month from now. Our party, along with a select group of elite Lost Numbers, will need to infiltrate the prison, pose as prisoners and break Ghondor out. Prison Break is about to get another revival!

Despite all the things we’ve learned, one hope ends up brutally dashed: Turns out the people of the City don’t actually know of any way to extend a soldier’s lifespan past the designated 10 years. The people *born* free are able to live full lives, but even freed soldiers are still subject to the cruel 10 terms-limit. This means that starting from when the rescue of Ghondor begins in earnest, Mio really will die in just over 1 month. Looking at how the game has been paced so far, that should just barely be enough time for the catgirl to complete this adventure, resulting in one of two outcomes: The game ends with the party finding a way to break their cruse (it IS revealed that two of the City Founders actually did do just that, though nobody knows how), or that Mio will die by the end of the game in a truly heartbreaking finale.

On the whole, the City definitely lived up to my expectations, and going back down to Aionios and its colonies, I felt like the prisoner in Plato’s famous allegory returning to the cave after having witnessed the outside world – my stay in the City having brought home just how truly small and limited the perspective is the soldiers is, and how deprived they are of so many things we take for granted. Ironically, the plight of the soldiers in Xenoblade 3 is in some way similar to how Blades lived under Indol’s regime in Xenoblade 2 (a dismal enough state of affairs to be invoked as justification for Torna’s terrorism), only much worse. This further raises the stakes: Somehow, someway, we HAVE to liberate this world from the clutches of Moebius.

FemaleAF.jpg


2/8

But with the City finally revealed, I’d say that enough of Xenoblade 3 has now been unveiled for me to finally be able to talk about the game’s content from a culture war/cultural and moral perspective. Yep, it’s finally time for my Based Morality Score for Xenoblade 3, and boy, is there a lot to go over here.

On Fedi in particular, Xenoblade 3 has caught a lot of flak for essentially being the first Xenoblade to truly surrender to the SJWs and significantly alter its content to conform to the GloboHomo Judeo-Leftist standards. This is the downside of the Xenoblade franchise seeing its popularity grow so much after Xenoblade 2 came out – and predictably, despite Xenoblade 2 being so popular, Xenoblade 3 in various ways feels like a rejection of its predecessor. That said, other people have passionately argued that this game actually boasts some of the best, most moral and most wholesome themes and content in the entire series, as well as being surprisingly spicy and countercultural in various regards. As for my own take? I’d have to conclude (and sorry if this comes across like the boring, safe answer) that both sides of this argument are largely correct. Xenoblade 3 for me is the quintessential +2/-2 game on the Based Morality chart.

Since I like to get the bad news out of the way first, let me start by going over the chief objections to Xenoblade 3, and to what extent they’re legitimate. Probably the three most common criticisms I see are the presence of a “non-binary” character in Juniper; the overall Blacking of the Xenoblade franchise, represented above all by the presence of Taion and the widespread race-mixing; and the dramatic nerf to fanservice and a general unwillingness to let female characters truly show skin.

Starting with Juniper, this one is truly weird – before Xenoblade 3 even came out, the threat of “non-binary” representation seemed very real, due to one of the Heroes being referred to by singular they pronouns – but that Hero was Valdi the prodigy mechanic, not Juniper! When Juniper was first revealed, she was referred to using female pronouns in English-language posts, and looked like another quality Xenoblade Waifu – in this case a green-haired catgirl tomboy. Valdi by contrast arguably did look somewhat androgynous – though without the Twitter trannylator using they/them pronouns for him, I think pretty much everyone would correctly have assumed he was just a somewhat youthful-looking Machina boy.

Then the actual game came out, and it turned out that Juniper was a fucking enby! Or, was she? Note that the character NEVER talks about her “gender identity”, ever, let alone has it play a part in either of her Hero Quests. The entire “Juniper is non-binary” thing basically amounts to the main party referring to the character using they/them pronouns a couple of times, mainly right after a brief battle with Juniper and some of her soldiers, during which they obviously never stopped to ask for her “preferred pronouns”. For what’s supposedly the first notable “non-binary” Nintendo character, they sure don’t play up that fact, let alone celebrate or affirm bullshit genderblob identities.

But IS Juniper even an “enby” at all? It does seem like that’s what the wokealizers were going for (and apparently her voice actress is one, which is completely irrelevant unless you for example also now consider every movie character ever played by Ellen Page to be a tranny, including the famously pregnant Juno), but they clearly just had NO material to work with here. And even the datamining that apparently classified Juno as neither female nor male has since been proven to classify multiple 100% female characters the same way, so that ultimately means nothing. It seems we might just be looking at some predictably shitty and agenda-driven localization here, rather than the game itself being corrupted at the source.

It should also be noted that lore-wise, Juniper being “non-binary” makes no sense (and yes, those scare quotes are here to stay). As far as I understand that nonsense, “enbies” reject the gender binary altogether, insisting that they neither identify as male or female – but Aionios soldiers only have the most rudimentary understanding of what males and females even are! Basically, they are aware that men and women have different private parts, and refer to male and female characters using proper pronouns – but they have no concept of WHY men and women are different, or why this should matter (note that all Kevesi soldiers use technology in the form of power frames to enhance their strength, while both male and female Agnians tend to naturally boast super-human strength). This means that Juniper shouldn’t even have enough of an idea of what a woman is for her to reject her female identity in the first place, ESPECIALLY prior to being freed from the Flame Clock! For you to seriously buy into her “non-binary” identity, you have to believe that the Ouroboros (who lack a basic understanding of gender differences) were able to magically intuit that a character they didn’t even know (and who has even LESS of an understanding of the two sexes) explicitly rejects a gender binary that should be meaningless to her.

Hilariously, even if you DO buy into Juniper being “non-binary”, she really doesn’t come across like the kind of representation the LGBTP can applaud: Her first Hero Quest revolves around her being a Failure of a colony commander who has essentially given up on living, and who is just waiting around for her Flame Clock to empty out and for her life to end – essentially, she’s about to join the 41%. Also, her Class is seriously flawed, and she’s generally considered to be one of the worst, if not the single Worst hero in terms of combat utility. Not exactly owning the chuds there...

XB3TaionEunie.jpg


3/8

The second problem, relating to race, is however far more substantial – but really, I don’t think the problem is with Taion. Judged on his own merits, Taion is a fine character who has great synergy with the rest of the party. I can certainly sympathize with objections to the black party member being the Brains of the group, given both the actual state of IRL blacks, as well as the pervasive “Black Brainiac” propaganda we keep seeing in modern media. However, I’m willing to cut storytellers quite a bit of slack with how they portray *individuals* belonging to particular groups, because hell, even in real life people like Thomas Sowell and Clarence Thomas exist. Hyper-advanced black civilizations in the Wakanda mold can however NOT be defended, though you could argue to what extent Xenoblade 3 blacks are even comparable to IRL blacks – Taion himself is either a Blade (in which case he falls in the same category as Xenoblade 2 characters like Perun and T-elos), or he’s a Blade Eater, presumably of Ardainian origin (Mor Ardain did have some black inhabitants, and Taion is said to be a lousy cook, which is a core Ardainian trait). In other words, not your typical Bantu.

Let’s also note that Taion is no Gary Stu intended to outclass and embarrass the light-skinned characters; he might have the most Tactical Points of the 6 core party characters, but he actually has *less* TP than his fair-skinned mentor Isurd. Moreover, Taion is shown to be somewhat socially awkward, and even allowed to come across as downright unlikable at times (along with Lanz he’s the least cooperative and most unfriendly character when Noah and Mio initially try to bring the party together, but unlike Lanz he hasn’t had the time to earn any good will and sympathy from the player prior to this). Basically, he’s a good and well-rounded character who just happens to be black. And unlike with LGBTP characters, where I’d argue that any positive or even neutral representation is bad and unfortunate, I have no principled objection to black fictional characters, it’s all about how they’re written. Sure - all things being equal I’d rather Taion be White/light-skinned (the original concept art actually depicts him as a White guy with an Afro), but I find it hard to object to him as a character. As far as “representation” goes, Taion is up there with Barret as far as genuinely good and worthwhile black JRPG characters go.

What I CAN’T just go along with is the world of Xenoblade (both Xenoblade 1 and 2, given the nature of Aionios) suddenly, conspicuously becoming so much more “Diverse”. I’d estimate that previous mainline Xenoblade games had like 5% of its NPC be black or notably dark-skinned – in Xenoblade 3, the number has to be closer to 20%. It’s VERY obvious, and makes NO sense in terms of lore, given how quickly after the events of the first two games the merging of the worlds is implied to have happened. Or well, there IS one possible explanation, which I’ll go over in Chapter 7, which is pretty amusing, even if it surely isn’t what really happened.

No, we all know the ACTUAL reason behind this – ESG and the DIE agenda (DEI is just a meaningless acronym used by our enemies, DIE is an alternate acronym that perfectly sums up the end result of Diversity, Inclusion and Equity). Notably, several recent Nintendo releases that I've played (XB3, Zelda: TotK and Pikmin 4) all saw a sudden, dramatic bump to their dark-skinned representation. In Pikmin 4, I estimate the number of dark-skinned NPCs to be very close to 20%, while TotK also seemed to hover around that number – which definitely makes me suspect this is some sort of minimum threshold of “representation” you need to reach to get ESG money, or maybe avoid coordinated bad reviews from game journos. Yes, Fire Emblem: Engage had way less than 20% black playable characters – but that game also reviewed bizarrely poorly for how thoroughly excellent it is in most respects. My most compelling piece of evidence however is the Xenoblade 3 DLC campaign Future Redeemed (which is presumably not bound by ESG restrictions) suddenly and dramatically lowering the number of darkies, to the point where their share might honestly have been the LOWEST in any Xenoblade. Really makes you think.

(UPDATE: Okay, seems like I’ve been huffing some serious Schizo fumes for a while, because replaying Xenoblade 3 right now and nearing the end of Chapter 5, there’s no fucking way the game’s character roster is anything close to 20% black/dark-skinned, it’s probably barely even 10% - still a very noticeable increase from past Xenoblade games, but not nearly as bad as I made it out to be. I’m still keeping this section of the writeup though, because I find it funny and think a number of the points still ring true).

For the record, none of the black and dark-skinned NPCs are particularly objectionable, and in terms of how they’re written they really don’t push any form of racial agenda – effectively, they’re written in a very colorblind way, which makes sense given how Aionios works, but again, the sheer unreasonable, lore-breaking NUMBER of them is a problem. I mean, I never recall seeing any dark-skinned High Entia or black Gormotti characters before – though in the case of the latter, there ARE parts of Gormott we never travel to, and the Ardainians kinda treat the Gormotti like Cat Niggers anyway.

With the greatly boosted number of black characters, along with the colorblind writing, plenty of race-mixing and mixed-race couples was to be expected, and yeah, it’s definitely a thing. While not as omnipresent as in a show like Invincible, or in TV commercials, race-mixing is still very frequent, even among major characters. Eunie and Taion might never get physically intimate, but definitely get their fair share of ship teases – and the character Ghondor turns out to be a mulatto girl, and is actually the daughter of Monica. Now, the fact that Monica was only 15 (!) when she gave birth to Ghondor, and that the presumably black father is never seen, definitely makes for some pretty spicy Meme material, as does Ghondor’s hostile, resentful attitude towards her mother – though ultimately, assuming that we’re dealing with a PSA about Paying The Toll just seems like wishful thinking.

Ultimately, I find Xenoblade 3’s dramatically increased levels of Diversity to be a blemish, but not a major one, as it’s basically handled as gracefully as it could be while simultaneously conforming to Global Standards.

XB3Censored.png


4/8

The nerf to the Fanservice is the aspect of Xenoblade 3 that I find the least defensible, especially given the success of Xenoblade 2. Now, the problem isn’t the canon outfits of the female party members being modest – this fits with the overall darker, more serious tone of this game, and the outfits themselves are hardly burkas – Sena shows some serious tummy, while Eunie’s tight pants hug her butt beautifully. No, the issue is that while Xenoblade 1 and X let us extensively customize our characters’ outfits, INCLUDING letting us strip female characters down to their underwear, XB3’s clothing customization options are FAR more restrictive. Sure, Xenoblade 2 also had almost no non-DLC outfit customization options, but there the likes of Pyra, Mythra and Brighid already came in canon fanservice outfits, as well as boasting phenomenal, boobalicious bodies. And let’s not even get into the jiggle physics of Rare Blades like Vale and Perun.

So essentially, Xenoblade 3 is the worst of both worlds – combining the lack of fanservice story outfits in 1 and X with Xenoblade 2’s crappy outfit customization options (the outfit-changing options are admittedly a lot better than in non-DLC XB2, but still way worse than in XB1 or X). None of the female party members are even all that busty, which definitely seems like Monolith Soft and Saito getting spooked by the retarded SJW whining about Pyra. And of course, despite various fags and leftists praising this change in direction and insisting that it would help Xenoblade achieve far greater mainstream popularity (“now I can finally play Xenoblade in public!” was a typical soy-drenched cuck talking point), Xenoblade 3 predictably didn’t even come close to selling as much as its predecessor, whose big-titty Best Girl had supposedly scared off countless potential buyers. Monolith Soft and Nintendo were fucking stupid and cowardly falling for obvious lies and propaganda like this.

In fairness, Xenoblade 3 certainly isn’t completely devoid of fanservice – in terms of cute girls it’s comparable to Xenoblade 1, and better than X (Eunie is a Top 5 Xenoblade female character design to me). Hell, plenty of random female NPCs are way cuter than pretty much any girl you’ll see in a modern Western AAA game. Also, while none of the main party girls are stacked, Ethel puts even Pyra to shame when it comes to cup size – and interestingly, Lolibros are eating surprisingly well: Not only are there are actual Loli Heroes like Fiona and Segiri (the former being considered the best Hero in the whole game!), but major characters like Ghondor, Shania and of course Sena are REMARKABLY petite. Hilariously, these girls are also all *exactly* 18 years old, definitely to conform to those pesky Global Standards, but in this case I see nothing wrong with that – indeed, knowing that they’ll probably never grow any taller just means that there will never come a time where you can no longer go all IMAGINE with them. It doesn’t hurt that at least one of the aforementioned girls really deserves some rough treatment (but not Sena, she is a sweetie).

…on second thought, maybe the petite platoon all being legal-age wasn’t a Global Standards thing after all, because during one Hero Quest this game also randomly drops the bomb that this one extremely breedable female character is only the equivalent of 15 years old, which everyone finds shocking. Not that it should matter since she’s fictional (and generally quite mature, not just physically), but still, I doubt that kind of Jailbait Propaganda gives you a lot of DIE points.

Overall though, Xenoblade 3 is a massive downgrade for the Xenoblade series in terms of fanservice, going from being one of the best mainstream JRPGs in this regard to arguably one of the weaker ones: it definitely compares unfavorably to something like Persona 5, and barely beats out Dragon Quest XI. The DLC was especially disappointing – Eunie’s bikini bottom coming with a cloth that covers her ass is CRIMINAL, as is the butchery of the Brighid DLC outfit so that it now shows WAY less skin, which really sums up how much Xenoblade 3 has Regressed from the glory days of Xenoblade 2.

There are other issues too – the sheer number of Strong Female Leaders, some of them with markedly diffident male lieutenants, is notable, though ultimately I didn’t really find it overbearing or distracting – I don’t recall any Persona 5-style feminist preaching, and there are plenty of strong and admirable male characters too. Additionally, one of the game’s most notable POSITIVE aspects makes it hard for me to really fault its handling of female characters. There have also on Fedi been various objections to different localization changes and instances of “Reddit Speak” (including various Aionios-specific euphemisms and PG swear swords), but I honestly found the writing less distracting, and certainly less objectionable, than the overwhelmingly anachronistic language in modern Fire Emblem games. Moderate forms of fagspeak, like frequently using the word “partner” over husband or wife, are however quite common, and the overuse of singular they is pretty bad (though not quite as bad as in modern Fire Emblem).

This all being said, I feel that I’ve by now given an unironically fair and balanced assessment of Xenoblade 3’s Based Morality negatives, and why I feel they warrant a -2 score.

XB3Natalist.png


5/8

Now let’s get into why the +2 isn’t there just for show either:

First of all, there’s the strong and pervasive natalist themes. I already mentioned the unforgettable scene involving the baby, but there’s actually another similar scene in Chapter 6 that’s arguably even more powerful, due to the baby this time belonging to two characters we actually care about, rather than a couple of City randos. And who could forget The Photo from the ending showing off Rex and his 3 wives, each cradling a baby in her arms.

Moreover, the natalist messaging is actually on occasion explicitly articulated – there’s on multiple occasions the suggestion that childless City NPCs have to “make up for” their childlessness by being especially good and active citizens in other ways, and there's definitely this social expectation that people in the City *should* have children, whether to help the City itself survive and flourish, or just to continue their bloodline, and NOT having children is explicitly stated to be unusual.

Now, a certain ex-president on Fedi has objected to claims of Xenoblade 3 being natalist by pointing to the complete lack of families with multiple children depicted in the game. First of all, I’m not sure just how true this is – Shania and Jansen are City characters who both HAD siblings, who I believe both died fighting Moebius, and of course there’s Rex and his 3 kids. I assume there are a number of other cases as well, once you really dig through the affinity chart. But more to the point, I find this criticism at best to be a case of making the Perfect the enemy of the Good, and at worst wildly uncharitable – the message that Xenoblade 3 conveys is that having children is Good and Important, NOT that having 1 kid is good, but please just stop there. I’ve seen JewTube comments about how Xenoblade 3 is some of the best propaganda for having kids that they’ve never seen; I’ve NEVER seen anyone persuadable by pop culture media even suggest that they felt the game was discouraging the formation of large families.

There’s also this more subtle, but definitely very real theme of male-female Complementarianism being pushed: Every single Ouroboros pair is opposite-sex, and while the key requirement is stated to be Keves and Agnus coming together as one, the fact that EVERY pair involves both a man and a woman is definitely intentional (and apparently also consistent with pre-Xenoblade Xeno lore). It reminds me of how the mechs in Darling in the Franxx used to require male-female pairings to work, but without muddying the waters later on with same-sex interlinking the way Franxx did. Or to be more specific, same-sex Interlinking *is* actually somewhat common in Xenoblade 3 – among Moebius, that is. Also worth noting, I couldn’t actually find a single gay Xenoblade 3 character, in this case making the game superior to not only X, but Xenoblade 2 as well (Rare Blade Sheba is explicitly identified as a lesbian, and there are hints that party character Brighid is gay for Morag).

Differences between the sexes being real and important is another clear, if subtle theme in Xenoblade 3, which becomes a lot more obvious once you step back and actually reflect on nature of the twisted, corrupted world that the Moebius have created for the soldiers: As I mentioned before, men and women are barely even acknowledged to exist, and no meaningful difference between the two is acknowledged; they shower together, sleep next to one another, and feel no physical attraction towards each other.

However, once freed from their Flame Clocks we pretty much IMMEDIATELY witness the Ouroboros characters beginning to see the opposite sex in a brand new light, with Noah and the other guys suddenly becoming flustered watching their female teammates finish changing into new clothes for their journey. Similarly, in one sidequest Lanz is about to strip naked at the request of an Agnian mad scientist character who wants to study him, which causes the Ouroboros girls to become so scandalized that they resort to violence just to stop him from undressing. Interestingly, they can’t actually articulate what exactly is wrong with a boy undressing in front of a bunch of girls – they just naturally *know* that it’s improper behavior.

XB3RacialPride.png


6/8

Far more provocative and countercultural still is Xenoblade 3 hinting that racial pride, in moderate doses, is actually a *good* thing. And no, this isn’t just me seeing what I want to see – along with being oblivious to the fundamental differences between the sexes, soldiers under the yoke of Moebius are completely colorblind, in the sense that racial differences mean NOTHING to them, the only thing that matters being your nationality. It’s really not too different from the MAGA Boomer Civic Nationalist dream, where Americas of all races come together to die for Israel.

This racial blindness is however contrasted with a meeting the party, or more specifically Eunie, much later on has with a very important and beloved authority figure who also happens to be High Entian. At one point during their conversation, Eunie is struck by the fact that she and this highly revered woman both have head wings, and this fills her with pride. “It makes me feel special” she says, “like we’re the same”. And far from chiding Eunie, Juden Peterstein-style, for feeling pride in the accomplishments of another High Entian, the woman gently confirms that Eunie is right, the two of them ARE the same. In a very real way, Xenoblade 3 sends the message that racial identity/racial pride is a core part of the human experience, which is NOT something you often hear in contemporary pop culture products, unless it’s strictly reserved for black and brown people. And no, High Entians have never been “Coded” to be an underprivileged race, the kind that in the US might be allowed a sense of racial pride – indeed, High Entians in Xenoblade 1 were about as prosperous and advanced a race as you could find on Bionis, as well as uniformly light-skinned.

Then there’s the Moebius Question itself, which I’ve so liberally alluded to throughout this section of the writeup. Now, I’m generally not inclined to give a game bonus points for “accidentally” Based implications or Memeable content. Can the Moebius be understood as Crypto-Jews? Absolutely. Indeed, I find it very easy to draw parallels between the tragic brother war between Russia and Ukraine, and the Keves-Agnus war. Was this what the developers actually had in mind? Surely not. And given how certain foolish people have tried to meme Helldivers 2 (a Soyny game whose devs are openly Woke) into being Based, and the negative consequences this has had (people giving Soyny money), I think it behooves us all to separate Meme and Reality. That said, the fact that Aionios is controlled from the shadows by a small group of literal Alphabet People who cause all the wars in the world DOES make for some powerful Meme Magic.

There’s however no need to spin the words that Z, the leader of the Moebius, use to justify the world he created – his ultimate vision of Radical Egalitarianism:

Freedom is nothing more than fiction... A deception.
Those with power, those who can choose think nothing of it.
What then of those who cannot choose?
What about the meek and frail?
Not everyone is granted as many options as you all have!



There are no losers in the world I offer.
With a turn of the clock, anyone can be a winner, given the time.

Couple this with the fact that the REAL Queens of Keves and Agnus are highly admirable (continuing the Xenoblade series’ pro-monarchy record), and communist Xenoblade fans are taking some big, fat Ls here – though of course, the biggest L of all is being a communist in the first place.

