And finally, here’s my old writeup of Xenoblade 3’s Future Redeemed DLC prequel. And yes, back in the day I really DID expect to have the Xenoblade 3 writeup done before Future Redeemed arrived, I absolutely had no idea just what kind of a behemoth that thing would grow into – though in my defense, Future Redeemed itself ended up arriving far earlier than anyone expected.
As late as it will be, I at least expected to have my Xenoblade 3 writeup done before its DLC campaign came out, and I still think I would have (no you wouldn’t, lol – Future Christi) if Monolith Soft hadn’t out of the blue changed its release date from autumn to fucking spring! When does this even happen, a game coming out half a year earlier than originally planned? I guess Monolith must have been struck by divine inspiration that made the entire development process go without a hitch.
Because the Xenoblade 3 Future Redeemed DLC campaign really is just that shockingly, remarkably brilliant. When FR it was first announced, I considered Xenoblade 2’s Torna prequel story to the gold standard for this kind of DLC, but FR is not only unquestionably superior to Torna, it’s in fact so much better that the gap between the two is almost comparable to the gap between Torna and the seemingly superfluous Xenoblade DE epilogue Future Connected. Compared to other DLC campaigns available at the time, Torna was so spectacular that its flaws barely seemed to matter, but Future Redeemed suddenly throws them into sharp relief: Here’s a DLC adventure that’s not only lengthier than Torna, it’s one that achieves said size increase without any notable padding, which was extremely evident in Torna, with its Filler story quests and dozens of FORCED sidequests. FR has an even bigger world to explore than Torna, and not only does it feel denser and even more packed with things to see and do, but unlike Torna it doesn’t recycle a whole massive area from the base game (FR *does* remix plenty of locations from Xenoblade 1 and 2, but none of those places existed in Xenoblade 3, and when I say remix, I mean it. The world of Aionios is special that way).
While Torna was just a Xenoblade 2 prequel, Future Redeemed outright continues the stories of Xenoblade 1 AND Xenoblade 2, while fleshing out the backstory of Xenoblade 3, and in the end it decides to go beyond even that. And sure, Torna delivered an amazing new battle theme, a lovely city theme and some great remixed songs, but its brand new area themes weren’t all that special (a weakness shared with Future Connected and arguably even Xenoblade 3), whereas in Future Redeemed ALL the new area themes are instant classics. Of course, the new battle theme is again fantastic (even Future Connected got that one right), but this time the final boss theme is far better still.
While it suffers from none of Torna’s weaknesses, Future Redeemed shares pretty much all its strengths: like Torna, it takes the gameplay of the Xenoblade game it’s based on and polishes it, refines its mechanics and adds a bunch of new ideas, many of which you never even knew that you wanted, but which work out superbly. In some ways, FR felt tailor-made for me personally, because it recreates the extremely tight gameplay loop of Xenoblade 1, where (if you made sure to nab all the generic sidequests whenever you first entered a new area) you’d be constantly rewarded just from exploring, picking up collectibles and fighting monsters, while seemingly always being able to upgrade your character in some new way. I absolutely loved this aspect of Xenoblade 1, and was really sad to see later Xenoblade games largely water it down in the name of streamlined mechanics and a quality-over-quantity approach to sidequests (admirable in theory, but Xenoblade 1 was one of those rare examples the shitload of generic quests actually worked to its benefit if you played the game like I did).
However, Future Redeemed not only revives Xenoblade 1’s approach to exploration, it vastly improves on it, ditching the 6 gorillion sidequests and random achievements for well-established and natural exploration- and affinity goals in each area, goals that include adding enemies to the bestiary (yes, FINALLY a mainline Xenoblade game with a bestiary!) by killing a certain number of them, adding collectibles to the Collectopedia (better handled than in any previous Xenoblade game), discovering landmarks and locations, harvesting ether, uncovering secret treasure, rescuing City refugees etc. In addition to this making exploration consistently rewarding, the actual rewards themselves are often truly useful, offering crucial upgrades to your playable characters that genuinely helps you in battle. And even when the rewards are underwhelming, the affinity points you earn will always help you upgrade your characters in different ways.
And of course, this isn’t just any old world you’re exploring – it’s a Xenoblade world, meaning that it’s absolutely massive, yet lovingly crafted and impeccably designed, full of stunning vistas and memorable landmarks, with no invisible walls and loading times between areas to break immersion. If anything, the design is better than ever, a number of secrets being ingeniously hidden away, or requiring you to jump off steep cliffs down to barely visible platforms, or on that very note, even engage in some honest-to-goodness platforming in order to reach them. And that’s not even getting into how the new ether line mechanic (constructed by materials you collect in the overworld during exploration, showcasing some fine synergy) helps connect the world further, even letting you outright create zip lines made of energy that give you access to remote locations. One type of ether lines even let you quickly reach areas high up in the sky, which comes across as an early preview of what to expect in Tears of the Kingdom.
Speaking of Zelda, here’s something BotW was NOT known for: A vast variety of different monsters, another area where Future Redeemed (like all Xenoblade games really) excels, and like Xenoblade 3, it also handles the Unique Monster feature absolutely perfectly, meaning the world is effectively full of optional boss battles that are often more challenging and interesting than the story bosses. In addition to the expected loot, defeating a Unique Monster rewards you with a new Quick Travel point that is the UM’s tombstone, where you can also refight the monster whenever you please. Another great thing about UMs in Future Redeemed is that unlike in Torna, they’re introduced very early, giving you access some really tough and exciting battles even before you’ve assembled a full team, helping make the early-game and its combat a lot more interesting and fun. Also, FR has a proper Hard Mode, as opposed to the Fuck You Mode labeled Bringer of Chaos in Torna that accompanied its overly easy Normal Mode.
As for the actual combat itself, the battles are extremely entertaining. While FR lacks the amazing customization options of Xenoblade 3, its comparably short length means this isn’t really an issue, especially because the aforementioned upgrade system means your characters will be receiving new and helpful upgrades all the way up until the final boss, thus avoiding the risk of growing stale. Furthermore, each character having a clear, set role in battle throughout the adventure means you’ll become more familiar with what each can reliably do and not do, which in turns means that you’ll probably be able to better take advantage of the mid-battle switching feature than in Xenoblade 3, where you were so frequently putting characters in new classes to build up class experience and unlock new abilities that it often came at the expense of party synergy. As a result, in FR I ended up taking control of and making good use of far more of my party characters during individual battles than I would usually do in Xenoblade 3 battles, finally making the most of one of Xenoblade 3’s best new additions to the Xenoblade series. A number of the new classes are also extremely fun and offensively oriented, with even the healer classes making good use of attack-up items and gems.
And just like Torna, Future Redeemed also reinvents the established battle system in various ways, like with new customization options for chain attacks, greater control over when to Smash or Burst launched enemies with Unity attacks (and DAMN does it feel satisfying to smash enemies in this game!), Unity pairing battle buffs, modified Fusion Arts etc. However, at the end of the day combat in Future Redeemed is basically Xenoblade 3 combat revolving around a bunch of really cool new classes, and really, that’s all it needed to be, since base Xenoblade 3’s combat was already excellent, and even after more than 200 hours I hadn’t come close to getting bored with it (make that 450 hours now J)