Let’s also take a moment to note some of the common JRPG tropes (which the Xeno series itself is no stranger to) that you WON’T find in Xenoblade 3: Not only is there no Evil JRPG God in this game (Z is something more than a man, but he is certainly no god), there is no Corrupt Church or Rotten Religion either. And if you want to deny the game credit for that on the basis of religion in general seeming absent, that’s only a reason to note how religion is another part of the human experience that Moebius have stolen from the soldiers (though the veneration of the queens, the work that off-seers do and the Homecoming ceremony are essentially secular substitutes for religion, similar to the sort of thing we’ve seen in communist countries). Perhaps most interestingly, XB3 stands as a pointed refutation of X by affirming the existence of immortal souls, which becomes a an important plot point in the final chapter.

To summarize, Xenoblade 3 is a game buoyed by some very notable moral positives (arguably more numerous and more pronounced than in any previous Xenoblade), but also significantly compromised by Global Standards and learning all of the wrong lessons from Xenoblade 2’s success. As such, I feel that a +2/-2 is the only possible score I can give (for the sake of comparison, I’d say XB1 is a +1/weak -2, X is a +1/strong -2, and XB2 is a weak +2/-1. In keeping with that slightly more detailed scoring system, I’d argue that XB3’s score of +2 is Stronger than its -2 - ultimately its positives are more notable, and define the game to a far greater extent than its negatives. If you bought X and don’t regret it, or have enjoyed the likes of Final Fantasy X or Persona 5 (all -2 games in my book), there’s certainly nothing in XB3 to warrant a boycott.

Fiona2.jpg


7/8

Returning to the story, the party first needs to get a boat ready, and once that matter is handled they head off to Erythia Sea, by FAR the biggest area of Xenoblade 3. It’s quite an amazing place, so massive that you really *need* the boat to traverse it, but also full of interesting, varied islands that are home to everything from colonies and monster’s nests to forts and toxic swamps. I was reminded more than a little of the Great Sea in Zelda: The Wind Waker, but Erythia Sea is actually superior in various ways, due to your boat having an engine, and the way more convenient quick travel system. And so, while I really wanted to get on with the story to find out what everyone was raving about (the City segment was great, but hardly the kind of stuff that by itself would cause Xenoblade veterans to gush this much about Chapter 5), I first spent plenty of hours exploring this fantastic new location, including getting two new Heroes in Fiona and Triton. I also did Eunie’s Side Story, which introduced me to Consul X, who would actually end up playing a small, but notable role in the Chapter 5 story as well.

Overall this was definitely the right call (once you get to the Li Garte Prison Camp, your ability to explore and sidequest will be restricted for quite a while), but it did ensure that I went into the upcoming stretch of the game significantly overleveled. This has tended to be an issue with mainline Xenoblade games, especially Xenoblade 1, since you gain experience not just from killing monsters, but from exploring (discovering landmarks) and completing sidequests. In one sense this is great, because it essentially makes traditional RPG level grinding a non-factor, but for completionists like me, it inevitably results in an overleveled party.

Xenoblade 2 TRIED to fix this, by turning the EXP earned through various non-combat actions into Bonus EXP, that can be collected at Inns, or not used at all (until the post-game at least) so that you don’t become overleveled, meaning that there’s no risk at exploration and sidequesting accidentally making you too strong. This is a great idea, albeit insufficient – at least when combined with another new Xenoblade 2 mechanic called Overkill, where any enemy killed during a Chain Attack doesn’t actually die (like in XB1), but starts giving you extra EXP (NOT Bonus EXP) the more damage you inflict on it during the Chain Attack. This is on its own another really great anti-grinding feature (and why XB2 has a sub-4 hour speedrun), but since Chain Attacking bosses and Unique Monsters is almost always the play (we talked about this during Chapter 4, it’s why the XB3 Chain Attack Theme becomes so overused), it greatly increases the risk of becoming overleveled.

Thankfully, the Xenoblade 1 Switch Remaster came up with the perfect solution to all of this: Giving you the ability to Level Down your character whenever you want. Like so many truly fantastic ideas, it’s so simple, yet so impactful, and genuinely changed how I experienced many of the XB1 story bosses, the only problem being that a Xenoblade 1-specific quirk (if your enemy is more than 5 levels above you, it becomes near-impossible to hit it) limited the extent to which you could realistically underlevel yourself and still win, without exploiting some truly degenerate strategies. But the Level Down mechanic itself is just phenomenal, and should become the new JRPG standard.

…so naturally, Xenoblade 3 essentially removes this feature, relegating it to the post-game, where it’s presented to you in a significantly less convenient form than in Xenoblade Definitive Edition. It’s BAFFLING that Monolith Soft would so badly fail to take advantage of their own amazing mechanic, though I suspect Nintendo encouraged them to do this: Nintendo often seems downright hostile to player choice and customization options, and wants people to play their games in one particular way, their way. So Xenoblade 3 just continues with XB2’s old and inadequate EXP and Bonus EXP system, as if Xenoblade DE never happened – though you ARE now able to Disable Overkills, which, full disclosure, I did not know about until long after I finished the game. I don’t know if this was a later update to the game, or if I was just not paying attention, but yeah, I’d probably have ended up a whole lot less overleveled had I actually known about this feature.

And even WITH me being overleveled, the story bosses would still take a while to go down (remember, these guys are HP sponges), and could even sometimes kill a number of my party members. Still, the sheer TENSION that Hard Mode had until now imbued story battles with was by late Chapter 5 pretty much gone, and as incredible as the chapter is in terms of storytelling, this questionable difficulty curve ought to be acknowledged – especially since Xenoblade DE had already come up with an obvious fix for this very problem.

But as for that storytelling….first of all, there’s a lot of buildup. General concern for Mio of course (again, the catgirl barely has over 1 month left at this point), but also Sena working out her insecurities, which Shania (who is one of the Lost Numbers accompanying the party, and Ghondor’s childhood friend) seems to share. Once they manage to sneak into the prison (there are over a thousand prisoners, used for slave labor by Moebius, so it’s easy enough to get lost in the crowd), Ghondor herself is hardly eager to attempt a jailbreak - and since she’s a thuggish mulatta who talks like a Boondocks character, she admittedly does seem to be right where she belongs. Seriously though, her real reason for initially being hostile to the Ouroboros characters is the conviction that their actions are going to “Kill the Now” (this will make a lot more sense by the end of the game), just for a shot at extending their own pitifully short lives. This jab was directed at Mio in particular, but the catgirl is undaunted, and with a heartfelt appeal she actually does manage to convince Ghondor that she’s worth taking a chance on. Ghondor also confirms that she knows how to track down the REAL Queen of Agnus.

A plan to break out is quickly agree on: it turns out that 3 days from now, Agnus will be holding a large-scale training exercise that will causes prison security to be reduced to the bare minimum. That will be the perfect time to bust out – until then, our party has to keep their heads down, perform prison labor and not unveil the Ouroboros powers until the time is right. So basically, it’s a stretch of JRPG busywork, not mind-numbingly boring or anything, but clearly meant to be the calm before the storm.

Then the fateful day arrives, and at first everything goes swimmingly – the remaining guards are no match for our battle-hardened soldiers, and the Sena/Lanz Ouroboros manages to easily break open the formidable prison gates – only to be confronted by a small army of Agnian forces, including the giant Castle Guard mechs. Worse, FAR worse in fact, is the presence of two Moebius – Consul N and Consul M. Turns out we’ve been betrayed from within, and the identity of the traitor proves a particularly nasty shock to Ghondor and Sena. But before the party even has time to recover from that revelation, they’re hit with another bombshell – the fact that N and M are none other than Noah and Mio!

Now, the player will have known this for a good while already, but what he won’t know is how this is even possible – we know that characters like Eunie have lived past lives, probably many of them, but that has always been the same Eunie, dying and being reborn over and over again. For two Noahs and two Mios to exist simultaneously, that’s unheard of, and shouldn’t be possible.

Before taking on N and M however, the Ouroboros have to overcome the Agnian forces accompanying them, which they do with ease, even managing to create an opening so that Ghondor, bearer of precious knowledge, is able to escape. Now it’s time for the main event, and first up is Consul M: Surprising N, she asks for a chance to take on the Ouroboros, and show them how powerless they really are, just like N and M themselves were once “persuaded”. This Evil Mio seems to carry with her painful memories of a tragic past, and once she opens her eyes after first unleashing her special power, she actually sheds a tear, causing Our Mio to be visibly shocked.

M’s power turns out to be quite devious – she can hijack the body of anyone she targets, having the two switch bodies, as well as rapidly jump between bodies. Suddenly we’ve returned to the early days of Chapter 1 and the Ouroboros soldiers viciously fighting each other, but the choreography on display here is if anything even more impressive, as our heroes keep switching between defense and offense as they desperately try to tell friend from foe. Eventually however, Taion manages to figure out M’s weakness, that her real body takes damage whenever a body she possesses gets hit. And since our party comes with 2 dedicated healers, this is a war of attrition they are sure to win, provided they don’t hold back against whatever comrade is temporarily under M’s control. It’s an inelegant and pretty painful solution, but it gets the job done, and M is eventually defeated.

XB3NKillsNoah.png


8/8

Up until this point, the Ouroboros have always managed to overcome everything thrown their way, whether by raw strength, wit, resilience or luck, and despite the terrible betrayal they’ve suffered, the hope of managing to escape along with Ghondor is starting to look like more than just a pipe dream. Then Consul N steps in, and all hope is turned into the darkest despair.

The power gap between N and M is incalculable – whereas M had to rely on trickery to neutralize the party, N is able to effortlessly overpower them all, in their Ouroboros forms – all without he himself transforming. Taion’s illusions, Eunie’s ranged attacks, Sena’s power, Lanz’s defense, Mio’s speed and Noah’s mastery of the sword – it’s all meaningless to N, as he effortlessly bats away their strongest attacks, tosses the massive Ouroboros warriors around like ragdolls, and slices off their limbs with the ease and bored indifference of a sadistic child pulling off a spider’s legs. As an action-scene, it’s awesome; as a story battle, it’s both awe-inspiring and horrifying.

With the Interlinks being pushed to the brink due to all the additional energy required to constantly regenerating lost limbs, Sena and Lanz do however realize that there’s actually a way to defeat N: The Annihilation Effect unleashed by an Interlink reaching its breaking point. Temporarily obscuring N’s vision with all the clouds of dust generated by big attacks seemingly missing their mark, Sena and Lanz manage to grab hold of the Moebius, and soar into the air to ensure that their friends don’t get caught up in a blast that will destroy ANYTHING, no matter how durable. It seems like all the focus on Sena this chapter has been leading up to this very moment, but as she says her tearful goodbyes and is about to go Allahu Akbar along with Lanz, the Interlink is suddenly broken up Consul X, who saves both N and the Ouroboros pair at Z’s request. Our party, initially relieved that Sena and Lanz actually survived their ordeal, now has to face a bitter truth: they’ve lost, and are now at the mercy of Moebius.

It turns out that N has special plans for our heroes – Homecoming will be in 1 month, and since that’s when Mio’s life is going to end, she will be given the “honor” of having her very existence erased by the (fake) Queen of Agnus. This is no act of mercy however: turns out that the truth behind Homecoming is that those who undergo the ceremony will never be able to be reborn again, and so Noah and Mio will have no hope of ever being reunited. Every action N takes, including keeping Mio in a separate cell from the other Ouroboros, seems specifically intended to hurt and torment Noah, for whom the Moebius harbors burning, seemingly irrational hatred.

And so the month gradually goes by, and along with it, the last days of Mio’s life. Stripped of all their resources, and depowered inside their cells, the party frantically, desperately tries to come up with ways to escape and save Mio – to no avail. Helplessly having to watch their friend die (at this point the fact that the rest of our party is likely to be executed after Mio is gone doesn’t even seem to merit consideration) takes a heavy toll on everyone – but Noah especially is utterly devastated, just as N intended (he IS Noah after all, and knows exactly what would cause him the most anguish). Our protagonist pounds his fists into the prison bars until his knuckles are broken and bloody, he completely stops eating, and the night before Homecoming he completely breaks down, lamenting how not only his quest to free the world from Moebius, but even his more modest ambition of helping people as an off-seer, has all been for nothing; we see the dark side of Noah’s empathy, just how much it grieves him to keep seeing lives slip away from him, without being able to save them – and now having to watch this happen to the one he loves the most.

In his darkest hour, one voice alone is able to get through to Noah: Mio’s voice. While separated by prison walls, Mio is still close enough to talk to Noah, and she finally reveals how she truly feels about him; whereas before, she never even called him by name, now she opens up and confesses her love. She assures him that as much as she wishes that she could live on further, she doesn’t regret the life she lived – and it’s all thanks to Noah:

these feelings that grew within me...
They're thanks to you.
That's why...
you're not allowed to say it's been for nothing.
You've enriched my life, Noah. That's clear now.

...

You know... I don't want this to be it.
If I were given the chance...
If this road I've walked...were to keep on going...
I'd like to spend that time...with my Noah.

Rest assured, in that moment it’s not just the characters in the game that are crying.

As the dreaded day of the Homecoming, and the accompanying eclipse, finally arrives, there are still signs of hope – we’ve seen a short clip of Ghondor, now back at the City, wanting to mount a rescue, and even as Monica refuses to allow it (the strike against Keves Castle only worked because it was a surprise attack), we see a mysterious figure seemingly teleporting into the city as the game cuts away. And Riku, the enigmatic Nopon, hints that Noah will still be able to draw Lucky Seven despite having his powers suppressed by Moebius.

But as the ceremony begins, the cavalry fails to materialize, and Noah is still incapable of doing anything. Queen Nia steps up and gives a speech about the Meaning of Homecoming (an hour ago that namedrop, even for a known Fake, would have been like a jolt of electricity – but in that moment, it barely even registered). Mio is brought out in chains, but as Noah tries to run to her, he’s thrown to the ground by surrounding Agnian soldiers. Then N, surprisingly, signals that they let Noah go, before he walks up to his counterpart. And as Mio stands in front of the Agnian queen, N tosses down Noah’s old flute (NOT Miyabi’s flute that he got from Mio) and demands that he send off the woman he can’t bear to let go:

Pick it up.
You're an off-seer. So send her.
What's wrong?
Go on, send her.
Isn't that your role?
Isn't she your Mio?!

As N practically spits out these last words, Noah, in a daze, actually does pick up his flute – only to drop it in shock and horror as he sees that Mio is already disintegrating in front of his eyes. Mio, having accepted her fate, turns to Noah and says her goodbyes, before her body turns to light and disappears. Noah, his spirit completely broken, is now a sobbing wreck, oblivious to everything except the loss of Mio. Two Agnian soldiers pull him up to face his executioner, as N brings his blade down on Noah’s exposed neck. End of chapter.

I named this part of the writeup “Peak Fiction”, and I meant it: I struggle to come up with any other comparable scene in any work of fiction, let alone a video game, that for me is on the same level as the final 20 minutes or so of Xenoblade 3’s Chapter 5. When I first got to this part, it broke me to the point where I legitimately had to pause the cutscene to compose myself and blow my nose – and going over it again for the sake of this writeup, I was stunned by just how strong of an effect it still had on me – hell, just listening to the song that plays during Mio’s confession of love on its own often brings me to tears, and watching the actual scene, even in isolation, always leaves me crying. And for some context, there really aren’t many games out that have ever brought me to tears, half a dozen or so at most. And this game EASILY tops that tiny list.

Everything about this anime episode-length scene is perfect, the music, the cinematography, even the English-language voice acting, it’s all flawless. For all the hype going into Chapter 5, it lived up to my expectations, and then some. And for the first few hours at least, Chapter 6 follows up in style, ensuring that Xenoblade 3 delivers a medium-defining double act.
 
MioMom.png


Chapter 6: Peaking Early

1/7

Personally, I find that after a story has already shaken you to your core, true greatness can be achieved by *not* slowing down and giving you the chance to breathe, but instead hitting you with yet more surprises, mysteries and emotional gut punches. When the soul is already wounded, that’s your chance to permanently sear a story into it. Danganronpa 2 did this to great effect after a major character death in, what a coincidence, Chapter 5, and so too does Xenoblade 3 – though in this case, there wasn’t really any opportunity for a breather anyway, after what just happened.

At the beginning of Chapter 6, Noah suddenly finds himself in strange, dreamlike place, where a hooded, childlike figure asks him whether he’s happy with how his choice turned out. Is this some sort of afterlife perhaps? It seems like it could be – because now Noah is seeing, not his life flash before his eyes, but scenes from his *past lives*; we see Past Noah, full of hope, ready to liberate the world from Moebius, only for the same outcome to cruelly repeat: Noah and all his friends being slaughtered, not by N, but by Z, the Moebius leader chiding Noah for thinking he could ever “stem the tide”, and making it clear that this very same showdown has already happened many times before, always with the same outcome. Worst of all, the last thing Noah always sees is Mio dying, before he himself is killed.

Over and over we see this cycle of failure repeat, until finally, there turns out to have been light at the end of the tunnel: We see a life where Noah and Mio are actually able to settle down in the City, and even have a son. The little family is the picture of domestic bliss – but only for a fleeting moment. Mio and Noah are still cursed with a 10-year lifespan, and before the child is even old enough to truly comprehend what is going on, Mio is ripped away from her husband and son, leaving behind a devastated Noah. A little over a year later, it’s Noah’s time to say goodbye to his son, in maybe the single most beautiful and heartbreaking scene of this entire sequence. Noah’s parting words will remain with his son to his dying day, but Noah himself can to longer stay with him, and dies filled with sadness and regret.

That very regret ends up being the source of Noah’s downfall. The next thing we see isn’t another life cycle, but Noah in the presence of Z, who offers him his heart’s deepest desire: An eternity together with Mio. It only now becomes obvious that all of this wasn’t Noah’s backstory at all, it was N’s past, the events that led him to become Moebius. After countless defeats and heartbreaks, the man who used to be the greatest hope for Aionios gave up, and chose the “Endless Now” with his wife over creating a better future. And later on, we learn that this Faustian Bargain required N to commit some truly terrible atrocities.

But what about Our Noah? Is he doomed to turn out the same way? He has after all suffered terribly, just like N, and is faced with a reality he can’t accept. This is the question that the hooded person now wants answered. And Noah, despite having just been dealt a blow as devastating as anything N went through, proves his strength of character by choosing a different path from N: He wants to honor and repay all the loved ones he has lost, by changing this cruel world that took away their freedom and doomed them to an early grave. Noah feels that he owes it to the fallen, like Joran, his off-seer mentor Crys, and yes, Mio, to stick to this path, and keep walking it even if he’s forced to walk it alone.

…but he won’t have to walk it alone – suddenly the hooded child is gone, and before him stands Mio, reaching out her hand to Noah – and then Noah is back at Angus Castle, as N’s killing blow is stopped just in time by Consul M interfering. With everyone at the scene deeply puzzle by this turn of events, M walks up to Noah, and apologizes for her hair having gotten long, before asking Noah whether he still wants to walk alongside her. As N sees that “M” possesses both Moebius powers AND the powers of Ouroboros, the realization sets in: Mio and M switched bodies!

For Noah, this revelation brings back light and joy to the world; for N, it renders his entire existence a sick joke: this man sacrificed EVERYTHING, turned his back on all he had ever fought for and believed in, just to be reunited with Mio – and now it’s all gone. He can’t even process what Our Mio tells him: that M had never wanted to become Moebius, that as short as her time with N was, she had been content with that fleeting moment of happiness. And sick with guilt over being a Moebius, of the evil she was indirectly responsible for, she had upon meeting Mio and first hijacking her body, shared all her knowledge with her and laid the groundworks for a plan that would allow Mio to survive, and M to escape the prison that was her cursed life as Moebius.

It’s a phenomenal twist, so many moving parts and seemingly throwaway aspects of M’s powers making it possible, and yet at its core it’s so simple and easy to grasp. Rewatching the scenes, there was just so much beautiful, subtle foreshadowing, the kind that Takahashi is so good at, and which makes every Xenoblade game worth at least one additional playthrough.

Now, is it something of a copout – and does it take away from the power of “Mio”s confession of love the night before Homecoming? In my opinion, No, and No – the twist was set up and earned, and the emotions expressed in the confession scene were real enough – the context just becomes vastly different, once you realize that it’s effectively Consul M reminiscing about her time with “her Noah”, and through Mio’s memories essentially experiencing a Moebius-free life with him one last time.

And boy, for all the 100% justified shit we give English-language voice actors, Noah and N’s voice actor Harry McEntire absolutely KILLS it during N’s reaction to finding out that it was M, not Mio that died. Normally, it would be next to impossible to truly do justice to what a character like N would have felt as his entire world came crashing down, but between the sensational voice work and the game’s brilliant facial expressions, all of N’s despair, heartbreak and insanity comes through with incredible force. And the song Words That Never Reached You – I gotta say, I love song names like that, completely Spoiler-free, yet still perfectly summing up the scene during which it plays.

Because of course, N can NOT accept the loss of M, and the sight of his despised “shadow” now together with HIS woman drives him mad with grief, anger and jealousy. But this mentally broken madman is no longer the invincible Godslayer that was singlehandedly stomping Team Ouroboros during their last fight – and not only has Mio become far more powerful after combining her Ouroboros powers with M’s Moebius abilities (she can now effortlessly override Consul X’s transformation suppression and allow the other Ouroboros pairs to fuse once more), Noah’s own painful journey of self-discovery has left him with a new ability – he can now in his Ouroboros form draw a new version of Lucky Seven, which N identifies as The Sword of Origin, capable of not only ending Moebius, but the world itself. N is defeated, but still alive – though no more receptive to Noah and Mio’s words than before.

This rollercoaster ride isn’t over yet – now our party has to fight the Fake Nia, riding a massive mech. And once she is defeated, the Moebius reveal their final Trump card: a second Annihilator Cannon, pointed directly at the City, the location of which was helpfully provided by the traitor. Before the party can stop the cannon, it fires, and erases the entire City from the face of Aionios….except not really. THIS was why that mysterious figure (who turns out to out to have been Moebius-powered Mio) teleported into the City and met with Monica and Ghondor, to warn them that this was going to happen. And not only were all the people of the City evacuated in time, the City *itself* was removed from harm’s way. Turns out the whole thing is a Ferronis, capable of flying around Aionios and relocating to wherever is safest. And to prove this point, a bunch of Lost Numbers now show up, including Ghondor. The traitor pulls a 41% out of shame, and the remaining Moebius flee, surrendering Agnus Castle and all their prisoners. And finally, we can catch our breath.

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2/7

The immediate aftermath of all this utter insanity we’ve just been through has got to be one of the happiest, most uplifting segments in all of Xenoblade history – everything feels right with the world, our precious catgirl survived and has a new, immortal body (AND long hair!), and we just scored a giant victory over Moebius. We get a lot of sweet and even funny character moments, as the happier and more hopeful New Normal begins to sink in. However, this is where I have to be the bearer of bad news.

The end of Chapter 5 and the beginning of Chapter 6 is where Xenoblade 3 peaked. No moment from here on will be able to match the power and emotion of the preceding scenes – and at the same time, the story will become more and more erratic, in terms of plot, pacing, tone and even world building. In many ways it feels like we’ve already won and are just doing victory laps, as at least until the final boss, no Moebius will do more than slightly slow us down. This is a problem, since there are almost 2 full chapters left, in a 7-chapter game. There’s a reason why Shulk’s darkest hour came at a significantly later point in Xenoblade 1, while Rex was subjected to some of his harshest trials in the very final chapter of Xenoblade 2.

An illustration of this new, easier road our heroes are now on comes after they set out on their new mission, to find and awaken the real Queen Nia. Soon enough on this journey they face Consul Y, who like X is an especially high-ranking Moebius, and a Fauci-esque cruel and immoral scientist. Y has a nasty surprise in story for our heroes: he brought back a number of our party’s fallen friends, as they were the day they died, only now brainwashed and under Y’s control. And one of these revived friends is someone particularly close to Mio. It’s a dirty trick, though our party had for a good while been aware that they could one day face a situation like this, given what the Moebius are capable of.

And yet, this potentially nightmarish, gut-wrenching scenario of having to fight and probably kill long-lost friends is wrapped up quite quickly, and in the neatest, most convenient way possible for our heroes, as the power of Friendship and Flutes frees Y’s puppets from his control, ensuring that the game has just brought a bunch of characters Back From The Dead, with no real negative repercussions. Hell, one character even still has all her old memories intact! Sure, on its own the scene is sweet and emotional, but for a game like Xenoblade 3, which has been unsparingly bleak for so long, this kind of plot development feels almost like a form of wish-fulfillment, like all sorts of sad events from earlier in the story being partially or completely undone. Not only isn’t this all that compelling as drama by itself, it arguably undermines and cheapens those earlier, tragic story moments.

Ashera.jpg


3/7

But with Consul Y now introduced, that’s actually ALL the major main story characters properly established (we haven’t met the Real Queens yet, but they’ve loomed large ever since the game began, and they’re of course known quantities to Xenoblade fans), and so it’s time for me to give my appraisal of the game’s cast of characters outside of the main party, which I already covered in the Chapter 2 writeup.

As is to be expected, the cast of characters is overall pretty strong. Hell, there are even various minor NPCs who are quite memorable – like Nico, the adorable Colony Mu girl who keeps referring to herself in third person, the twisted and sadistic Hexen of Colony 11, and Namuki, Colony Gamma’s mad scientist. However, it’s obviously the Heroes who make up the bulk of major, friendly characters that you meet on your journey.

The Heroes (not counting the post-game ones) are generally very solid characters with unique personalities and quite a bit of depth and character development. Many of them feature in the main story, but quite a few of them don’t, which can make for some really interesting stand-alone storylines. And as mentioned earlier, my personal favorite Hero is probably Ashera, who’s a really fun personality, and also turns out to have a surprisingly vulnerable side to her. Also, some people might expect me to hate Ghondor, but while she is a mulatta with a pretty bad attitude and some Mary Sue tendencies, I can’t really hate on what’s essentially a Boondocks character in Xenoblade. I really like Boondocks, the first 3 seasons anyway, and find a lot of Ghondor's antics amusing.

On the whole though, I do feel the Heroes aren’t quite as memorable as the Rare Blades in Xenoblade 2. While the Heroes certainly have their quirks and eccentricities, the Rare Blades were overall definitely the more fun, larger-than-life personalities, not afraid to play up the comedy and really commit to classic anime tropes. Part of it was also the Rare Blades boasting overall more unique, memorable and attractive designs – probably due to so many different, highly accomplished artists being invited to design Blades for Xenoblade 2, and being given almost complete creative freedom (which is the reason why so many of the Blades are cute anime girls).

Meanwhile, in Xenoblade 3 the character designs are mainly handled by Masatsugu Saito – who’s absolutely awesome, make no mistake (Pyra is literally my all-time favorite female character design), but who I feel was stretched somewhat thin on this project – either that, or subjected to faggy restrictions in response to cucks and cocksuckers not liking Xenoblade 2’s more fanservicy designs. Possibly both. Don’t get me wrong, the character designs are good overall, about on par with Xenoblade 1, but definitely a step down from Xenoblade 2 and its embarrassment of riches.

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4/7

I will however defend one aspect of Xenoblade 3 that I regularly see the game receive heavy criticism for: its Rogues Gallery. Simply put, the Moebius mudders get a bad rap for being a major case of Quantity over Quality, it often being said that N is suffering from chronic back pains due to Carrying the XB3 villains so hard. Personally, I consider this quite unfair, as I’d say that Xenoblade 3 boasts at least 4 genuinely good major villains: Mr. Wild Ride/Consul D, Consul J, Starving Artist (code name given by me) and course, N.

Now, Wild Ride is obviously a Metal Face Wannabe, but is that really such a bad thing? Metal Face is easily one of the best Xenoblade villains ever, a PERFECT “love to hate him”-type of bad guy. Wild Ride isn’t *quite* as good, not as effective or important of a villain, nor with as strong of a connection to the main party as the Faced Mechon had (Shulk, Dunban and Melia all had extremely good reasons to hate Metal Face, while in XB3, only Eunie truly had unfinished business with the Moebius, due to him killing her in a past life). Still, he’s a lot of fun, being a sadistic asshole with a taste for theatrics, and he makes one hell of an impact in Chapter 1. I’d even argue that he gets a better death than Metal Face, due to Shulk acting like such a retard during their final encounter. Overall, if Metal Face is a 10, Wild Ride is still at least an 8.

While Wild Ride is 100% despicable and without depth (not a criticism, it’s the type of villain he was meant to be), Consul J and Starving Artist are both much more sympathetic, and superficially very similar villains, being two people who betrayed those close to them because their lives sucked, and Moebius offered them power and importance. That said, I find the subtle differences between them quite interesting: J was just a born loser, whose life as a Kevesi soldier always ended in an early and miserable death, and who could only look up to his much more talented friends, never soar in the sky with them. To him, becoming Moebius was his chance to finally become somebody who mattered, someone who could surpass his old friends. Starving Artist on the other hand actually WAS genuinely talented, but she was never able to realize her true potential, as life got away from her and she was forced to abandon her true calling. For her, becoming Moebius was essentially a do-over at life – and she’s able to rationalize that the Moebius regime isn’t so bad anyway, because the soldiers of Aionios get infinite chances at life, unlike the free people of the City:

The best world for us...
is a world that at least gives us another go!
We fail, we try again!
We might do even better next time round!

Both these characters commit genuinely evil, arguably unforgivable acts – but also get the chance do give really heartfelt monologues explaining their plight, and their motives for becoming Moebius. So perhaps it’s unsurprising that they’re extremely divisive villains, with some people having nothing but contempt for them, while others strongly empathize and even identify with them. Whichever side you’re on, they’re villains who tend to provoke a powerful emotional response, which makes them very successful in my book.

Then there’s N, easily Xenoblade 3’s greatest villain, and one of the standouts in the series. Part of the brilliance of this character, and what for me puts him above other Fallen Heroes like Egil and pre-Torna Jin is that due to him actually being Noah, you’re already emotionally invested in the character just from learning who he really is. And similarly, you’re already “sold” on his relationship with M because of your emotional investment in Noah and Mio’s relationship. That said, the character writing for N doesn’t use this as a crutch, and N’s Chapter 6 backstory is incredibly effective at making you empathize with a character who came across as a heartless monster less than an hour earlier. Jin’s Chapter 8 flashback of Lora was cute, but it wasn’t until the Torna DLC prequel that you TRULY understood why this once-kind and gentle man would want to burn the world down because of one woman – with N, it’s almost impossible to not on some level understand his fateful choice, even while recognizing that it was wrong.

N is a genuinely well-written and multi-layered character. Take one example: His relentlessly cruel and sadistic treatment of Noah in Chapter 5. If you’d been paying attention to him prior to that point, you’d have noticed that N actually seemed notably more honorable and moral than other Moebius, who’d gleefully laugh at the sight of Kevesi and Agnian soldiers slaughtering each other. N however openly disapproved of such behavior. So why did he act like he did towards Noah of all people? Because Noah represented a rejection of N's own choices, he was a living refutation of the righteousness of N's Endless Now. If Noah is right, N is wrong. And N *really* can't afford to be wrong, given all he did to achieve his goal. N already lives with tremendous guilt about what he has done, guilt which is dramatically exacerbated by Noah's very existence. Only by ensuring that Noah dies the most ignominious death possible, drowning in despair, can N prove Noah's path wrong, validate his own choice, and (hopefully) find peace.

I might still overall prefer Jin to N, because holy shit, does Torna do wonders for Jin’s character (Jin is arguably the main character of that entire story), while Future Redeemed does a lot less for N overall (though a couple of key scenes definitely add both context and weight to his tragic character arc). But I’d EASILY rank him above Egil, and I’d also argue that N without Future Redeemed is also a vastly better tragic villain than Jin without Torna.

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5/7

However, D, J, S and N make up just tiny part of the alphabet – there are a whole bunch of other Moebius who don’t end up making much a lasting impact at all. Underdeveloped and often literally faceless (and plenty of Moebius helmets aren’t even that distinct), the average Moebius feels like a throwaway villain. That said – is this really that much a problem? Massive as Xenoblade 3 is, it only has like 13-14 hours’ worth of cutscenes, so there’s a limit to how many villains can get a lot of attention. And I’d argue that characters like Consul K, and Consuls OP make the most of their limited screentime.

Also, there’s actually a real benefit to having so many different, less important Moebius: they make for PERFECT Hero Quest bosses. As Moebius, their power and role in Aionios still lends them some real gravitas, and while they may not get much of a chance to truly shine, they do get various good villain moments here and there, and their personalities tend to be pretty distinct. Notably, they’re FAR more compelling bosses than the kind of randos and losers you’d encounter in Xenoblade 2’s Blade Quests, none of which I can even name. Hell, one Hero Quest Moebius (Consul I) actually manages to transcend her small role and becomes a genuinely compelling tragic villain, in large part due to her relationship with the opposing Hero. Other sidequest Moebius, like Consul H, even have speaking roles in story cutscenes, giving them an added sense of importance. Essentially, having so many different Moebius villains gives you both a great sense of a massive, shadowy network of evildoers, making the conspiracy pack more of a punch, as well as giving you lots of good, ready-made Hero Quest villains.

So these throwaway Moebius actually serves their roles well. The REAL problem with Xenoblade 3’s villains has to do with the Top 3 Moebius, who *should* steal the show, yet who all fall short in various ways. Consul X and Consul Y both follow similar trajectories: their introductions establish them as promising villains, important and powerful, with very distinct personalities, only for them to actually do and accomplish very little, and then in Chapter 7 they both suffer extremely rushed and anticlimactic defeats. What a fucking letdown.

As for the Final Boss himself, Z – truthfully, I still don’t really know what to make of this guy. N’s backstory certainly provides him with some genuinely amazing villain moments: watching his mere presence cause N’s allies to collapse and die is both chilling and awe-inspiring, as is him striking down M and N over and over again. And the way he corrupts N and causes him to turn evil makes Z look like almost a Satanic figure, tempting and eventually bringing about the downfall of a potential savior of Aionios.

The problems start once it turns out that Z isn’t really a person at all, but a Concept – a manifestation of the people’s desire for stability, and their fear of change, brought into existence by the fear and uncertainty caused by the worlds merging on that fateful day. These kinds of abstract villains can certainly work (some interpretations of Darkseid, one of the top DC Comics villains, portray him as Evil or Tyranny personified), but the Xenoblade franchise really hasn’t set up anything like this before, making Z’s very origin and existence feel forced and arbitrary – he all too transparently comes across like what he fundamentally is, simply a character the writers came up with to screw up Aionios and create the conflict necessary for the story. It also turns out that N and M, who used to just be regular people, eventually became Regret personified after joining Moebius due to…. suffering from a lot of regret? Suffice to say, the rules for just how these Anthropomorphic Personifications are created don’t make all that much sense, nor are they clearly laid out in the first place.

The whole origin of Aionios is really a mess, which I’ll cover soon enough (as in, at the beginning of the Chapter 7 writeup), but for now I’ll say that in terms of being a villain with a massive impact on a long-running story, yet with an unsatisfactory, arguably nonsensical backstory, Z is actually comparable to Supreme Leader Snoke from the Disney Star Wars trilogy. As harsh as that might sound, I think the comparison is warranted, at least in terms of their hazy origins. And Z’s motives are similarly muddled – though you could argue that this is a function of him representing something that is found in everybody, or something like that. Again, I really just don’t know with this guy.

But that’s really the big problem with the Xenoblade 3 villains – the failure of the final trio, which probably greatly influenced how a lot people remembered the Rogues Gallery as a whole. Because I want to reiterate, the game boasts a number of genuinely good villains, and even many lesser Moebius work very well as Hero Quest bosses. Furthermore, compare the top 4 Xenoblade 1 villains (again I’ll be using some code names: Metal Face, Egil, Giant and Santa Claus) to the top 4 villains of XB3, and I think they’re evenly matched – with 3 boasting the far deeper pool of additional villains. Of course, Xenoblade 2 still has the best villains in the series overall, boasting *3* different bad guys who I’d ague are ALL around N’s level, plus a number of decent lesser villains, and even a good comic relief baddie.

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6/7

Going back to non-villain characters, you have the returning heroes from past Xenoblade games, Nia and Melia. I’ll save a more in-depth review of their characterization for the epilogue of this writeup (for reasons that should become obvious), but for now I’ll say this: Monolith Soft truly did these beloved characters justice, and while they didn’t take any real risks (like you know, actually committing to the queens being villains), what they did do with these characters, they did pretty much perfectly.

…but wait, are Melia and Nia really the ONLY legacy Xenoblade characters included in XB3? Until Future Redeemed, yes – even characters *everybody* assumed would return, like Poppi (who’s a robot, and should easily be able to live for as long as Melia and Nia) fail to play a real role in the main story. Hell, in the DLC, Monolith Soft go out of their way to come up with a brand new Nopon-created female Artificial Blade who can join the party as a Hero, rather than just bring back Poppi, who could easily be written into the story without breaking the lore. And it’s not just characters either – outside of the Queens the references to the past two games are kept as superficial and unintrusive as possible, limited to landmarks, returning races and monsters, as well as certain names (like Team Noah’s colony being called Colony 9).

Now, it’s not hard to figure out why Monolith Soft did this – they were obviously very concerned about people who had never played a Xenoblade game before being able to jump right into Xenoblade 3, without being confused, and without having past games Spoiled for them. This was the approach Xenoblade 2 took, and it was extremely successful, with the game selling more than 3 times as much as Xenoblade 1 on the Wii, and getting tons of new people into the series.

However, there’s a core difference between XB2 and XB3 – the former was essentially advertised as a standalone story from Day 1 (like a new, numbered Final Fantasy entry), and it was actually quite a surprise just how strongly connected to past Xeno games it turned out to be. Xenoblade 3 meanwhile, was ALWAYS promoted as a continuation of the stories of the past games, if not explicitly then implicitly (even the reveal trailer prominently showed off the Queens, and there could be no mistaking who they were). For the XB3 story to be as disconnected from past games Xenoblade games as it turned out to be was quite a surprise, and genuinely disappointing.

By truly committing to continuing the story of past games and even bringing back far more legacy characters, the stakes would be raised, and everything that happened would be given more weight. Even with our main party having already undergone their most meaningful character development and overcoming their greatest trial, the story could still have been greatly reenergized just by bringing back old characters and truly connecting all 3 mainline Xenoblade games. Sure, Xenoblade 3 wouldn’t be a standalone story anymore, but I’d argue that would be strength, as XB3 would now truly be the final part of a greater, overarching story, a Season 3 if you will – and I know this would work, because that’s what Future Redeemed did, and it was absolutely glorious. Of course it would have to be handled well, otherwise it could backfire badly (I already mentioned Disney Star Wars…) – but looking at Melia and Nia’s characterization, as well as everything Future Redeemed did, Monolith Soft was more than up to the challenge.

Some people have even argued that if Xenoblade 3 was so committed to being a standalone story, it shouldn’t even have bothered with the XB1 and XB2 references and returning characters that it DID go with – after all, the power of so many of its best moments (like the end of Chapter 5 and the beginning of Chapter 6) doesn’t hinge on ANY connection to the past games. That said, as sparse and strictly rationed as the legacy Xenoblade references of substance are, I still really loved them – and moments like confronting “Queen Melia” for the first time, as well as the absolutely stunning opening scene of Chapter 7, really elevated the game for me. And it’s not like these references negatively affect newcomers (I’d actually love to see how people who started with Xenoblade 3 react to seeing Nia and Melia in their original games), and you can’t really blame them for the story’s core problems – as I’ll cover in the Chapter 7 writeup, the merger of the two worlds could have both been handled in a far less convoluted way, as well as be explained far better.

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7/7

Back to the final part of Chapter 6’s story, we do eventually make it to the location where Queen Nia sealed herself away – but unfortunately the fact that Mio now has M’s Moebius body means that the villains have been able to keep tabs on her movements, and that the party has inadvertently led the Moebius to Nia. With N still a broken man, it’s up to the ever-reliable Wild Ride (Consul D) and his Interlink fusion with Consul J to stop our heroes (X, Y and Z apparently couldn’t be bothered), and in a shocking twist, Nia is actually killed (!!). Except, not really – you think a game not letting XB3-only supporting characters stay dead would really dare to permakill NIA? Of course, if he *had* successfully killed the Welsh Catgirl, it would have greatly enhanced D’s stature as a villain – though Takashi probably figured that this wouldn’t be worth all the death threats he’d get for killing off Nia like this.

Honestly, seeing how the party has already managed to overcome someone as absurdly overpowered as N, even the combined forces of D and J (who we already defeated in Chapter 4) don’t feel like a legitimate threat any more – as so the main point of this encounter is for us to get D’s backstory (here’s my summary: he’s a fucking asshole!) and J’s motivation for becoming Moebius. Essentially, this clash becomes above all a battle for J’s soul, and eventually Team Noah, led by Lanz, manage to get through to him – while D’s bullying behavior further brings home just who J’s true friends really are. J isn’t able to join forces with our heroes – but while Interlinked with D, he’s able to at least make their journey a little bit easier, by purposely overloading the Interlink and Allahu Akbar’ing himself together with D. It’s a good, emotional end to J’s story, and the fact that D brought about his own downfall the way he did also feels poetic. And of course, a same-sex Interlink leading to the death of both participants? Kinda Based.

Anyway, the chapter ends with Nia being revealed to still be alive, and immediately showing herself to be same spunky catgirl we all know and love, even as she desperately tries to act in a manner befitting her new station. And so Chapter 6 ends, with a promise of us finally getting the answers we’ve been waiting for ever since this story began.
 
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Chapter 7: Scattered Puzzle Pieces

1/8

The final chapter of Xenoblade 3 opens up by giving me EXACTLY what I wanted to see: the events that preceded the merging of the two worlds. To the tunes of the achingly beautiful and aptly named song “Ancient Memories”, we finally get to see not only Nia, but Melia too, working together to stave off disaster, as the Ark that will be humanity’s last hope nears completion. And then, the day of judgement is upon both worlds – we’re returned to the game’s opening as Kid Noah, as well as our queens, witness the final moments before the worlds collide and everything is devoured by light. The last few images of this scene showing Nia and Melia, after everything they’ve gone through in the prior games, now facing the end of the world with courage and dignity, are absolutely breathtaking, and exactly the kind of moment I always hoped Xenoblade 3’s story would be capable of delivering. Here we see the stories of the past two games truly being not only continued, but connected, and its heroes confronting the greatest challenge they’ve ever faced.

Sadly, this whole flashback only lasts for about 1 minute, before we’re returned to the present day as Nia drops the deets on the origins of Aionios:

In the distant past,
what was once a single world was cleft in twain.
Plus and minus... On the surface, they were identical.
These two worlds, of opposing nature,
knew nothing of each other
as they wended their way towards their own respective futures.
However, the worlds yearned for each other.
Against the solitude of existence,
they strove to reunite...
though it would spell certain destruction.
Should the two worlds intersect,
they would cancel each other out and cease to be,
leaving only light.
Light...
A shining beacon in the darkness. The last common language left to us.
Though we inhabited separate worlds, the medium of light allowed us to communicate for the very first time,
and so we sought for a way to prevent total oblivion...
We pooled our knowledge, and through time gave birth to a single point of hope...
Origin.
An ark, containing all the worlds' data,
recorded in words of light,
carrying hope into the future...
Origin was a system we constructed to reboot the worlds' states.
And then...
the time was upon us.
The reboot process failed to initiate.
Instead, in that instant,
the worlds became still.
By the will of Moebius.

There is, as certain soy people like to say, a lot to unpack here, and I do feel that I do need to go over it in painstaking detail, to explain what this origin story actually means for Xenoblade 3, and why it makes for such a flawed foundation for the world of Aionios. Let’s do an overview of what we know for sure about what happened and how it affects our understanding of Xenoblade 3, as well as all the problems I have with this backstory and how it’s presented. Also, some SPOILERS for Xenoblades 1 and 2:

- There was originally only 1 world, *our* world, or rather a hyper-advanced, future version of it, that was being torn apart by strife, and a war over access to The Conduit, a reality-warping entity capable of connecting to other dimensions. The Conduit was initially guided by the Trinity Processor, 3 Supercomputers (Logos representing Logic, Pneuma representing Emotion, and Ontos being the mediator between the two), but when the scientist Klaus (who viewed the Conduit as a divine entity destined to save mankind) managed to gain control over it, and attempting to use the Conduit to create a new and better world, he ultimately ended up just splitting his own world into two – Klaus was left behind with the ruins of his world (Xenoblade 2’s Alrest, which he strove to rebuild as its new god) along with Pneuma, Logos and the Conduit, while Ontos disappeared into what became Xenoblade 1’s world, dominated by the reincarnated Evil Half of Klaus (Bionis), as well as the reincarnation of the woman Galea who tried to stop Klaus’s “experiment” (Mechonis).

- Unstable and artificial creations, both these young universes mature into very troubled worlds – by the time Xenoblades 1 and 2 take place, both Alrest and Bionis/Mechonis are already dying, but eventually both worlds are revitalized and have their futures secured by the actions of Team Shulk and Team Rex respectively, though both worlds are also left without gods, the closest thing to a god remaining being Ontos in the reborn Xenoblade 1 world.

- At some point (presumably right after the events of XB1 and XB2) the two universes, despite residing in separate dimensions, become aware of each other, and begin converging. The effects of this are quickly felt: in Future Connected, the Xenoblade 1 epilogue set one year after the original game ended, Shulk’s new world is already beginning to be threatened by the so-called Fogbeasts, creatures created from the Black Fog released from rifts in time-space. Future Connected ending on a victory over the “Fog King” only offers a temporary respite, and the two universes draw ever closer, striving to reunite.

XB3Nia2.png


2/8

Now, ALL this relevant backstory is stuff that Xenoblade 3 barely even acknowledges in the main story (a postgame sidequest goes into *slightly* more detail about Alrest), only briefly alluding to it in the vaguest possible terms. Acceptable enough I suppose, if your priority is not completely overwhelming Xenoblade newcomers (which is a creative choice I disagree with, but whatever). However, what comes next are the events making up Xenoblade 3’s own, specific backstory – and here the lack of specificity and details really becomes a problem:

- We have no real idea of WHEN the actual merger of the two worlds takes place. It *seems* to be only a little over 10 years after the events of the first two games, because Mio is HEAVILY hinted to be Nia’s daughter, who we know Nia had only 2-3 years after Xenoblade 2 ended (given how Rex by that point had hit his growth spurt, but had yet to truly begin bulking up), and we have to assume she and Kid Noah (from the game’s opening scene) are pretty close in terms of age. Tora the Nopon (these little guys generally have lifespans comparable to humans) being hinted to still be alive and instrumental in designing Origin also suggests that our pre-release “100 years in the future” estimate was way off.

However, that’s actually a real problem for Xenoblade 3, because these two worlds merging only 10-20 years since we last saw them genuinely doesn’t add up for a whole host of reasons: the Machina race already having become so much more organic in appearance; Blades having already become the dominant race in Alrest while ALSO undergoing a general design change seemingly reflective of extensive and long-term race mixing; the obvious “demographic shifts” in general. Then there’s the fact that Melia, who as a High Entia ages at like 1/5th the rate of humans, having gone from being the High Entia equivalent of a teenager to now looking like she’s firmly in her 30s – which lines up perfectly with the original “100 Years in the future” theory, but makes no sense if only 10 or even 20 years have passed. It also makes no sense that Nia would be Alrest’s leader if Rex, Morag and Zeke are all still around, which I think even hardcore Nia fanboys should be able to acknowledge.

- Likewise, we don’t really know *when* the people in the two worlds become aware of each other, though given how we have Fogbeasts causing problems after a mere year has passed, I assume it’s not that much later that first contact is established, maybe after 2-3 years. I also think it’s safe to assume that something like Origin would take many years to build. A BIG question for me has to do with the state of the two worlds right before they merge – you’d certainly *think* they be approaching a full blown breakdown due to the ever-increasing strains on them, with Fogbeasts all over the place, and maybe even objects, people and entire locations accidentally crossing into the parallel world, but no: We saw what Noah’s world looked like right before the convergence, and it was downright idyllic. So what actually happened here, did the gradual breakdown of space and time really have no other negative consequences besides the initial Fogbeast invasion, and once that was dealt with, everything was hunky dory right until the moment the two worlds collide and instantly erase each other from existence? Or is this some kind of calm before the storm situation?

- The game explains that the people in the two worlds became able to communicate ”through the medium of light”, which strikes me as weird and abstract, and in chapter 7’s opening we certainly see *some* form of technology being used to facilitate communication between Melia and Nia, though the screen Nia uses does seem somewhat low-tech, so harnessing the light that the two worlds have in common might have been less resource-intensive than I first imagined. How this form of communication was first discovered is anybody’s guess, ESPECIALLY if there had been no more bizarre incidents after the Fogbeasts arrived, but in the grand scheme of things this is a very minor nitpick.

- Once contact has been established and the leadership of the two worlds (more on THAT later) realize that the ultimate cataclysm is approaching, they eventually come up with a solution to save their universes, namely Origin – since the worlds colliding is an event that is impossible to stop, and which WILL erase all of existence, the only option left was to create an Ark that could safely store all the two worlds’ data, and then “reboot” (that’s the term used by the game) everything without skipping a beat, so smoothly that nobody even notices what happened. The way this works (I think) is that, since we see each world constructing one half of Origin, once the worlds do merge, they will erase each other yes, but they will also unite and activate Origin, and this machine will in turn 1) save and safely all store the data, souls and memories of the world, and then 2) restore them to their state right before the worlds merged. As Melia says: “We will all be gone, and then reborn”.

Note one thing that Origin ISN’T doing (and this I actually like about it) – it doesn’t simply make copies of everything, allowing the originals to perish and be replaced by clones. A twist like that would have completely ruined Xenoblade 3’s story for me, and I’m certainly glad that Origin works very differently from a comparable device in Xenoblade X (if you finished that game, you know what I’m referring to).

That said, Origin is definitely the kind of technology that’s so ridiculously advanced and all-powerful that it seems indistinguishable from magic – it’s definitely leaning HEAVILY into the “Fantasy” part of Fantasy Sci-Fi. This is however arguably justified, due to the core crystal of Ontos (a godlike being in the Xenoblade 1 world) being a core component of Origin in the XB1 half, while the XB2 half of Ontos heavily draws upon more general core crystal technology (originally created by The Architect himself, the god of that world). And indeed, humans in Aionios DO share various traits with XB2 Blades, especially obvious being the way they can summon their chosen weapons in and out of existence at will. Moreover, looking at how their lifespans are artificially shortened and determined by forces outside of their control, and effectively being turned into living weapon denied the chance to form and pass on a culture of their own, instead exploited by others for their benefit, the way that humans are used by Moebius does also remind me of how Jin portrayed the status of Blades in Xenoblade 2. Z might well have twisted the Blade technology specifically for his own purposes, inadvertently causing history to repeat.

XB3Merger.png


3/8

- So Origin effectively is a gift from the gods that is indeed capable of saving the two worlds from ruin. But of course, things don’t end up going as planned, because instead of the worlds being rebooted, they end up being forever frozen at the very moment they merged. The questions of HOW and WHY this happens are perhaps my biggest sticking points with this entire backstory, because Fear of Change/the Unknown personified springing into existence and hijacking Origin at the worst possible moment on its face seems like a ridiculously contrived Diabolus ex Machina.

To be fair, it didn’t need to feel quite so forced – certainly the literal End of the World is exactly the kind of extreme, unprecedented event that could (in a fantasy setting) trigger a form of collective emotional response that would make the emergence of a being like Z somewhat understandable. But here we come to ANOTHER of my big problems with this backstory: The peaceful state of Noah’s world prior to the intersection. Seriously – did Melia just not tell her people about the existential threat they were facing? Did the massive brainstorming that produced the outlines for Origin (pooling together all the world’s greatest minds), the construction of Origin itself over the course of (presumably) many years, or that giant chunk of metal floating in the sky, somehow all escape public notice? Did Melia really keep the masses in the dark about how they could all soon be erased from existence? I get her not wanting to spark mass panic, but at the same time, don’t the people have the right to know about something THIS important, so that they can face Judgement Day in whatever manner they deem appropriate? And if they *did* know, surely Xenoblade 3’s opening with Kid Noah makes no sense, because cheerfully celebrating a festival is not something the masses would be doing with a universe-sized Sword of Damocles dangling over their heads, especially one they KNOW will drop sooner rather than later.

So I have to assume that the people of XB1’s world (and presumably XB2’s New Alrest as well) really were kept in the dark all along – in which case, how do we actually get the kind of mass panic and soul-crushing dread that could conceivably summon Z into existence? The one explanation I can come up with is that EVERYONE experienced their own version of what happened to Kid Noah – every single individual experienced time itself stopping, and then suddenly was faced with the sight of a strange planet on collision course with their own world, sure to annihilate everything upon impact. Again, that is the kind of extreme situation that could justify Z emerging – after all, we’ve seen before in Xenoblade lore how characters in moments of desperation make choices that ruin their lives (like Jin, when faced with the imminent death of Lora). The people of two worlds, seemingly faced with certain doom, desperately wishing to SOMEHOW prevent the inevitable from happening and stave off death, unwittingly preventing Origin from saving them and instead being cursed with perpetual war and strife in a broken world, does kinda work as a form of dramatic irony.

But if this is how it went down, why portray only Noah experiencing the worlds colliding, rather than just have the entire crowd witness the event and giving us a whole range of human emotions in response to this apocalypse? Whether it was done for the sake of misdirection, protagonist-focus or just because it made for the better trailer images, it certainly creates its share of potential plot holes now that we know the whole truth.

Also, if my explanation is accurate, then the whole reason this entire mess happened is Melia and Nia’s excessive secrecy (if the masses HAD known about Origin, they would surely still have been scared, but the prospect of the Ark rescuing them should have given them the kind of hope for the future that would be antithetical to a being like Z) – something the game and the characters in no way acknowledge, which makes me think I must be missing something, because Melia and Nia are both characters whose mistakes always weigh heavily on their hearts.

Of course, even if I accept that Z’s emergence makes sense, we still get pretty much NO information about just *how* he took over Origin – and also no explanation of why Melia ends up being captured by Moebius, while Nia is able to escape. To me, logic would dictate that either Z *instantly* hijacks Origin, in which case BOTH Melia and Nia should stand no chance of avoiding capture during the surprise attack, or it takes him a while to do this, in which case Melia and Nia should have time to rally their forces, with the result that a heavily outgunned Z (the only other “original” Moebius are X and Y) shouldn’t be able to capture Origin at all. At best, we seem to have missed one hell of a story because Xenoblade 3 is allergic to focusing on Xenoblade legacy characters and events preceding Noah and N.

- Now, with Origin captured by Z and his dream world established, we’re confronted with the fact that Aionios is something of a paradox: N alternates between talking about the “Flow” of the world, and the world being Still, which someone like Lanz finds highly confusing – and I can’t really blame him. That said, I find the term “Endless Now” helpful in this case – or if you prefer a Xenoblade 2 throwback, “A Moment of Eternity”. Aionios came into being the moment the two worlds collided, completing Origin and unleashing Z. The two worlds coming into contact SHOULD result in them both cancelling each other out, leaving only light – but this never happens, because Z froze the moment of contact forever. In doing so he prevented the worlds’ destruction – but also their rebirth.

What we end up with is a fusion of two inherently incompatible worlds, which is the reason behind the Annihilation Effect. However, Z and Moebius ARE able to keep the world somewhat stable, being able to counter the annihilation events to such an extent that despite Keves Castle being utterly covered in black fog, nothing ever goes boom. Of course, the price of this achievement is obscene – the enslavement and constant slaughter of the Keves and Agnus soldiers, who can die and be reborn over and over again due to Z having control over the souls stored in Origin. Moreover, the world isn’t completely stable and is, very slowly and gradually, destroying itself. The inability to move on and face the future does take its toll.

XB3Queens.png


4/8

But WHO are the people populating Aionios? Last I checked, the prevailing theory is that it’s only people who were around Noah’s age when the intersection happened, just based on the complete lack of familiar faces from past Xenoblade games, while all of Noah’s friends from the opening also show up as soldiers. In reality this is probably due to Monolith Soft’s irrational fear of making more meaningful and pervasive references to previous games, but lorewise it might have to do with relatively young souls being well suited for life in Aionios (though presumably, Z *could* let the soul of anyone in Origin be born into Aionios, hell, Moebius even have the technology to rapidly age people). Maybe young souls are more malleable, less likely than rebel, certainly easier to control than the souls of people who were the heroes in the old worlds – I assume Z only brought Shulk and Rex into Aionios (fully aging them up and with their memories intact) during Future Redeemed in order to counter the existential threat posed by Alpha.

As a side note, Z’s ability to pick and choose who get born into Aionios would actually justify a schizo theory about why the population of this world is so much swarthier than in past Xenoblade games: simply put, Z recognizes that blacks make for good slaves, and that they have a real talent for killing people, and so he disproportionately went with blacks when picking the soldiers that would forever fight and die to generate the life energy necessary to sustain Moebius and preserve Aionios.

- Something odd that the game acknowledges, but never fully explains, is the fact that the Nopon that populate Aionios do NOT have their lifespans limited, and presumably are also able to have kids and families, as long as it they do it away from the colonies and soldiers. A deal with Moebius is once alluded to, and at several points I expected at least certain sidequests (major Nopon lore has been dropped at the end of sidequests in past Xenoblade games) to finally provide some answers regard the unique role of the Nopon, but they never did. I dunno if it’s intended to remain a mystery, or if this was just an oversight by Monolith Soft.

Speaking of inexplicable Nopon weirdness – even prior to Future Redeemed, which showed Riku being around and playing an important role *1000 years ago*, base Xenoblade 3 was all but confirming that the Nopon mechanic knew Melia from before she was sealed – which of course happened thousands of years ago, when Aionios first came into existence. Neither this, nor his role in Future Redeemed is ever explained, and for all we know he might just be immortal, given how he seemingly kept Lucky Seven safe for all these years.

- Speaking of Lucky Seven, it’s stated to be made out of metal from Origin itself, which not only explains how it’s able to cut through anything in Aionios (that world effectively being Origin’s own creation), but also means the blade contains within it “the souls of important people”, assumed to be the Xenoblade 1 party members given its connection to Melia and Riku. Furthermore, the red metal “sheath” of the sword (which turns into a gauntlet whenever Noah draws the true blade) houses the Pneuma core crystal, aka that of Pyra and Mythra. Oh, and N’s Sword of the End appears to be powered by the core crystal of Logos, aka Malos. I can’t say I’m too sure how all of this works lore-wise, but for Monolith Soft at least, I guess it’s their way of representing legacy characters without actually having them ever actually appear or be openly acknowledged, which is emblematic of how Xenoblade 3 handles legacy content.

…but wait, Malos resides in N’s sword? Didn’t he die at the end of Xenoblade 2? Moreover, XB2 Vandham has clearly been reincarnated into Aionios, not as a soldier, but born in the City, outside of Z’s control. If Vandham’s soul is in Origin, how can it possibly “escape” into Aionios like this – but if it’s NOT in Origin, how does it even still exist, when the worlds colliding would permanently destroy everything not preserved inside the Ark? And it’s not just people who should have been long gone returning – the Dannagh Desert has been gone for more than 500 years, ever since the death of Torna’s titan, but it’s one of the earlier areas you can reach in Aionios. So what’s the deal here, does a world like Alrest also somehow have a “memory” of its own, that enables Origin to bring back areas that are long gone? Or is Origin something more than even its own creators intended, meaning we have another “There’s something about this planet” mystery on our hands?

- Finally, it should be noted that Aionios literally seems to be a World of Light, which makes sense, seeing how the two worlds were supposed to disappear and leave only light once they merged. Z’s control over Origin ensures that Aionios itself retains a physical form, and even dead soldiers leave behind these terrifying “husks” – but Free people not bound by a Flame Clock, as well as the Moebius themselves, just turn into light and disappear when they die, a reality bemoaned by a major City character in Future Redeemed. But really, it’s just another sign of this Moment of Eternity being so fragile that without Z/Origin’s control or a consciousness and sense of self, everything will just turn into light and vanish.

That said, I still don’t know what to make of the motes of light that rise and float up in the sky whenever Off-seers play their flutes to supposedly give the dead peace. It’s NOT the souls of the dead, which should instantly return to Origin, and then return back to a pod to again be reborn as a 1st-term soldier. Moreover, when Noah in Chapter 3 sees off Consul J’s soulless mud puppet clones, motes of light still rise, something Noah finds very significant, but without ever explaining why. The motes of light are actually a core motif of Xenoblade 3, to the point of defining its very logo, so leaving a question like this unanswered is another significant way in which XB3’s story fails to deliver the necessary closure – but obviously, I’ll get to that by the end of this chapter.

XB3EndTheWorld.png


5/8

Honestly, going over the nature and origins of, well, Origin (and Aionios) in this way wasn’t something I did simply because I felt it important to establish what the world of Xenoblade 3 is, and how it came into existence, but also to explore the various plotholes and contradictions that have been bothering me for almost 2 years, and see if my makeshift timeline actually makes some amount of sense. And I have to say, for all my problems with the game’s backstory, going over it like this really did give me a better sense of what Monolith Soft was going for, and makes it clear to me that the various plot points fit together a lot better than I originally gave them credit for.

Let me put it like this: I have no problems with a game leaving a few questions unanswered, hell, they can be fun and compelling mysteries that keep the story alive in your mind long after it’s over. However, too many unanswered questions can be ruinous – at that point you’re not left with just a few missing puzzle pieces, the entire story is basically one big, messy, unfinished puzzle, and what’s worse, a lot of the remaining pieces just don’t seem to fit anywhere. I still somewhat feel this way about Xenoblade 3’s story, or at least its backstory – but I will also admit that after this writeup, I feel that more puzzles pieces have been correctly placed, and that fewer of those pesky impossible-to-place pieces remain. Also, keep in mind, I’ve not actually sought out autistic fan theories attempting to make sense of Xenoblade 3’s backstory and lore, because 1) I wanted to figure this stuff out for myself, and 2) if a story requires outside fan sources or dev interview reveals to make sense, that just proves that the story (as presented in the actual game) just doesn’t really work on its own terms. But despite all that, this genuinely is a story that outside information and confirmations by the developers really could enhance (I DARE Monolith Soft to provide us with a full, official timeline, comparable to what you have in 13 Sentinels: Aegis Rim).

Of course, there is also one major, nay, earthshattering implication of what we learn about Xenoblade 3’s backstory: the world of Aionios has to disappear in order for Origin to reboot, and the worlds we know from the prior games to be brought back. For time to again be able to flow, this Moment of Eternity has to finally be brought to an end. In one sense, this is a brilliant twist that makes a ton of sense and has been set up from early on: Both Moebius and the Fake Queens have repeatedly warned that Ouroboros threatens the very world itself, but I always dismissed it as typical self-serving villain lies and propaganda. Similarly, party characters on multiple occasions talking about the world itself being evil was interpreted as just them expressing that Aionios was broken and needed fixing, like previous Xenoblade worlds got fixed. But no - our mission really is to Destroy The World and kill its Architect, so in a very real sense we’ve taken the role of Malos and the Torna crew from Xenoblade 2.

However, there are also major problems with a Destroy The World plot in a game like this one, both in terms of concept and execution. Conceptually, having to essentially erase a gigantic world you’ve potentially spent hundreds of hours in arguably undermines everything that came before and leaves something of a sour taste, making you question if what you did even had a point. No, not your actions in the main story obviously, which will end up being extremely impactful – even if nobody end up remembering what really happened, the Ouroboros will have freed two worlds and liberated all the souls in Origin. But what about everything you do in the sidequests – freeing colonies, helping individual characters mature and grow, bringing people together etc? What does any of that matter if Aionios will just disappear and these characters will all return to their old lives, with no memories of the two worlds in a merged state?

I guess you could argue that the kind of personal growth the friendly NPCs and Hero characters undergo, and the kindness that you show them, is something they will somehow take with them, as their souls will remember even if the brains of their current bodies don’t – but it’s still not all that satisfying to me. And this just covers the soldier characters – by far the bigger problem has to do with City characters, the ones born free. These are all NEW souls, not housed in Origin, instead coming into existence within Aionios. So what happens to them?

The game *does* hint at an answer, which Monolith Soft themselves have later clarified: All the people born inside Aionios will disappear – but they will be able to eventually be born in that of the two worlds in which they belong (Monica and Ghondor for example are Agnus-aligned, as shown by their Arts, while Gray is closer to Keves). As such, their souls won’t be gone forever – but the current lives of all these people WILL most assuredly end once Origin reboots. So when Ghondor back in Chapter 5 claimed that the Ouroboros would “Kill the Now”, she was 100% right – and Mio’s heartfelt insistence that she would NEVER kill something like the new life she had earlier seen be brought into the world turned out to be a Lie. That baby we saw at the beginning of Chapter 5, she’s gone, as are her parents.

Now, I’m NOT saying that defeating Moebius, rebooting Origin and destroying Aionios is wrong, far from it. From the beginning of this writeup, I’ve made a point of talking about how much life in Aionios sucks, and what a bleak, broken world it fundamentally is. The problem is with how it’s all handled – first of all, after Chapter 6 took such an optimistic turn, at times bordering on outright wish fulfillment (exemplified by some of the new Hero characters you gain access to), we are now in Chapter 7 suddenly faced with an ending far more tragic than anything from past Xenoblade games, and it just feels very sudden and jarring.

Much worse still, this tragedy is at no point fully acknowledged or adequately grappled with. Sure, it spooks our party when they first learn that completing their mission will end Aionios (and there’s also the danger of Origin’s reboot NOT being successful, the very fear and uncertainty that leads Z to prefer his Endless Now), but it doesn’t truly shake their convictions…but really, it kinda should. And if not the 6 main party members, then shouldn’t at least SOME of the Hero characters find this new information a dealbreaker? Keep in mind, except for Nia, Melia and (apparently) Riku, all the characters in this game don’t know anything other than Aionios – and yet they’re so ready to destroy it and end the lives they know, lose all the memories they’ve accumulated? I don’t buy it.

Most egregious is characters associated with *the City* not objecting to any of this. The Keves and Agnus soldiers, sure, I could see why they’d be ready to take their chances on an unknown future, given just how shit their regular lives are designed to be. But the City characters…these are people who enjoy normal, full human lifespans, and who live in relative freedom and safety, especially if they keep their heads low and don’t try to fight Moebius, like the Conservative faction advocates. How does it make sense for the City people to be okay with losing EVERYTHING just for a *chance* to later be reborn in another world? It really doesn’t, and in the end it seems like Monica and Ghondor (who know the consequences of Ouroboros succeeding and are at peace with it) just kept the other City residents in the dark and unilaterally decided to Shoah their own people. Again, in the grand scheme of things this IS the morally correct decision (sacrificing one broken, artificial universe so that two healthy universes can go back to existing), but for Monica the City Elder to act like she does surely seems unconscionable from the perspective of any normal City person.

And again, the game simply doesn’t own up to the sheer destructive scope and *tragedy* of its ending, instead acting like the real heartbreaker is our party characters being separated, possibly forever – which is sad, sure, but portraying this as the worst consequence of Origin rebooting is just such a bad case of Protagonist-Centered Morality that it leaves me shaking my head. At the very least there should have been a Hero Quest revolving around a (preferably City-based) Hero temporarily turning against your party after learning about the truth behind Aionios, because what’s even the point of presenting a moral dilemma in your story if all the good guys instantly agree on what to do? Even Attack on Titan did a better job in terms of at least having a few notable named characters support the Rumbling.

XB3Origin.jpg


6/8

The quality of the storytelling takes a major hit in other ways as well during Chapter 7. After the six previous chapters all boasted near-perfect pacing, this final chapter is suddenly all over the place: Blatant padding, in the form of having to collect Origin Metal in various locations (reminiscent of Zelda: The Wind Waker’s infamous Triforce Shard collect-a-thon) in order to upgrade your boat so it can reach Origin, is coupled with a rushed, mandatory Side Story for Noah, which in many ways feels like an inferior version of Mio’s Side Story from the chapter before. It again features an old friend coming back from the dead as an enemy, though this time the twist is that he’s actually Moebius (which is ALSO old hat at this point of the game). And while this character has already been established much earlier in the story, the game chooses to cram so much of his backstory into this very short section that when it later shows various flashback scenes of him in order to stir your emotions, *they’re all flashback scenes you already saw just an hour ago*, which greatly diminish their impact.

Moreover, this particular storyline does surprisingly little for Noah, because his character arc already felt nearly complete by the beginning of Chapter 7 – the only things that really remain are for him to confront N again, confess his true feelings for Mio, and defeat Z. Taking a trip down memory lane and confronting an old friend with some truly muddled motivations just rethreads familiar ground, and the earlier, similar storylines were all handled better.

It’s not just the storytelling, but also the presentation that’s weaker than in the previous chapters: there’s way fewer of those amazing action scenes that Xenoblade has become known for, with even something like the rematch with N being done on the cheap, in stark contrast to something like Rex’s final battle with Jin. Earlier, when our heroes piloted their upgraded boat through various obstacles and finally break into Origin, we did get a nice enough action sequence, but one that paled in comparison to Xenoblade 1’s Star Wars-inspired aerial combat scenes of Junks making its way into Mechonis. And of course, Consuls X and Y get dealt with in a ridiculously rushed and anti-climactic fashion. The final battle itself is admittedly the occasion for some truly epic action scenes, but that’s to be expected, and doesn’t save chapter 7 from feeling quite rushed on the whole.

That said, even though Chapter 7’s storytelling and presentation is a step down from what we’d seen in previous chapters, that hardly means its bad by regular JPRG standards; messy backstory and unsatisfying handling of moral dilemmas notwithstanding, it’s still an enjoyable ride that kept me emotionally invested throughout, and the character writing mostly remains on point – indeed, the addition of Nia to the cast is extremely welcome, and as much as I would like more legacy Xenoblade characters to have been properly featured (as in, not just represented as souls residing within inanimate objects), Nia herself could hardly have been handled better. Meanwhile, Melia’s role is far smaller (it’s only in the post-game that she truly gets to shine), but she still gets some good moments.

While not introducing a lot of new areas, Chapter 7 is where you finally liberate Keves Castle, and while Agnus Castle didn’t really boast much in terms of surrounding towns (unless you count the prison), its Kevesi counterpart is connected to Fort O'Virbus, one of Xenoblade 3’s few proper towns (as in, not a Colony), with some great original music to its name (as opposed to the regular Keves Colony theme), and a really cool, unique look to it that seems to fuse the civilizations of Bionis and Mechonis – extremely fitting for the capital of the Xenoblade 1 world. It is however kinda surprising to me that this is one of the very last locations you gain access to, because Fort O'Virbus and even its music were featured somewhat prominently in both pre-release trailers and the Xenoblade 3 Direct.

But of course, the real highlight of this chapter is Origin, or rather the inside of Origin, which you traverse on your way to the final confrontation with Z. And I gotta say, Origin was pretty much EXACTLY what I hoped it would be in terms of design and look – not only a massive (if somewhat linear) final area, but visually striking and extremely distinct. Whereas so many Xenoblade 3 areas opted for more muted color palettes and somewhat “realistic” settings (by Xenoblade standards), Origin is dominated by strong, bold purple colors and takes full advantage of the sci-fi fantasy setting, showing off bizarre technology and being filled with massive core crystal-like objects that hint at how this baffling Ark actually works, making for some nice, understated visual storytelling.

I’m still inclined to argue that Origin isn’t *quite* as cool as an area like the Central Factory in Xenoblade 1, but it’s easily superior to Xenoblade 2’s World Tree. Moreover, at this point in the game you probably have such a wealth of different, extremely fun Classes and team combinations to play around with that the core gameplay and combat is absolutely sublime. This is what I meant when I during the Chapter 1 writeup argued that the opening chapter made for a very misleading introduction to Xenoblade 3: back then, the storytelling and pacing was near-perfect, while the gameplay was heavily flawed, bogged down by frequent forced tutorials and extremely restricted combat options. However, as the game draws to a close we now get to enjoy absolutely superb gameplay and near-unlimited combat customization options, while having to deal with highly erratic storytelling.

XB3ZTru.png


7/8

Speaking of that story, once our party has managed to upgrade their boat and force their way into Origin, there’s a fair amount of housecleaning to be done: N, X and Y all have to be dealt with before we can take on Z. Now, the final confrontation with N is quite nice, despite being somewhat lacking in terms of spectacle. Noah had some harsh words for his fallen past self during their last encounter, which while understandable given the hell N had just put him through were not really all that fair (N supposedly being a coward who never really tried to overcome Moebius hardly tracks with his countless failed attempts to defeat Z, which Noah himself bore witness to in Chapter 6). This time however, Noah has had time to process everything he’s been through and learned, and together with Mio (who carries within her a part of N’s beloved wife) he’s finally able to get through to N. With Noah and N finally acknowledging that they are the same, N disappears and becomes one with Noah, confusing most of the party who wonder if the Consul just upped and died. Noah and Mio however, know better. After that Melia is finally freed, but she quickly teleports herself back to Keves Castle, as she has to make her own preparations for the final battle.

I’ve already addressed multiple times just how weak and anti-climactic the final confrontations with X and Y are, but really, they’re quite the shocking letdowns – a natural comparison would be the last few boss battles in Shin Megami Tensei V before the final battle, but honestly, as lame and rushed as those were, they still easily beat what X and Y got. It’s genuinely baffling, and I do wonder what the reason behind it was – whether this part of the game was simply rushed, whether the questionable pacing that led to such a major villain pileup necessitated some of said villains getting quickly disposed of (Xenoblade 1’s Disciples provide a helpful contrast), or even whether X and Y’s pitiful deaths are meant to serve as a statement about how they and Moebius as a whole are just these random losers and deviants who were granted incredible power by Z, but who at their core remain small, insignificant people unworthy of even the grandeur of a proper death scene.

At least the battle with Z is hardly rushed, quite the opposite, though I DO wish we got to spend more time with the villain prior to fighting him. Honestly, I feel that both Z, and Xenoblade 3’s story as a whole, would have benefited greatly from Z giving a good, old-fashioned Exposition Dump, explaining how and why he created Aionios, as well as really digging into the fears and uncertainties the party characters would naturally have about what happens after Aionios is no more, and they lose everything they have ever known. It would have set up Z as an excellent evil counterpart to the Architect (whose own Exposition Dump was actually one of the single greatest, most mindblowing story moments in Xenoblade 2), let him again show off his skills as a manipulator (this IS the man who corrupted N after all) and of course, actually make some sense out of Xenoblade 3’s backstory. Alas, Z prefers to keep his spiel relatively brief and cryptic.

And so the final battle begins, and BOY, is it a long one (I did mention earlier just how long it lasts even in the WR speedrun, didn’t I?), with a whole lot of different stages. It can feel like something of a drag at times, but part of me also really likes how it’s handled – someone like the final boss in Xenoblade 1 quite frankly went down far too easily considering how untouchable he had looked just 10 hours earlier (after which he just powered up further), and Xenoblade 2’s final boss wasn’t even the main villain of the story, and had already proved completely incapable of harming an actual god, so his short-ish battle was justifiable, but underwhelming. Z meanwhile, while not a god, *is* the creator of Aionios and does boast various godlike abilities like raising the dead and creating new Moebius (though I assume the number of active Moebius at any given time is forever limited by the alphabet). And as an abstracta he is essentially unkillable, not to mention that Origin itself is the biggest weapon on Aionios.

Over and over again, over the course of thousands of years, Z has effortlessly struck down the heroes that defied him and his Endless now – and in order to defeat him, our Ouroboros pairs gradually have to overcome their own doubts and weaknesses, unshackling themselves from Z’s grip on their hearts. As the decisive battle rages, EVERYONE gets involved – all the Heroes you unlocked, liberated colonies, Nia and Melia (who turn their respective castles into gigantic War Mechs!), the City and its Lost Numbers – by the end of the battle, all of Aionios is waging war on Z along with the main party!

And it STILL isn’t enough – Z can’t actually be defeated, because the fear and uncertainty he represents is a part of every living person. However, that’s when it turns out that N and M were never really gone, they’d just resided in Noah and Mio ever since finally finding peace. Since they themselves are also abstract beings, they actually *do* have the power to vanquish Z and so, in order to atone for their crimes as Moebius and liberate the world, they sacrifice themselves to destroy Z.

One thing I really like about this ending to the battle is that it gives meaning to everything that came before it – the original Noah and Mio’s countless failed attempts to defeat Z, them becoming Moebius and eventually becoming Regret personified, enabling a new Noah and a new Mio to be born into Aionios – it all came down to this, it all proved necessary to defeat Z once and for all. And given just how insanely hard it was to take Z down, it now feels fully believable that he was able to rule Aionios for so long, and strike down so many rebels. If he at times came across as complacent, it’s hard to blame him, because BOY was the deck stacked in his favor.

One additional interesting thing to note about the final battle is that, as overleveled as I had been since the start of Chapter 5, Z actually represented enough of a difficulty spike that he managed to keep up with my seemingly OP party – I believe I was level 76 by the time I reached Z, while he was level 75, which ensured that the fight had some actual tension to it, Hard Mode again proving its worth.

XB3Keves.png


8/8

But with the final battle over, we get to our ending. In terms individual scenes, it’s actually superb – lots of really great, emotional character moments for all our Ouroboros pairs as they have to say their heartfelt goodbyes, and we FINALLY get the one scene we were all waiting for, Noah and Mio’s first kiss, which is just such a beautiful way to conclude the Xenoblade series’ greatest romance. Then the worlds start literally drifting apart, separating the Keves and Agnus pairs, possibly forever. We get our last moments with Melia and Nia – the High Entia unveiling a nice enough reference to Future Connected, but Nia easily has her beat with not only an amazing surprise that had me marking out, but with The Photo, which shows us what Rex really meant about loving “all you guys”. Rex as a character truly ended up benefiting tremendously from Xenoblade 3, even before Future Redeemed.

After the end credits, we get our final scene – Noah suddenly finding himself back at the very moment from Chapter 1, when time stopped and the worlds merged, only now the Aionios Moment of Eternity has ended and time again flows. We can’t be sure if Noah has retained any of his memories, but the fact that the last thing we hear is a familiar tune being played on a flute suggests that he will be reunited with Mio eventually.

While in many ways powerful and emotional, I do have a couple of major gripes with this ending. For starters, the game itself seems outright confused about what will happen once Origin reboots – do the two worlds simply separate, with Nia and Melia left to rule Agnus and Keves in the aftermath of this great upheaval, or does everything we knew outright vanish, as the two Origin halves are separated and they then recreate their respective universes as they were the very moment before they collided?

It seems obvious enough that the latter is the case, going by the final scene with Noah – but the actual characters act like it’s the former that’s about to happen, that Agnus and Keves will be separated, but that the two worlds themselves will go on existing post-Aionios. The Ouroboros pairs all act like the main issue is being separated, not that they will cease existing and lose all their memories. They even mention specific rules, like anything originating in Agnus disappearing from Keves after the worlds separate, which is why Taion gives Eunie a very considerate gift in the form of a Herbal tea recipe that’s written with paper and ink from Keves, so that Eunie can keep it even after the worlds drift apart – except she can’t, because like Noah she’s going to revert back to her 10-year old self about to watch the festival fireworks in Chapter 1!

What gives here, do the characters really have no idea what’s actually in store for them? Are they in denial, and is all their dialogue essentially performative? None of these explanations make sense, and would harshly clash with the larger themes of the story. I’ll tell you what WOULD fix this seeming contradiction – parallel timelines, one where the two original worlds are reborn, and another where the two worlds continue their existence as Keves and Agnus separated. But I’ve seen no support for that theory, and it might even have been outright debunked, though it’s hard to say given just how little we see of the worlds after they drift apart.

Indeed, the other large problem I have with Xenoblade 3’s ending is that we’re left so completely in the dark about what actually HAPPENS to our main characters after the credits roll. I already don’t like the fate of a single major character being left ambiguous in endings (the way Tales of the Abyss ended annoyed me for this reason), but *all of them*? WTF?! To be fair, it is implied in various ways (Noah hearing Mio playing her flute, the lyrics of the song that plays during the ending etc) that our main characters WILL eventually reunite, and Future Redeems even seems to suggest that the two worlds will again merge, this time successfully (maybe the first merger put them on the same wavelength and prevented them from destroying each other in the future, I dunno), but boy does that open up a can of worms, and neither game had any interest in actually showing the aftermath of a potential second merger, let alone *explain* it.

On the whole, I do think Monolith Soft succeeded in creating a fascinating, complex and deep story with compelling themes and a grand scope that (cautiously) connects Xenoblade 1 and Xenoblade 2, while also working as a standalone story for newcomers to the Xenoblade series. However, I’d be lying if I said I didn’t feel that the relative lack of legacy characters and substantial story references to past events felt like a massive missed opportunity, and even judged on its own terms, both the backstory AND the ending feel messy, confusing, maybe even contradictory. My inner fanboy wants to resort to Copes about how I’m just too tiny-brained to follow Tetsuya Takahashi’s master plan – but my critical side remembers that it would be entirely on-brand for Xenoblade 3 to have be tripped up by its own ambitions. Remember Xenogears infamous second disk, Xenosaga going from 6 games to just 3, or Xenoblade X’s forever unresolved cliffhanger ending? Xenoblade 1 and Xenoblade 2 having such solid stories and successfully wrapping up all loose ends is arguably the exception, not the rule, when it comes to this franchise.

Compare Xenoblade 3’s story to something like 13 Sentinels: Aegis Rim, and its flaws and failings really become undeniable. 13 Sentinels is a game whose story actually has a lot of things in common with XB3’s, including themes and even specific plot points. However, while its story is even MORE complex than that of XB3, 13 Sentinels is absolutely scrupulous about providing you with a clear timeline of events (making the puzzle pieces much easier to place than in XB3, despite the larger number of them), it shows you significantly more of what happened during its backstory, and arguably most crucially of all, it actually shows you what happens to all your favorite characters after the final battle. Because of this, the story as a whole feels much more satisfying. Xenoblade 3’s story is full of amazing moments, and in terms of those individual moments, it’s probably the best Xenoblade story ever – however, the aforementioned problems mean that its story as a whole is somewhat less than the sum of its parts.

Don’t get me wrong though – this was still an INCREDIBLE journey, and I’m not even quite done with it yet, because it turns out that Xenoblade 3’s post-game offers us some absolutely glorious surprises.
 
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Xenoblade 3 Writeup: Epilogue

1/4

Oh, we’re not done quite yet – either with the writeup or Xenoblade 3 as a game. As I mentioned back in Chapter 3, any entry in the Xenoblade series will still give you a lot of stuff to do even after beating the final boss, with various locations essentially being postgame content due to being filled with enemies stronger than the final boss – and if anything, XB3 offers more such areas than past Xenoblade games. It also handles Superbosses better – sure, Xenoblade 2 had more of them, but most were shockingly weak and ultimately underserving of the Superboss title. Not only are the ones in XB3 tougher (on Hard Mode at least), but they also come with the amazing bonus feature of adjustable difficulty, as you after defeating a Superboss for the first time become able to fight it at a higher level – and the strongest Superboss can potentially be fought at LEVEL 200! This is the kind of option that Xenoblade 2 would kill for – even before all the overpowered DLC Blades dropped, the Tyrannotitan Kurodil had essentially become a punching bag rather than something resembling a threat.

But of course, none of this counts as a “proper” postgame, since it isn’t actually unlocked by beating the final boss. Xenoblade games don’t actually tend to offer much in the way of pure postgame content – but Xenoblade 3 proves to be an exception. After beating the game, you gain access to not one, but two brand new Heroes, boasting unique, fun and powerful Classes – but it’s WHO these Heroes are, and the sidequests related to them, that truly turn these phenomenal females into such absolute standouts. Simply put, any true Xenoblade fan absolutely freaked out when learning that these two specific characters could join you as Heroes, and honestly, Monolith Soft/Nintendo could EASILY have made them Paid DLC (again, Xenoblade games really don’t tend to go all out with major postgame content like this), and it’s to their eternal credit that they didn’t.

Now, I didn’t want to say it in the opening couple of paragraphs in order to avoid drive-by Spoilers, but OBVIOUSLY the final two Heroes are Melia and Nia. Again, considering how we went into Xenoblade 3 thinking the two queens might well either be villains or fakes, having these characters join the party as Heroes was *such* a wonderful surprise. Moreover, their sidequests turn out to contain THE most overt references to and acknowledgement of the prior Xenoblade games found anywhere in XB3, even briefly showing footage of some past party members. Sure, it’s still way less than I had expected and hoped for prior to XB3’s release, but after just how tightly legacy Xenoblade references had been rationed during XB3’s main story, I was still delighted by being granted these sips of Wotah in a scorching desert (and of course, Future Redeemed then basically turned out to be the equivalent of an Oasis filled with naked anime girls).

It also helps that both Nia and Melia both enjoy PERFECT characterization. Really, from the very first time Nia spoke in Chapter 6, my reaction was basically just “Yes, yes, exactly right!”. And while underutilized in the main story, Queen Melia is greatly fleshed out in the postgame. Everything about how these ladies are written rings true, no false note is ever struck – and keep in mind, these are not characters that have remained static, they have indeed changed and responded in believable ways to their new positions of authority: Nia, true to her nature, initially tries to present herself as something she’s not, a wise, dignified queen, but reflecting her Xenoblade 2 character development, she’s now far easier to coax out of her shell than before. Melia meanwhile takes to her new role (one she was literally born for) like a fish to water, acts with confidence and conviction, and finally gets to be the active Peoples’ Queen that she clearly wished to become back in Xenoblade 1, conventions be damned.

Hell, Monolith Soft has even acknowledged some of the more overlooked aspects of these characters – like Nia’s relatively low intelligence being reflected in her having only 15 TP in Chain Attacks, when I doubt the majority of Xenoblade 2 fans even picked up on Nia being kinda dumb. Clearly, these writers truly *get* their characters – which to be fair, you’d think was a given, but like common sense not being so common, writers understanding their own characters is way rarer than you’d think. Do I have to recite my list of famous heroes from Western media franchises that have been ruined over the year, or bring up Isayama’s godawful take on Eren Yeager? Nia and Melia (as well as Shulk and Rex in Future Redeemed) get treated SO WELL in Xenoblade 3.

XB3Tribute.jpg


2/4

Honestly, the brilliance of Xenoblade 3’s postgame did at the time cause me briefly to reconsider the Xenoblade ranking I had in mind after beating Z and watching the ending – but ultimately I couldn’t bring myself to rank XB3 over XB2. And so, my updated Switch JRPG ranking now looks like this:

1: Xenoblade DE
2: Xenoblade 2
3: Xenoblade 3
4: Dragon Quest XI
5: Final Fantasy VII
6: Ys VIII
7: Persona 5 Royal
8: Tales of Vesperia
9: Ys IX
10: Star Ocean: The Second Story R
11: Shin Megami Tensei V
12: Ni No Kuni
13: Final Fantasy XII (haven't finished, potential to rise.)
14: Final Fantasy X
15: Bravely Default 2 (haven't finished, probably won’t rise.)
16: Octopath Traveler
17: I Am Setsuna
.
.
.
Actual Shit: Pokemon Sword/Shield


Yeah, I’m well aware that this is probably the most boring ranking possible coming from me, but I’m not going to artificially origifag the list just for the sake of spicing it up. In the end, the core problems with Xenoblade 3’s world, story and fanservice (both kinds!) makes it impossible for me to rank it above Xenoblade 2, I game I just keep gaining more appreciation for as the years go by. Sure, there are many things Xenoblade 3 does better: It’s easily the more polished game, with better English-language voice acting, better sound mixing, overall better performance, fewer visual blemishes and glitches, way more informative tutorial, hell, Xenoblade 2 didn’t even have multiple save files!

But of course, there are also a lot of “problems” with Xenoblade 2 that 3 fixed, without that actually mattering much to me – I never actually really minded the Field Skills or the Gacha aspects of 2 much, and anyone who ever complained about XB2’s fanservice is obviously a worthless faggot who ought to have been ridiculed or ignored, not appeased. Even the tutorials in XB2, objectively dogshit though they were, are less of a problem on subsequent playthroughs than XB3’s excessive early-game handholding and numerous intrusive forced tutorials. Meanwhile, my problems with Xenoblade 3 actually DO bother me, more than any of the infamous issues with Xenoblade 2 ever did.

And yet, ranking Xenoblade 3 below even a game like Dragon Quest XI is just not happening, and was quite frankly never even considered. XB3 so utterly OUTCLASSES the Dragon Quest game when it comes to core aspects of JRPGs like music and combat that it would almost be impossible for it to recover, even before mentioning that I also think XB3 is superior in terms of characters, world/exploration, sidequests (unless you treat the entire final third of DQ XI as side content) and arguably even story (in terms of individual scenes and moments XB3 enjoys a much bigger starting lead over DQ XI than it had over its fellow Xenoblade games, and the flagship DQ entry also has some significant story issues of its own).

Dragon Quest XI is still an absolutely phenomenal game, a truly wonderful adventure and is in many ways a perfected, modernized version of the classic turn-based JRPGs of the SNES/PS1 generation. It also beats Xenoblade 3 in terms of graphics, polish and bonus features (the ability to play through the entire game as a 2D 8-bit JRPG is absolutely wild), but really, it could never compete with a worthy entry of the XenoGOAT series.

XB3Crossover.png


3/4

Because again, so many of my criticisms of Xenoblade 3 have to be viewed in light of Xenoblade 2 being my 4th favorite game of all time, and Xenoblade 1 being my absolute all-time favorite game. And even with that in mind, it’s not like it’s a complete blowout – just for kicks, here’s how I’d rank the 3 mainline Xenoblade games in various categories I find important:

World/Exploration

1) Xenoblade 1
2) Xenoblade 2
3) Xenoblade 3 (decent gap here between all three games)

Music

1) Xenoblade 2
2) Xenoblade 1
3) Xenoblade 3 (EXTREMELY close!)

Story

1) Xenoblade 1
2) Xenoblade 2
3) Xenoblade 3 (1 wins comfortably here, but 2 VS 3 is a close AND complicated situation)

Characters

1) Xenoblade 2
2) Xenoblade 3
3) Xenoblade 1 (2 and 3 are pretty close, 1 is actually a fair bit behind)

Combat system

1) Xenoblade 3
2) Xenoblade 2
3) Xenoblade 1 (I can’t really pick between 3 and 2, though 3 *does* have some key advantages. Also, 1 trails the two other games pretty badly here)

Sidequests

1) Xenoblade 3
2) Xenoblade 2
3) Xenoblade 1 (decent gap between the games here)

Based Morality/Themes

1) Xenoblade 2
2) Xenoblade 3
3) Xenoblade 1 (decent gap here between all three games)

Fanservice (the lewd anime girl kind)

1) Xenoblade 1
2) Xenoblade 2
3) Xenoblade 3 (Yes, 2 has the prettiest girls, but 1 lets them show far more skin. Also, 3 is FAR behind here)

Polish

1) Xenoblade 1 (at least the Switch remaster)
2) Xenoblade 3
3) Xenoblade 2 (Xenoblade 2 lags kinda badly behind here)

Bonus Story (aka Future Connected VS Torna VS Future Redeemed)

1) Xenoblade 3
2) Xenoblade 2
3) Xenoblade 1 (Future Redeemed is comfortably ahead of Torna, which is LIGHTYEARS ahead of Future Connected)

So as you can see, even facing the fiercest competition imaginable, Xenoblade 3 is no slouch. In fact, giving out 3 points for each 1st place finish, 2 for every 2nd place and 1 for every 3rd place, this is how each game did:

Xenoblade 1: 19 Points
Xenoblade 2: 22 Points
Xenoblade 3: 19 Points

Not all categories are created equal though, and XB1 comfortably winning in terms of world/exploration AND story is absolutely huge for it, and honestly, it’s still quite good in areas like characters, combat system and yes, even sidequests. And even a Based Morality score of +1/-2 isn’t that bad. Meanwhile, XB3 is badly hurt by finishing last in the majority of the categories most important to me – though even with adjusted scores, it would still remain competitive.

XB3FR.jpg


4/4

So while it might not have lived up to my loftiest expectations, Xenoblade 3 is still an absolutely INCREDIBLE game, and the fact that I’ve felt compelled to devote *this* much time and effort to it (beyond my hundreds of in-game hours) should speak volume. Above all, it’s worthy of being a mainline Xenoblade game, and cements Xenoblades 1-3 as the greatest gaming trilogy of all time.

Also note that this writeup only covers the BASE Xenoblade 3 experience, without any Paid DLC beyond some outfits. I’m currently replaying the game *with* all the DLC, but I only started really experiencing said DLC near the end of this writeup, so it didn’t actually color it in any significant way. For reasons that should be obvious, I think games ideally should be reviewed without any of their Paid DLC, which can be a separate, later category to cover – though keep in mind, I have subconsciously been comparing a DLC-less Xenoblade 3 to a Xenoblade 2 with *all* its DLC.

Of course, I’m only talking about DLC affecting the Xenoblade 3 campaign – I did of course play through and 100% Future Redeemed last year. And while I try to separate the two, I should note one thing: FR not only being so damn good, but finally scratching my itch for a story that TRULY connects all mainline Xenoblade game, definitely made it easier for me to forgive XB3 some of its flaws. Sure, part of me wishes Monolith Soft could have learned how to perfect the Xenoblade formula just a bit earlier, back in 2022 let’s say – but really, I’m ultimately just delighted that the Xenoblade trilogy ended on such a high note. It’s been the ride of a lifetime, and will forever define me as a gamer.

Also, let’s all unite to get Mio into Smash Bros. 6 just to piss off the Fediverse's resident Pyra-hater Rasterman :)
 
FYI, The Prologue and Chapters 1 and 2 are currently awaiting moderator approval, that's why they're missing.
 
Goddamn that's a lot of text! I only read a few paragraphs for now due to lack of time (I hope you don't mind).
XB3 is the most recent game where i truly had a blast playing it, i'm glad that someone else liked as much as i did. Since there's so much shitposting surrounding the game, it's hard to tell if there are others who liked it too.
However i did like XB3 way more than XB1, haven't played much of XB2 because i'm dependent of emulators and it's the only one that runs like crap for some reason.
 
Heh, my ranking of the games is very different, but I obviously did enjoy Xenoblade 3 tremendously, and I'm currently replaying it with all the DLC, and an eventual Bonus Chapter for this thread is being planned after my current playthrough is over. I find pretty much any ranking of the Xenoblade games understandable, even Xenoblade X being put on top, because they each have extreme and unique strengths.
 
Heh, my ranking of the games is very different, but I obviously did enjoy Xenoblade 3 tremendously, and I'm currently replaying it with all the DLC, and an eventual Bonus Chapter for this thread is being planned after my current playthrough is over. I find pretty much any ranking of the Xenoblade games understandable, even Xenoblade X being put on top, because they each have extreme and unique strengths.
If only game journalist's who get paid way more than what they're worth did extensive work like this. This guy put the entirety of those lacks of shit to shame with his absolutely verbose review.

Man you need to open some sort of media outlet to share information like this to other people, make some money and get your hobbies appreciated by those who have a passion for it like you do.
 
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Xenoblade 3 Writeup - My second playthrough and the Paid DLC

Despite coming out so much later than the other 9 parts, this represents a continuation of my giant Xenoblade 3 Writeup from last year, essentially being the TRUE epilogue. It will cover both my updated thoughts on the game after now having replayed it, as well as a review of the Paid DLC.

Speaking of the DLC, you could of course argue that the TRULY true final part of this giga-writeup is my review of Future Redeemed – but of course, that was written way before I began the work on my actual Xenoblade 3 writeup. Then again, Future Redeemed itself is set over a thousand years before the main Xenoblade 3 story, so you could argue that wonky chronology is thematically fitting. Either way, on Varis I will be uploading my Future Redeemed posts as a separate Vars writeup, since while FR itself might not necessarily be a standalone story, my writeup doesn’t actually demand intense familiarity with all things Xenoblade going into it.

Now, I wasn’t actually planning to replay Xenoblade 3 this soon after the game first came out, but as I was working on the writeup, I definitely felt the urge to revisit the game in a more active way. Then it turned out that the game which I had planned to spend much of May and June 2024 on had been ruined by NoA trannylators (NOW they suddenly want to be faithful to the Japanese version- except that Vivian being a Trap and Femboy is still not the same thing as him being a Troon, so not even that excuse holds), which cleared up schedule nicely for a second Xenoblade 3 playthrough.

Gameplay Revisited

I gotta say, the game did an impressive job keeping me hooked from start to finish, especially considering how I nowadays seem more prone to getting burned out or struggling to maintain interest in long, story-heavy games. And yet Xenoblade 3, despite not even being a new experience (save for the DLC) had me playing for over 200 hours over the course of several months. Despite my gripes, the world is still so amazing and fun to explore, the story is still so gripping and well-written, and the cast of characters so likable and compelling that it becomes a game that you thoroughly enjoy spending time with, and it crafts a world that you can lose yourself in for countless hours. And perhaps most important of all in the case of a second playthrough, the combat system remains spectacularly entertaining and rewarding.

That said, my experiences with the battle system were uniformly positive during this playthrough. Replaying Xenoblade 3, I came into the game with a number of questions that I wanted to find the answer to myself, all of them combat-related. For starters, due to naturally being much better at Xenoblade 3 now than when I first started playing the game, I wanted to find out if Chapter 1 on Hard Mode truly was as brutal as I remembered it, or if it was simply my inexperience and lack of knowledge that had been my downfall during the first playthrough. Turns out that no, Hard Mode really IS that bullshit during Chapter 1.

A big problem is that both that motherfucking Ropl and Mr. Wild Ride are capable of inflicting you with the damage over time Blaze effect, which is absolutely DEVASTATING at such an early stage of your adventure, when Eunie’s healing is still pitiful. Even when maximizing Lanz’s survivability at the expense of his ability to draw Aggro (and his damage output shouldn’t even be a consideration at this point), he still wasn’t able to win the war of attrition with the Ropl at his normal level even after ALL the sidequests and available exploration has been tackled, meaning that this nigger remains the only Xenoblade story boss that I’ve ever had to actively level grind for. As for Wild Ride, he certainly didn’t feel any easier on my second playthrough – Chapter 1 combat is just too damn restricted for my new knowledge to make any meaningful impact. The one Chapter 1 boss fight that felt way easier was the battle against Team Mio – and only because I went into the battle knowing that I had to prioritize taking out Sena, because of just how much damage she dishes out.

As I mentioned in the main writeup, it’s such a crying shame that Chapter 1 forces you to ONLY control your team leader in battle, because simply the ability to control Eunie would almost certainly have enabled me to reliably activate her OP Talent Art before the party bites it, and at that point the battle will pretty much be won – Eunie’s Healing Ring just provides such outstanding, ongoing HP generation that even Blaze will be completely neutralized. Without grinding ahead of the Ropl, as well as refraining from using some of your Bonus EXP at the camp site ahead of the Wild Ride battle, you’d still have some decently challenging fights on your hand, but it would actually feel fair and balanced, while teaching the player invaluable lessons about the importance of switching characters during battle. It’s just SUCH a terrible design choice to restrict the player to going Noah-Only for all the Chapter 1 story bosses, because the AI characters are simply unable to pick up the slack.

After Chapter 1 however, my experience, knowledge and skills actually began increasingly paying off, and by Chapter 3, I know for a fact that I was defeating numerous Unique Monsters earlier and at lower levels that I had been capable of during my first playthrough. There were a lot of reasons for this, but a huge one was definitely me actually knowing what I was doing when it came to Chain Attacks, how to extend them as much as possible and how to optimize my damage output. And when I finally became about to Launch enemies the potential for monstrous chain attack damage absolutely skyrocketed, enabling me to defeat a bunch of Unique Monsters that I under normal circumstances had no business beating.

Far better utilization of the party’s various Ouroboros forms was also something of a gamechanger, as during my first playthrough I’d only gotten around to taking full control of those transformations during the postgame, which meant that that the CPU party members would frequently be morbin’ out when I didn’t want them to. And the Ouroboros transformation have so many uses, whether it’s giving you access to all sorts of exclusive, extremely useful moves, covering the battlefield in helpful party buffs and enemy debuffs, or just providing you with added longevity if you pull too much aggro. And as I mentioned during the main writeup, the way your characters can have Classes that stand in stark contrast to their Ouroboros form adds so many additional layers to teambuilding and battle tactics.

Some of my Unique Monster fights (and yes, my best battles were all against Unique Monsters as opposed to story bosses, more on the reason for that shortly) were almost unbelievably fun and epic, requiring me to use every trick in the book to eventually come out on top: chain attacks, party-wide revives, frequent character switches, all sorts of Ouroboros forms being used for a wide variety of different purposes, the works. As much as I love Xenoblade 2’s combat, by now I’ve pretty much fully come around to considering Xenoblade 3’s battle system to be superior.


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In less encouraging news, during this playthrough I actually got to test out the Disable Overkill option, and I had been hoping that not being saddled with a bunch of unwanted Bonus EXP from accidental overkills would at least somewhat ameliorate my issue with overleveling – but if anything, that problem became WORSE in this playthrough! Now, this wasn’t due to the Disable Overkill feature being glitched or anything like that, it worked as intended – it’s just that my improved skills enabled me to defeat more Unique Monsters, and defeat them earlier than when I first played through Xenoblade 3, and all the additional EXP that those victories netted me more than cancelled out the EXP reduction that a lack of overkills resulted in.

Because of this, not only did I end up just as overleveled as before by the time Chapter 5 rolled around, but even during much of Chapter 3 I was significantly outpacing the story bosses in terms of levels – the bad guys only briefly catching up during the difficulty spike that is Consul J. And obviously, the combination of higher levels and improved knowledge of Xenoblade 3’s combat meant that a number of story bosses that had been memorably challenging during my first playthrough barely counted as speed bumps this time around (and yes, this is all still on Hard Mode). It was already obvious that the game limiting the Level Down feature to the postgame was a huge mistake, but now the final potential excuse for this dumbass design choice has officially been deboonked.

Though curiously, the final boss is enough of a difficulty spike that I ended up EXACTLY matching his level during the final battle, so there’s that at least…

Despite my problems with being overleveled throughout a large chunk of the main story campaign, I still enjoyed my second playthrough of Xenoblade 3 tremendously from a pure gameplay standpoint – hell, it might have been even more fun the second time around. Not only did I have a greater understanding of the combat, but the game was no longer weighed down by extreme hype and sky-high expectations. As such, I was overall more accepting of the game’s flaws and shortcomings, and more appreciative of all the things that it does exceptionally well. I was able to enjoy Aionios more on its own merits and appreciative how great of a world it actually is to explore, as opposed to bemoaning how it doesn’t quite stack up to the Bionis, Alrest or Mira. This was hardly surprising (I’ve had a similar experience with plenty of games in the past, especially 3D Zeldas), but gratifying all the same.

Story Revisited

After finishing my original Xenoblade 3 Writeup, I finally started looking a bit into various info about the game’s story and persistent mysteries, primarily the actual lore drops and confirmations that Monolith Soft has given us. It was overall…somewhat less edifying than I’d hoped – though it IS interesting that the writers seem so hesitant about revealing what happens to the characters after the end credits, on the basis that this could potentially spoil events of later games. I had assumed that we were pretty much done with the Klaus Saga at this point, and that Xenoblade 4 would if anything be the start of a whole new trilogy, but it seems we might not actually be quite done Shulk, Rex and Noah’s stories after all. Personally, I find this quite encouraging, not just because I love Xenoblades 1-3 so much, but also because the events of Xenoblade 3 being acknowledged and actually influencing Xenoblade 4 would definitely lend more weight and importance to this game.

As for the stuff that Monolith Soft DID reveal, it was something of a mixed bag: first of all, it turns out that Lucky Seven does not actually house the souls of the entire Xenoblade 1 party minus Shulk, it actually only contains the soul of a single character, namely Fiora. So yeah, Fiora is now officially a Sword Girl, just like Pyra and Mythra! Still, that’s definitely NOT what came across in the Future Redeemed translation (it clearly made reference to multiple people), which means that not only did the trannylators try to INVENT a ridiculous, unsupported and lore-breaking “nonbinary” gender identity for Juniper, they also managed to straight up BOTCH an actual translation to the point of flat out misrepresenting notable story details. Shit like this is why we hate these niggers, and root for them all to lose their jobs to AI.

Another piece of information that caught my eye was Z being essentially being likened to an Origin system administrator – not its only or main administrator mind you (that would be Alvis, who Z did indeed refer to as his God during Future Redeemed’s opening), but an administrator nonetheless, one who got corrupted by the fear and desire for security that humanity collectively expressed during that fateful moment when the two worlds merged. This IS at least somewhat more palatable to me than Melia claiming that Z is nothing but a personified Concept – at the very least it shows that Z didn’t come out of nowhere, even if he DID end up eventually transcending his original existence and become a personified Concept later on, which would actually mirror what supposedly happened to N and M.

…also, I just really like the idea of Z being an admin, because that ultimately means that the Moebius are just whatever people he decides to make into moderators; that’s right, the Moebius were Jannies all along, which explains why they are so evil!

But surely, the weirdest and most surprising piece of information that I came across had to do with Riku. Turns out that it’s not reincarnation or the Nopon otherwise getting multiple lives in Aionios with his memories intact, he straight up is Immortal, he has lived for thousands of years and literally knows Melia from before Aionios even came into being! But here’s the kicker: ALL the Nopon in Aionios are immortal and have by now lived for thousands of years, not just Riku! The in-game data about their ages was fake news all along, they’re all fucking ancient, because somehow the rules of Aionios and even the cycle of life and death doesn’t apply to them (I assume they can’t have children either). This is quite the ridiculous reveal on several levels, and DEFINITELY something the actual game should have addressed; why Eunie’s Side Story teased that it would go into the special status of Nopons in Aionios, even forcing you to have Riku & Manana in your party, without ever actually revealing any of this is something I will never understand.

Honestly, this reveal is kinda world-breaking, and makes it hard to look at ANY Nopon you meet in Xenoblade 3 the same way again. I would also like to say that it’s completely unbelievable that these furballs could live for something like 100 times longer than they’re supposed to and still come across as completely normal Nopon, but then I *am* reminded of the case of Xenoblade 1’s Nopon Sage, who is canonically 9,999+ years old. Maybe you could make the argument that despite most Nopon not normally having extended lifespans, they’re all nonetheless psychologically equipped for it? I dunno, this reveal was still weird as hell to me.


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Keep in mind, I actually did my second playthrough of Xenoblade 3 before learning about any of this stuff, so it didn’t color my perception of the story as I re-experienced it, though of course I still brought with me my knowledge of what ends up happening over the course of the game, as well as the various revelations from Future Redeemed. That said, all that knowledge wasn’t necessarily as impactful as you might think; Xenoblade 3 doesn’t boast the crazy levels of foreshadowing that the first game had, which just recontextualizes SO many moments throughout its story once you revisit the game, nor does Future Redeemed transform your understanding of various key characters the way Xenoblade 2’s Torna DLC did for the main game (you’ll feel slightly more sympathy for N, that’s about it).

Sure, Xenoblade 3 does boast its fair share of nice foreshadowing, and obviously some really effective twists, but even back when I first played through the game completely blind it was quickly made clear that the whole stinkin’ war between Keves and Agnus is one big scam cooked up by Moebius, and that Aionios is a dysfunctional world hiding a dark secret, and so while the final reveal about Aionios might *seem* like the kind of earthshattering bombshell that changes everything, it actually, kinda doesn’t – at least not in a good way. Indeed, a number of Xenoblade 3’s big twists effectively serve to undermine the story that preceded them, primarily by making death feel cheap and temporary, and many of your actions ultimately seeming inconsequential. Ultimately, the game’s final chapter and ending being so thoroughly flawed essentially ensures that the prior (and superior) chapters aren’t really enriched or elevated by you knowing how it all fits together and how it eventually turns out, because Xenoblade 3 didn’t stick its landing.

But all of this does make me sound way more down on the story than I really am – Xenoblade 3 isn’t another Attack on Titan situation, where the ending is so bad that it greatly diminishes the entire story, and utterly ruins major characters. In fact, replaying Xenoblade 3 I found myself thoroughly engrossed and invested throughout the journey, again being blown away by just how good so many of the cutscenes and big story moments are, loving the characters (I’d partially forgotten just how awesome Eunie is) and, holy shit, does Chapter 5 still hit insanely hard! It turns out that while the way Monolith Soft wrapped up Xenoblade 3’s story was somewhat unsatisfying, it wasn’t nearly bad enough to undo all the good work that the game had done prior to that point.

Replaying Xenoblade 3, especially after already having completed my colossal writeup, did however help clarify my thoughts on Chapter 7 and parts of Chapter 6, and exactly HOW I feel they fail to live up to the rest of the game – despite them undeniably having a lot of good individual moments. Basically, the final stretch of the game’s story is weak because it essentially ONLY works due to all the momentum the prior chapters had generated, and all the good character writing already in place.

When it comes to resolving existing conflicts, late Chapter 6 and Chapter 7 range from good (how Consul J’s character arc wraps up) to underwhelming, but okay (N’s eventual change of heart) to TERRIBLY rushed (X and Y, ‘nuff said) – not a stellar record overall, but the drop in quality and consistency is somewhat obscured because of just how invested you are in the story and the characters by that point, which means that plenty of good and memorable moments are still naturally produced due to the sheer the number of important storylines being revolved at this point. Meanwhile, the last few NEW twists being introduced are generally of questionable quality or at least seriously lacking in some way or another, while the closest thing Chapter 7 has to a self-contained storyline (the Consul C side story) features storytelling that’s drastically inferior to pretty much everything that preceded it. Looking at Xenoblade 3 as a whole, it’s pretty clear that the story is running on fumes at this point, with the game barely being able to cross the finish line. By contrast, Xenoblade 1 pretty much paced itself perfectly, while Xenoblade 2’s final chapter represented the absolute peak of that game’s storytelling.

Of course, I also do want to give Xenoblade 3 its due: for the vast majority of the game, we’re talking about a narrative that’s both far more consistent and consistently good than what’s found in Xenoblade 2, while also boasting a significantly better cast of character and much more powerful emotional moments than Xenoblade 1. Purely in terms of individual scenes and moments, I still believe that this IS the single greatest Xenoblade story ever – it’s just a shame it stumbled towards the end.

I will however say that after replaying the game and reading up on Aionios and Origin, the whole convoluted origin (heh) story and state of Xenoblade 3’s world does gradually seem to make more sense, albeit with some major parts of the puzzle still missing, or not seeming to quite fit. But at least I do think I’ve finally figured out whether or not the party knew that defeating Z would mean the end of Origin and their current lives: Yes, they did know, because Nia eventually told them – not during the main story, but at the end of her Hero Quest. While this quest is reserved for the postgame, there’s actually nothing in it that couldn’t plausibly take place between Nia’s awakening and the Ouroboros entering Origin (as opposed to Melia’s Hero Quest, which is obviously non-canon). And at the end of this quest, Nia DOES explain that the final battle will spell the end for Aionios, and that their memories of what has transpired will be lost. While I definitely think this quest should have been available before the postgame, it does at least help patch up a potential plot hole once you finally get to it.

Another question that I might just have figured out the answer to has to do with the seemingly odd behavior of the Ouroboros pairs once they’re about to part, where they act like they’ll still live on in Keves/Agnus with their memories intact after the big separation. While the exact details remain hazy, Mio’s final diary entry DOES at least give you some idea of what happens after time again starts moving and the two worlds drift apart:

As the morning sun rises,
my lingering memories fade.

I no longer see your silhouette.
It's too far gone into the haze.

But, hey... it's all right.

I won't forget you. Not until we can meet again...

I swear it.

This tells us at least a few things: Agnus and Keves don’t instantly fade away the moment they separate, and life does seem to go on for at least a short while afterwards – meaning that Eunie probably DOES get the chance to try out Taion’s herbal tea recipe after all! The way these worlds come to an end also seems less abrupt than I had imagined, which I actually do find a somewhat comforting thought – it’s less like a switch being flipped to snap Agnus and Keves out of existence, and more like the characters are slowly waking up from a long dream. First the memories of the other world will fade, and then the world the characters reside in will itself gradually start disappearing, along with its population. The process ultimately seems…kinda peaceful? At the very least the dying moments of these worlds do seem less abrupt and brutal than I imagined them.

I still have plenty of problems with both the ending and the backstory, but I am increasingly coming around to the view that Takahashi does have a clear idea of what’s actually going on here, even if the way it’s conveyed in the actual game leaves a lot to be desired.


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Based Morality Revisited

Of course, another major aspect of Xenoblade 3’s writing has to do with the extent to which it was contaminated by Global Standards – as well as how much it actually ended up promoting positive and refreshingly countercultural ideas. On the whole, I definitely feel that what I wrote back during the original writeup still holds up – in part because me starting to replay Xenoblade 3 while working on the writeup did save me from committing a real boner when commenting on the game’s marked increase in dark-skinned characters. Sure, I still kept my original rant in the writeup simply because I found it amusing, but I did corrected myself towards the end.

As I concluded, the game’s share of dark-skinned characters is probably not even 10% - still a very noticeable increase from past Xenoblade games, but not nearly as egregious as I remembered it. I suspect my memories might have been colored by Fedi and Varis outrage about Xenoblade 3 supposedly being pozzed (many of the people complaining never actually having played the game, naturally). During my second playthrough I did wonder whether the relative paucity of darkies was something limited to the soldiers and their colonies, but no – despite a couple of notable City characters being of a darker complexion, the City as a whole actually remains very white! Hell, even Ghondor, who you’d be forgiven for perceiving as the ultimate Sassy Black Girl is only mixed-race, so the lone “major” City character who’s unambiguously black is Garrett, the leader of the Conservative faction, who is pretty much a non-factor in the main story.

Oh right, the City Conservatives, how come I didn’t actually mention them during the original Writeup? On the face of it, one would certainly think that the game labeling a group opposed to the heroes as “Conservative” would be an example of blatant shitlib propaganda, but in reality it’s not nearly that simple. Even on a purely superficial level, the fact that the Conservative leader is a black man already makes direct comparisons to the political scene of *most* industrialized countries somewhat awkward (the exception being the absolute disgrace that is the UK Conservative Party), but much more important is the fact that the word “conservative” in this context seems to be used very literally: the focus of the City’s conservative faction is literally to Conserve the status quo, to avoid provoking Moebius to the point where they decide to Morb all over the City and raze it to the ground. And these are hardly unreasonable concerns – Moebius destroyed the City a thousand years ago, and came EXTREMELY close to doing so again during Chapter 6.

And of course, I’ve already gone over in the original Writeup how Xenoblade 3’s ending seems to represent the ultimate vindication of the Conservatives – again, if you’re a City resident, why WOULD you want to end your relatively normal and peaceful existence in Aionios (no 10 Year Curse, no Forever War) just for a *chance* to be reborn outside of Origin? And while base Xenoblade 3 on the whole remains relatively unsympathetic to the Conservatives and their hostility to change (even though, as explained, they legitimately have way more to lose than to gain from said change), the later sidequests do actually make it quite clear that Garrett is a legitimately reasonable and compassionate man who effectively serves at Monica’s loyal opposition. And then later on we even got Future Redeemed, which gives us an actual main character representing and expressing the Conservative view, and not on accident either: Matthew’s sister, the buxom catgirl Na'el, literally ends up being the founder of House Doyle, the wellspring of City conservatism.

So to sum it up, I really don’t think the presence of Xenoblade 3’s Conservative faction is meant to be a “dig” against IRL rightwingers – and if it is, it actually backfires pretty badly!

There WERE however some culture war issues with Xenoblade 3 that became more glaring than ever over the course of my second playthrough. First of all, the game’s use of singular they was significantly worse than I remembered it, almost on par with how bad it is in modern Fire Emblem. And on the note of singular ghey, we unfortunately need to again return to our old friend Juniper. No, I still didn’t find any hint of actual “non-binary” identity in her dialogue, so the uses of singular they for that characters remains nothing but superficial cultural vandalism by the trannylators, possibly conspiring with Juniper’s English-language voice actress (who’s supposedly “non-binary” herself). However, this time I did make note of a potentially pernicious Colony Tau sidequest chain, which had somehow escaped my notice during my original playthrough, to the point where I legitimately had no idea what RehnSturm was talking about when he rightfully called it out on Fedi.

Essentially, the sidequest chain in question involves the realization that Colony Tau’s peculiar customs and traditions are nothing but the inventions of Moebius, more specifically the twisted Consul U. After this awful truth is exposed and we press F for U, naturally Colony Tau needs to turn a page on its backwards past. Now, in-universe this makes perfect sense, but in terms of how the “media literate” types will read it…you can probably see the issue here. And as much as I would like to say that ANY kind of long-lasting tradition being the product of malevolent conspiracies is an idea so obviously outlandish that nobody would try to apply it to the real world, my experience with left-liberals suggests otherwise – these are ABSOLUTELY the kinds of people who will unironically claim that groups of old, White men have from time immemorial used religion and tradition to keep women, nonwhites and sexual minorities down, rather than acknowledge the obvious – the whole reason that enduring traditions and ways of doing things endure is because they WORK, even if shortsighted people whose whole morality is based around the Current Thing can’t grasp that. So giving these mental midgets a storyline like this to latch onto is quite unfortunate.

It doesn’t help that the foremost character to cling to Colony Tau’s antiquated and dangerous traditions, the colony’s lieutenant Raine, will invoke all the sacrifices of the past and the will of fallen comrades – classic rightwing and conservative rhetoric – only for his intention to follow that path very nearly being the death of him, and his failures eventually causing him to abandon his old ideals. Again, in-universe this all makes sense, but the way it reads in a wider cultural context definitely leaves a bad taste in my mouth. In today’s cultural and political climate, where Cultural Marixists trample over all sorts of “oppressive” and “irrational” traditions (ultimately with disastrous consequences) because they are oblivious or contemptuous of the Chesterton’s fence maxim, the last thing we need is a storyline that pushes the idea that quaint customs and odd traditions that outsiders fail to understand really were just stupid and evil all along. And I’m honestly puzzled by just how I could have missed the disturbing implications of this quest chain the first time around.

On a more positive note, a problem with the game’s writing that I considered bringing up in the original writeup, but ultimately left out, actually ended up being subverted by a late Hero Quest. See, one thing that I during my first playthrough noted to my dismay was the game’s seemingly consistent use of “partners” rather than married, husband/wife, boyfriend/girlfriend etc. So another example of faggy genderblob language, right? Actually, no! Keep in mind, the characters stubbornly using this kind of language are talking to our party of former Keves and Agnus soldiers, for whom the likes of romance, sex and family are foreign concepts – so referring to your wife as your “partner” when talking to these characters, even though it falls shorts of conveying the true meaning of your relationship, does actually make sense in this context.

And this isn’t just some charitable interpretation a Xenoblade fanboy is pulling out of his ass to defend one of his favorite games – there’s a Hero Quest that blatantly backs up this idea! See, one of your earlier Hero characters actually turns out to be from the city, and is even revealed to be married (to a woman half his age, lol). Once the party first learns about the marriage, they simply perceive the man and wife as “Partners”, and the registered affinity link between the two characters is registered as somewhat neutral, as if the two are not actually all that close – reflecting that our main characters don’t really understand the true nature of this relationship. Later on however, after the Hero’s Ascension Quest (aka his second Hero Quest) in which his wife plays a major role, the party actually ends up gaining a greater appreciation of what it means to be married, and so the recorded relationship between the Hero and his wife goes from “Partners” to “Married”, the affinity link between them now being maxed out. A pretty neat and telling demonstration that language matters, and of how imprecise and “inclusive” language ultimately fails to convey reality.

Returning to the negatives for a moment however, Ghondor Vandham is definitely more of a Mary Sue than I was originally willing to admit. The real clincher for me was Nia’s Hero Quest, where the Queen of Agnus spends a solid paragraph gratuitously glazing Ghondor, to the point where even the moody mulatta finds it hella awkward. There’s also the fact that Ghondor barely ever receives any real pushback in response to her constant rude and disrespectful behavior (she’s very lucky Monica is White, because a black or Latina mother would surely have responded to a nickname like “Bitch Queen” with a resounding ass-whuppin’), and how she’s randomly depicted as super-smart (Ghondor having 35 TP is some real bullshit) in addition to already being the City’s finest warrior. Oh, and as various people pointed out in the replies to my original writeup, Ghondor straight up hijacks what’s supposed to be Sena’s Side Story! While that IS a very compelling quest in its own right, it would obviously have been much more appropriate as Ghondor’s Ascension Quest.

I don’t even personally dislike Ghondor, unlike quite a few other Xenoblade 3 fans (again, she’s like a Boondocks character plopped into Xenoblade, and part of me gets a real kick out of that), but she definitely gets shilled really hard by the game and enjoys some blatant favoritism, and it’s naïve to assume that this is completely unrelated to the Diversity quota that she fills.

On the whole, while I did observe some new negative elements throughout my second playthrough, I still think Xenoblade 3 qualifies as a +2/-2 game on my Based Morality Scale – and keep in mind, the points I’ve discussed for the past few pages are relatively minor in the grand scheme of things, certainly in comparison to what I went over in the original writeup. That said, given how this is the kind of stuff you definitely won’t see critically discussed in any normiespace Xenoblade 3 review, it was still nice to get a chance to go over some of my more recent observations, as well as address issues (primarily about the Conservative faction) that I originally left out because my writeup was already fucking ginormous.



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Paid DLC – Costumes

Of course, for my second playthrough of Xenoblade 3 I didn’t just bring with me all of the additional knowledge and new perspective that I had acquired, I also changed up the actual game a fair bit with new content added by its 30 dollar Expansion Pass. Now, in these tempestuous times of video game pricing controversies (ESPECIALLY with regard to Nintendo games), this section of the writeup might seem tailor-made for an in-depth discussion of whether or not the Xenoblade 3 Expansion Pass is actually worth the money – but I’m not actually gonna do that.

Why? Because it’d be an extremely uninteresting discussion, that’s why. Xenoblade 3’s Expansion Pass just so happens to include the Future Redeemed prequel to XB3, which was literally my 2023 GOTY. So yeah, no shit the Expansion Pass is worth 30 bucks, hell, Future Redeemed on its own would be extremely good value for that price. So unless you absolutely hated Xenoblade 3, the Expansion Pass is a no-brainer. However, Future Redeemed was such a great experience that I found it worthy of its own separate writeup (which I’ll at long last get around to sharing on Varis, seeing how THIS writeup has now finally been completed), so it won’t actually be covered here. Instead, I’ll be dealing with everything else that’s included in the Expansion Pass.

First of all, you do get a bunch of new outfits for your party characters. The first set of outfits released were the least interesting ones, only consisting of recolors of the canon outfits (though I will say, I actually much prefers Taion’s recolored outfit to his regular fit). The later waves of outfits however included a bunch of neat Xenoblade 1 and 2 throwbacks, and most importantly, the motherfucking swimsuits!

Now, I’ve been somewhat down on these swimsuits in the past, mainly because my girl Eunie’s bikini is fucking RUINED by that goddamn sarong that covers up her butt! As an ass-man, that instantly turns what *should* be the best outfit of the lot into the worst. That said, Mio and Sena’s swimsuits are quite good – Mio’s skirted bikini shows a fair bit of skin, while Sena’s skintight wetsuit accentuates her lovely buttocks like crazy! Seriously, this might just be the best of the lot – just have our girl with the gall climb a ladder, then zoom in the camera and position it strategically and – oh boy, is it getting hot in here?

That is something I’ve come to appreciate more about Xenoblade 3’s fanservice as of late – admittedly, in response to the bullshit Xenoblade 2 fanservice controversy, Monolith Soft had clearly been told by Nintendo to not have the girls in XB3 be too scantily clad (despite Xenoblade 2 being by far the most successful game in the series, and both Xenoblade 1 DE and Xenoblade X DE on the Switch getting away with more gratuitous fanservice than even 2 boasted), which is of course a crying shame. However, you can definitely tell that Monolith Soft was still committed to celebrating the female form even within these constraints – hence the marked rise in tight, form-fitting pants and shorts that our 3 main girls can equip. Again, I’m an ass-man, so I can’t help but take note of and applaud this development.

Mio especially gets some genuinely good DLC fanservice outfits – not just due to her cute bikini, but also because her Consul M outfit (not technically part of the Expansion Pass, but part of a later free update that enables you to unlock her M look in the postgame even without the Mio Amiibo) has her caked up like crazy! This is *slightly* unfortunate, because I personally tend to sexually Mio LESS than the 2 other main girls (and yes, Chapter 5 is a big reason for that), but the catgirl is of course still very cute and desirable, and less of course does not mean never, so I still very much appreciate the Mio fanservice – I just wish we weren’t denied Eunie’s beautiful bikini bottom…



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Paid DLC - New Heroes

That’s enough coomer talk for now tho, it’s time shift our focus over to something of significantly more substance, namely the two new Hero characters that the Expansion Pass brought us. And I must say, they’re quite well integrated into the base game – in stark contrast to Xenoblade 2, where I’d strongly urge everyone to avoid using DLC Blades like Crossette and Corvin until well into the postgame, since they straight up invalidate all other Blades of their kind (Bitball- and Chroma Katana users respectively). I have no fucking idea what Chuggaaconroy was smoking when he decided that it was a good idea to awaken Crossette something like 10% into his Xenoblade 2 LP, because the DLC power creep in Xenoblade 2 was insane, and Crossette on her own can pretty much trivialize all of the base game. It’s pretty damn obvious that the likes of Crossette, Corvin and Fiora were designed for the DLC-exclusive Challenge Battle Mode, which dramatically ramped up the difficulty (more on this later).

Meanwhile, the Xenoblade 3 DLC Heroes are actually not only properly balanced, they even complement the existing roster of Hero characters very nicely. Wisely, Monolith Soft decided to not add a new Attacker, since Attackers already comprised a MAJORITY of all Hero characters (10 out of 19), despite only being 1 out of 3 main class roles in the game. Sure, offensively oriented characters are fun and all, but such a lopsided focus on a particular class role and playstyle is still not ideal – and it was made all the worse when you consider that only 3 out of 19 base game Heroes belonged to the Defender class! Of course, you also had Lanz and Mio’s Defender classes, but still, the tanky boys and girls really did get snubbed hard.

All of this is to say that Ino is a very welcome addition to the game – all the more so because she becomes available quite early, not all that far into Chapter 3. Having another Defender be available for the bulk of the main adventure really does help round out the Hero selection and gives you a lot more options for team building. Moreover, Ino’s class is actually really fun, her being a dodge tank with some nice tricks up her sleeve. Sure, we already had one type of evasion tank in the form of Mio’s original class, but I see nothing wrong with Xenoblade’s perhaps most iconic defensive archetype (previously repped by fan favorite characters like Dunban and Morag) getting more love. And Ino does come equipped with some tools that help her stand out, like a Break art, and various ways to massively increase her damage output each time she gets revived after being incapacitated. This is a very neat comeback mechanic that a Blade like T-elos from Xenoblade 2 utilized to stunning effect, and while Ino (being a tank rather than a glass cannon) doesn’t quite achieve the same level of face-melting damage output, this skill definitely helps patch up her offensive- and aggro-grabbing shortcomings, meaning that even if she fails to heed Piccolo’s command, she can come back stronger than ever and quickly reclaim the enemy’s attention – an essential quality in a tank. So I’d say Ino is a good and well-designed Defender, without being crazy fucking busted like Xenoblade 2’s Corvin.

Speaking of design, we do need to talk about how Ino looks – she’s a super cute robot girl, and her connection to Nopons and blatant Xenoblade 2 references make it extremely obvious that she’s meant to be Xenoblade 3’s answer to Poppi. Hell, you can even upgrade her over the course of the game, in a manner similar to Poppi (no Tiger Tiger grind tho, thankfully!). Fun fact, Poppi Alpha is actually my favorite character in all of Xenoblade – bet you wouldn’t have guessed that! Yeah, I really don’t post nearly enough Poppi content…

Now, initially I found it kinda bizarre that Monolith Soft would go out of their way to add Not-Poppi to Xenoblade 3 as a Hero, when they could just include, you know, Actual-Poppi instead? I mean, both the postgame AND the DLC adds characters from previous games as Heroes, and we know Poppi is actually not trapped within Origin. On closer examination tho, I get it: Ino is meant to be a Hero that you can use from pretty early on during your very first playthrough, and if you tried to fit Poppi into that role it would not only create minor plot holes, it would also open one big ol’ can of worms when it comes to Xenoblade 3’s connections to the past games, which is a mystery that’s supposed to be explored slowly and cautiously.

As such, I appreciate Ino even more now that I understand why she’s here instead of Poppi. Robot girls are almost always a hit with me, and while Ino offers very little of the depth and understated, yet brilliant character development that made Poppi such a phenomenal character, she’s still very lovable – and in terms of design, I might actually PREFER her to all 3 Poppi forms, she really is exceedingly cute. Overall, an excellent addition.


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Masha, the second DLC Hero, unfortunately ended up being quite overshadowed initially – but not necessarily by Ino! Sure, I’m quite confident that the adorable robot girl was the more popular Hero overall, but what *really* caused Masha to initially get overlooked was the fact that the very same Nintendo Direct segment that first showed her off also revealed the new DLC Challenge Battles and, oh yeah, MOTHERFUCKING FUTURE REDEEMED! That 10-second clip of Shulk and GigaChad Rex facing down Evil Alvis caused mass freakouts within the Xenoblade community, and ensured that Masha was pretty much the last thing on the minds of Xenoblade fans.

That said, Masha would eventually go on to become a respected and appreciated addition to Xenoblade 3’s Hero roster. Not only is she very pretty, but her class is quite potent as well. Xenoblade 3 did a fantastic job coming up with a number of unique Healer classes that represented fun and fresh takes on the healer role, and Masha’s Lapidarist class is yet another successful example of this. An offensively oriented healer, Masha specializes in healing damage when hitting enemies, especially when those hits are critical, as well as putting down fields that heal allies whenever they use an Art. As such, she obviously incentivizes Arts Spam and high-crit strats reminiscent of Xenoblade 2’s crit healing, though not as overpowered and braindead – though that’s not to say that her class isn’t very good: effects like boosting critical hit rates, massively boosting critical hit damage AND greatly boosting damage when in range of a field are all obviously extremely desirable, especially when the character heals the party as well. All I’m saying is that Masha is not nearly as busted as somebody like Xenoblade 2’s Fiora, a DLC Blade who deals some of the highest DPS in the entire game *while being a Healer who can casually restore the party back to full health just by using her Lacerate special attack*. Though I guess it did nicely foreshadow just how devastating Lucky Seven would end up being…

In addition to their uses in battle, Ino and Masha both come with a couple of Hero Quests each. The first round of quests are quite Meh, while the later two quests are a lot more interesting, though still probably less compelling than the majority of base Xenoblade 3 Hero Quests . That said, Ino’s second quest does feature an extremely hype instance of Xenoblade 2 memberberries, and Masha’s second quest includes some surprisingly poignant world building for the City (from which she hails), so they’re hardly bad, just somewhat underwhelming overall.

On the whole though, I’d definitely say that Ino and Masha are worthy additions to Xenoblade 3 that enrich any playthrough, whether your first or your fourth. Their inclusion does wonders for early- and mid-game teambuilding, and they’re actually properly balanced so that they don’t singlehandedly lower the game’s difficulty level.

Of course, there were another two additional DLC Heroes added to Xenoblade 3 besides Ino and Masha – though these are extremely limited in scope, and can basically just assist you in battle. Which is a shame, because they could have potentially been the most awesome inclusions of them all, considering how it’s Shulk and Rex we’re talking about here! However, given how these Heroes were never advertised as becoming available outside of Future Redeemed in the first place, they’re very clearly here as pure Bonuses – and given just how insanely OP our boy Rex proved to be in Future Redeemed, maybe it’s just as well that we don’t gain access to his class in Xenoblade 3, since it would presumably render the 10 other Attacker classes obsolete. It IS a bit shocking however just how rushed of an addition this pair of legendary heroes obviously was – hell, you don’t even get any unique dialogue from Shulk when visiting Colony 9 with him in your party! But even so, it’s still nice to have them here in Xenoblade 3’s main world, especially since the DLC’s single biggest addition (outside of Future Redeemed) DOES find some good user for them.


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Paid DLC - Challenge Battles

Given how much I enjoyed Xenoblade 3’s combat, I was naturally very excited for the new challenge battle mode. Xenoblade 2’s challenge battles had been something of a gamechanger, not only radically ramping up just how hard Xenoblade 2 bosses could be (the base game Superbosses were generally underwhelming), but introducing various brand new mechanics like the Awakening status, as well as the ability of certain bosses to straight up shut down your party gauge (not only disabling chain attacks, but also your ability to revive fallen party members). And beyond a much-needed difficulty spike, XB2’s selection of Challenge Battles were quite memorable, ranging from taking on Xenoblade’s infamous giant monkeys and an absolutely BRUTAL showdown with Xenoblade X’s Elma + her Ghost Factory (the true version of this fight took me 59 minutes to beat, and then battle had a 60 minute time limit!) to getting to reenact Jin’s assault on that Ardainian Titan Battle Ship, and a lengthy gauntlet of Nopon battles to prove that Tora is the bestest Heropon ever!

Sadly, the Time Attack battle mode added to the Xenoblade 1 Switch remaster was not anywhere near as good. The battles were way easier, way less interesting, and the whole mode just felt like an afterthought. It of course didn’t help that Xenoblade 1’s combat system just isn’t nearly as good as the one its sequel boasts. But as I’ve mentioned numerous times by now, Xenoblade 3’s combat is thoroughly excellent, so how do its Challenge Battles fare?

Well, overall I’d argue that they occupy something of a middle ground between the mediocre (Xenoblade 1’s mode) and the masterful (Xenoblade 2’s mode). The first few challenge battles are certainly forgettable affairs, that have you fighting wave after wave of weak trash mobs, but later battles do deliver you some good matchups, like having you take on Consul N and Consul M at the same time (in the base game you only had individual battles against them), as well as fights against the likes of Shulk and Rex, and Segiri and her twin. Hell, there’s even a massive, multi-wave battle against almost all your Hero allies, only this time their special abilities are supercharged!

But by far most creative is the battle that forces you entire party to utilize the Soul Hacker class – you know, the one that can steal Arts and Skills from Unique Monsters (of which this game has tons of). I played around with this super neat class a fair bit more during my second playthrough than I had during my first, and came away really impressed by the dozens and dozens of new and unique attacks that it gives you access to. It’s also by its nature a class that offers crazy levels of customization, including the ability to have the class function as an Attacker, Defender or Healer, so you absolutely can construct a viable party consisting of ONLY Soul Hackers, and have all 6 of your party members play completely different – and this challenge definitely acted as a skill check to make sure that you hadn’t been neglecting the class.

However, one undeniable weakness of Xenoblade 3’s challenge battles has to do with their, well, challenge. Simply put, they’re really fucking easy! I was playing on Hard Mode, and yet even the toughest challenges only took me a handful of tries to overcome. They might actually be easier than the base game Superbosses – and they’re DEFINITELY weaker than even the slightly souped up versions of said Superbosses that you can choose to rematch after beating them the first time, let alone the strongest possible version of them (again, the strongest Superboss can be rematched at LEVEL 200!!). Sure, I get that Xenoblade 3 didn’t have the same kind of power creep that Xenoblade 2 had with its DLC content, and I’m not asking for Bringer of Chaos-levels of difficulty here (that difficulty setting is stupid as hell anyway) – but when your DLC Challenge Content is less challenging than battles already found in the base game, somebody somewhere absolutely did fuck up.

Thankfully, Xenoblade 3’s DLC does have one final ace up its sleeve, because in addition to the Time Attack challenge battles (the direct equivalent to similar bonus battles in Xenoblade DE and Xenoblade 2) its Expansion Pass also introduced a brand new type of battle mode, called the Archsage's Gauntlet – and this one is actually VERY interesting. Basically, it’s a rogue-like (yeah yeah, I know, that’s something of an overused and arguably played out gimmick at this point, but hear me out) mode where you pick one of you 6 party characters, who will be the ONLY character who you can control throughout a long series of battles. But here’s the actually cool part: As you go through this gauntlet, you keep getting opportunities to recruit randomly selected Hero characters to fight alongside you. Your first few battles guarantee you a small selection of affordable Hero characters so you can quickly get a viable (if small) party up and running, but from then on they quickly become way rarer and more expensive.

What this means is that you’ll usually end up with some makeshift, often unbalanced party that’s RADICALLY different from anything you can normally have access to in Xenoblade 3. In every other situation, your party only has room for a single Hero character – but in Archsage's Gauntlet, it can contain up to 6 of these guys. And why yes, this DOES mean that you can make yourself a Xenoblade 3 party that includes Shulk, Rex, Melia AND Nia! Sure, it’s a shame that you can’t actually take control of the Hero characters, but I still greatly appreciate how this mode opens the door to countless new team configurations (remember, with the DLC Xenoblade 3 now boasts a whopping 23 different Heroes!).

And there’s way much more to Archsage's Gauntlet than experimental team compositions – as you beat stage after stage you keep getting new opportunity to spend the money earned from your battles to buy all sorts of random upgrades, both straightforward improvements to your combat capabilities as well as more risky Curses, which sharply improve certain attributes of yours at the cost of making you worse off in other respects. And even beyond that, there’s time management to consider: as you battle you’ll have to ensure that your ticking Nopwatch doesn’t fully deplete, because if it does you’ll be hit with a number of absolutely crippling penalties, including Arts recharge slowing down to the point that you’ll practically be limited to just your auto-attacks. So just pay to have your Nopwatch refilled whenever the opportunity arises, right? But the problem is that refilling your Nopwatch becomes more expensive the more times you pay for it – so if you still have like 40% of the Nopwatch time remaining, won’t paying to have it refilled be something of a waste? At the same time, you REALLY don’t want to be leave the refill to the last minute and thus place yourself at the mercy of RNGesus.

And this is why the roguelike aspect of Archsage's Gauntlet works so well for it: since it’s random which Heroes and upgrade opportunities you get presented with, no two playthroughs will be the same, some runs will feel Blessed while others will feel Cursed, and you’ll keep having to change up your tactics depending on the opportunities and obstacles you’re presented with. And there’s just so many different ways to approach this mode: do you play it safe or do you play it risky in terms of waiting for the perfect Heroes and upgrades? Do you go for longevity or DPS, do you min-max like crazy even at the cost of suffering a few Curses - or perhaps you come up with ways to take advantage of High-risk Nopwatch strategies, by for example investing in the skill that increases your damage output the less time you have left, while simultaneous buffing your auto-attack at every opportunity so that you can keep fighting even if the watch runs out of time?

And all this doesn’t even cover the actual battling and all the strategies you can employ there, both team-based and individual ones. One really nice combination for dealing with mobs of enemies was Ethel’s Flash Fencer class (which very quickly charges up your Talent Art *and* has a Power Charge Art that boosts the damage of your next Art used) and Gray’s ranged Violent Streak AOE Talent Art, but I’m sure there are tons of other cool combos you can come up with just for your player character – which of course plays into what kind of Heroes you will want on your team. Oh, and it’s not like you’re just fighting waves of trash mobs – there’s mini-bosses and full-blown bosses to fight as well, and the hardest gauntlet even throws in a bunch of additional random elements and surprise boss battles to REALLY keep you on your toes.

As should be obvious by now, I really dig Archsage's Gauntlet, and think that it elevates Xenoblade 3’s Challenge Battles from a disappointment to something that’s at least as good as what Xenoblade 2 offered. My big problem with it simply comes down to length: the Gauntlet: Pro took me several hours to complete, and that’s only because you get credit for beating it just by clearing the first 70 stages; in actuality, there are a total of *140* stages that you can go through! And it’s not like you can save in the middle of these gauntlets either, so this daunting time commitment that a single session of the Archsage's Gauntlet can demand does undermine its otherwise excellent replay value. I very much wish Monolith Soft had come up with ways speed up the Archsage's Gauntlet experience, by for example ramping up the difficulty more quickly in exchange for letting you earn more money and be presented with more upgrades to buy.

But again, Archsage's Gauntlet is on the whole a brilliant addition to Xenoblade 3, and it even makes for a really good time sink, since there’s just so many things you can spend your hard-earned Challenge Mode money on. The same also goes for the Time Attack battles btw, and in this respect it’s actually quite a bit better than Xenoblade 2’s Challenge Mode, where you didn’t really have a lot to work towards after buying all the DLC outfits that you fancied. If it hadn’t been for the fact that I’d already sunk more than 200 hours into my second Xenoblade 3 playthrough outside of the Challenge Mode, I’d probably have devoted a lot more time to it than I actually ended up doing.

Without Future Redeemed, would the Expansion Pass still be worth 30 bucks? No, naturally it would not – Future Redeemed is obviously the main reason to buy the DLC, and that was always gonna be the case. Still, the non-Future Redeemed DLC does have a lot to recommend it, and if it was priced at 15-20 dollars I would have considered it quite reasonable. Xenoblade 2’s selection of non-prequel DLC was still substantially more impressive (and a lot of it was even free!), but that speaks more to just how strongly XB2 was supported after its launch than to any inadequacy with XB3’s downloadable content, which is very solid in its own right.

Conclusion

Replaying Xenoblade 3 didn’t really produce any groundbreaking new insights, but it did confirm that it really is an incredible game despite its shortcomings, and didn’t rely on Hype (and the accompanying Cope) to be a great experience – if anything, the hype-factor held it back somewhat. Ultimately, I’m just tremendously pleased that I got to enjoy another modern JRPG of this caliber, and that Xenoblade still manages to maintain sky-high standards – and of course, that the Xenoblade 3 journey would end on such a high note with the release of Future Redeemed.
 
But surely, the weirdest and most surprising piece of information that I came across had to do with Riku. Turns out that it’s not reincarnation or the Nopon otherwise getting multiple lives in Aionios with his memories intact, he straight up is Immortal, he has lived for thousands of years and literally knows Melia from before Aionios even came into being! But here’s the kicker: ALL the Nopon in Aionios are immortal and have by now lived for thousands of years, not just Riku! The in-game data about their ages was fake news all along, they’re all fucking ancient, because somehow the rules of Aionios and even the cycle of life and death doesn’t apply to them (I assume they can’t have children either). This is quite the ridiculous reveal on several levels, and DEFINITELY something the actual game should have addressed; why Eunie’s Side Story teased that it would go into the special status of Nopons in Aionios, even forcing you to have Riku & Manana in your party, without ever actually revealing any of this is something I will never understand.

Honestly, this reveal is kinda world-breaking, and makes it hard to look at ANY Nopon you meet in Xenoblade 3 the same way again. I would also like to say that it’s completely unbelievable that these furballs could live for something like 100 times longer than they’re supposed to and still come across as completely normal Nopon, but then I *am* reminded of the case of Xenoblade 1’s Nopon Sage, who is canonically 9,999+ years old. Maybe you could make the argument that despite most Nopon not normally having extended lifespans, they’re all nonetheless psychologically equipped for it? I dunno, this reveal was still weird as hell to me.
I played the DLC myself recently and I think the idea is that it's not nopons that are immortal, but anyone who came directly from their original worlds without being "born" in Aionion. So Riku (Riki's son), but also Shulk, Rex, Melia, Nia, etc. They live in real time (which is stopped) instead of Aionion time.
 
I played the DLC myself recently and I think the idea is that it's not nopons that are immortal, but anyone who came directly from their original worlds without being "born" in Aionion. So Riku (Riki's son), but also Shulk, Rex, Melia, Nia, etc. They live in real time (which is stopped) instead of Aionion time.
Hmm, that would certainly explain Melia and Nia (they naturally have extended lifespans, but not to THAT extent), but my impression was always that Shulk and Rex were brought into Aionios by Z purely as a desperation move to help him stop Alvis/Alpha when he went rogue, so they didn't actually live long enough in Aionios to test this theory.

That said, if this interpretation is accurate these characters ARE effectively immortal in Aionios, certainly they will never die from old age (though they will presumably perish along with Aionios once the Annihilation Effect finally devours that unstable world). It's just really weird to me to think that the likes of Manana and Bambam have lived for thousands of years.
 
Hmm, that would certainly explain Melia and Nia (they naturally have extended lifespans, but not to THAT extent), but my impression was always that Shulk and Rex were brought into Aionios by Z purely as a desperation move to help him stop Alvis/Alpha when he went rogue, so they didn't actually live long enough in Aionios to test this theory.

That said, if this interpretation is accurate these characters ARE effectively immortal in Aionios, certainly they will never die from old age (though they will presumably perish along with Aionios once the Annihilation Effect finally devours that unstable world). It's just really weird to me to think that the likes of Manana and Bambam have lived for thousands of years.
Rinka mentions at the end of her questline that her and Rex and Panacea and Shulk came from their own respective worlds instead of being assimilated into Origin, and that nobody knows why.
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Manana and most of the other nopons probably have a normal lifespan and are descendants of the nopons who were transported to Aionion like Riku, or maybe Riku is the only one and Origin has some way of replicating nopons too. I doubt they are all immortal.
 
Ah, Xenoblade 3. A game that I sunk a collective FOUR-HUNDRED-TWENTY-THREE HOURS INTO, and I thought, I want to play this game again, a fresh save, on Hard mode! What could possibly go wrong?

Such. Naivete.

You weren't kidding about how brutal it gets, especially that early game. So, I felt like cataloguing all the fights that gave me trouble, and how I defeated them, if I can remember.

As an aside, this playthrough taught me that the "First blood" and "Back in action" prompts in the chain attack are role specific. Why yes, It DID take the start of a third playthrough after over 400 hours of playing for me to finally catch on, thank you for asking.

(In the middle of writing this, I looked back at some videos of my playthrough I recorded on the switch, and an honorable mention goes to the tutorial battle against the Light Flier's to use Eunie's healing ring. I'm pretty sure they killed Me on my first attempt, and they killed Eunie and Lanz on my successful attempt. I STRUGGLED TO SURVIVE IN A TUTORIAL BATTLE ABOUT HEALING. HOW??

*Drifter Ropl*: Yeah, this guy was pretty much impossible without grinding an extra few levels. Eunie straight up couldn't outheal the damage He dealt to Lanz, and since you can only control Noah (Hell on Earth, Monolith...), It was just a game of numbers. You could call this Guy overtuned, but it was really the lack of party control that, I find, makes Him hard. In fact, on my successful attempt, in the final 30 seconds, Eunie was already dead, Lanz was taken out about 10 seconds later, and the only reason I won was because He kept switching aggro between me and Mwamba, evening out His damage output, allowing Me to clutch a victory.

*Three Mios*: These guys weren't too bad. I did die to them once, but on the next attempt I focused on Sena and took Her out from the start. It was smooth sailing from there... Nah, who am I kidding? On my successful attempt, in the last 30 seconds, Eunie was dead (again), Lanz and I had VERY low health (less than 200 for both of Us), while Mio (the only one left) had about a third of Her health left. Thankfully, Her damage output was low, and I used enough arts for an Overclock Buster that allowed us to finish Her off. Two clutch victories in the first chapter alone, hard mode is certainly not pulling any punches.

*Moebius (D)ick*: This fucker was, much like Drifter above, impossible without extra grinding. Pretty much every attempt brought Him down to very low health, but eventually He would overwhelm Lanz, and the rest of Three Noahs would fall shortly afterward. I even had an attempt where His health bar was EMPTY, but I already had died prior to that, so.... I did eventually beat Him by leveling up to eleven, but that meant having to backtrack ALL THE WAY BACK TO THE CAMP (skip travelling was disabled, and I had just leveled up off Three Mios). And, of course, after hitting level 11, D folded like a chump. I didn't think one level could make such a difference, but so it goes. Eunie didn't even die in the last 30 seconds, come on hard mode, step it up!

*Ethel*: I died to Ethel twice, mostly because everyone was in different classes, with little synergy. Once I swapped everyone to their defaults, Ethel wasn't too bad.

*Moebius (K)illjoy*: I beat this Guy on my first try, but MAN did He make me work for it! While I don't remember the specifics, I'm pretty sure I was switching to the healers a lot to keep everyone topped up, but I also stuck to Noah as often as possible to maximize damage and get Breaks. I also beat Him without using chain attacks, meaning I got to hear that finale part of the song, and I have to say, hearing that part kick in as I edged closer to victory, while still being kept on my toes, was some of the most engaging shit I have ever felt in a video game, since a long time. And Noah getting off that final back thrust to seal the deal, was just icing on the cake.

*Valdi*: Valdi was surprisingly hard, taking my party down several times before even getting close to taking down even One Levnis. However, that was because I focused on the Levnises. Once I focused on Valdi, He went down pretty quickly, and the Levnises collapsed not long after. I don't know if He had some special effect on the Levnises that made them really strong, or something, but I could believe that, given it's Valdi.

*Moebius (Q)/ Prototype Dorrick*: This guy... I couldn't beat without chain attacks. His AOE attacks are so powerful, and everyone, save the Attackers, would all huddle together and line up to die. This was before the next boss showed to Me how vital manually controlling the healers really was, so this was a lot of bashing my head against the wall, using chain attacks where I could to avoid deadly attacks. I didn't record the last part of this battle, so I don't remember my team comp., but it was probably a mishmash that didn't synergize that well, apart from using Noah to break and hope for the best (There's so many customization options, even at this stage of the game, that it's pretty overwhelming). I also overkilled this Guy, to gain some levels in preparation for... the next Boss. You know who it is.

*MOEBIUS (B)ASTARD: It's that time. Easily the hardest boss up to this point. This tanky Bastard shits on Yiazmat. FOR FUN. Retarded jokes aside, in most of My attempts, I could barely get this Guy down to even a FIFTH of His health before He wiped the party. The defenders simply can't keep aggro due to them constantly dying, so the healers join them in death shortly after reviving and trying to heal them. I tried giving Ouroboros Eunie Liberty Wing as a last ditch save, but that accomplished nothing, everyone would die regardless, and since the healers are the only ones left alive prior to the revival, they have the aggro, so that's the end of that. After getting destroyed repeatedly, I decided to try your strategy of sticking to Eunie and keeping up the healing and staying out of range of His attacks. This worked quite well for the most part, even getting a SMASH in the early parts of the fight... until, with a third of His health gone, while trying to revive Taion, I accidentally sheathed my weapon, which empties your arts, so I got owned in short order.......I'll save you the rant on why reviving and sheathing taking the same button prompt is incredibly stupid. I know that there's an animation for reviving that telegraphs what you're doing, but in the heat of the moment against this Fucker it's really hard to tell. After that fiasco (and Me being incredibly salty), I tried again and got wiped just a few minutes in. Since I was getting frustrated to the point of boredom, I decided to give up for the time being and go do sidequests to try and power up the Ouroboros forms. This was all in spite of Me using chain attacks, mind you. They were barely doing any damage, this Guy really is that spongy.

After all that, I started thinking about whether I should make more attempts at this early stage of the game. I thought, maybe I could wait until I have all Ouroboros forms, perhaps wait until I unlock art canceling, For Human OR Ouroboros. Is Zeon's all-purpose topple art really worth bashing my head against this brick shithouse,for possibly hours on end? So, after unlocking Nopon Champion and continuing towards the Urayan Mountains, it's 10PM at night, I have work in the morning, this Fucker niggling in the back of my mind, and I think, "one more try." So, I head back to face Him with a gameplan: Noah and Mio are defenders (Noah is Nopon Champion for the break art, Eunie/Taion are in their defaults, Lanz and Sena are attackers. I figured grouping the Ouroboros pairs by role would work out in the long run. Zeon's also here, because He has to be, but His topple art was ESSENTIAL to my strategy. Getting consistent breaks, topples, and dazes was the name of the game, especially during a chain attack, to keep the Bastard down so I could safely heal my team. It all worked for the most part, but, unfortunately, Noah and Mio kept dying and losing the aggro, and with two-thirds of His health down, I got wiped. It was disappointing, yet, there was hope. The strategy was consistent, and quite effective, but I needed a way for the defenders to keep the aggro, so I could run all the way to the bank with it. It was then, that I remembered the perfect accessory.

(*NOPON DOLL*) "When incapacitated, aggro does not reset, but remains at 60%."

This. This was the clincher. This perfected the strategy, and allowed me to FINALLY beat this fucker into the ground. With the nopon doll, the defenders never lost the aggro. Even when Noah (whom had it equipped) died, Mio or Zeon would take the aggro, and when Noah was revived, He would either take it back, or the other two would die and He'd regain it anyways. I noticed throughout this attempt, Noah would switch to Ouroboros quite frequently when He was low on health, allowing Him to stall out His death for a while. This also meant B would be striking an invincible target, with only His AOE attacks doing anything. I stuck to using Eunie and Taion for the entirety of this fight to control the support. That healing ring came in handy quite a few times, Taion's evasion boosting ring was no slouch either, and I would constantly run over to Lanz and Sena and give them the attack boost. Now, I don't know what Noah was on, but in all but ONE of the five or six chain attacks I initiated, He would ALWAYS BREAK. That Dude had a fucking SCORE to settle with this Moebius (can't imagine why...). Honestly, Noah and Zeon tag-teaming B with break->topple was just SO satisfying to watch, like old friends teaming up to take down the big bad at the end of the journey.

Watching B's Health dwindle more and more had my heart pounding, even more than the fight with K. It was getting SO tense at the end, the final 30 seconds practically tells a story all its own. Noah activates Ouroboros, B fires off an atomic cannon that kills Eunie (Me). I switch to Taion to revive Her, and once I do, B launches a Blast Wave that drops all non-defenders to low health. I desperately try to heal with Taion, but B blasts Him with a blaze party and kills Him, prompting Mio to cry out "TAION", before She deals the finishing blow.

THAT. WAS AWESOME. Rarely do I feel such intense satisfaction after taking down a brutal Boss fight. Usually, I'm like "oh, thank God that's over. never again." This fight, however, I can't really explain why. Maybe it was the feeling of "oh I'll just come back later and steamroll this Guy." Maybe it was to prove I CAN do this. Maybe it was because putting it off for later would make me a giant pussy (it's probably that last one). Well, I don't know if any future fights will be anywhere NEAR how memorable and difficult that fight was, but who knows what the future holds. "There are infinite possibilities, based on the paths we choose", after all, and I'll certainly update this post with any more difficult fights I come across.

Now, since I have Xenoblade 3 on the brain, something I wanted to mention was a detail I haven't seen anyone else really mention: the Ouroboros Boys all have dicks. Seriously. I was checking out Noah's Ouroboros form and just happened to notice a part that... "stuck out" (please shoot me). Personally, I love this detail. With the artificial constructs of Communism, feminism, and faggotry waging war on the male body, and Masculinity as a whole, it's a nice reminder that, yes, Men have dicks, and no, that is not to be DISPARAGED, you spoiled fruitcakes! Masculinity is to be CELEBRATED! I love Xenoblade's subtle details like this. They always add so much more to the world, and setting.
 
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