Entertainment

Xenoblade Chron­i­cles: De­fin­i­tive Plays Like a Dream

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MISHAWAKA – Xenoblade Chron­i­cles: De­fin­i­tive Edi­tion is a re­worked ver­sion of a nine-year-old clas­sic. Fans have been over­joyed at the over­hauled vi­su­als and au­dio, as well as all the new changes to the game­play it­self. 

As a fol­low-up to my piece last week beg­ging for peo­ple to buy this game, I fig­ured I should ex­plain how the game works in­stead of sim­ply telling the story. So, al­low me to in­dulge my­self in an­other ar­ti­cle on this mas­ter­piece. 

As I’ve men­tioned, Xenoblade Chron­i­cles is a JRPG, or Japan­ese Role-Play­ing Game, so it in­volves side quests, a con­vo­luted main quest, a cav­al­cade of com­plex char­ac­ters, cus­tomiz­able equip­ment, in depth skill-trees and enough mul­ti­pli­ers and sta­tus ef­fects to fill dozens of spread­sheets. It also fea­tures a real-time com­bat sys­tem. This sys­tem means the char­ac­ters in your party will au­to­mat­i­cally at­tack the en­emy you are tar­get­ing if you are in range. This frees the player to fo­cus on the spe­cial at­tacks, or “arts,” that each char­ac­ter has, all of which have more uses than one would im­me­di­ately sus­pect. 

The com­bat is in­cred­i­bly sat­is­fy­ing, given that the game shows you all the op­tions, and then says, “hey, it’s all you now, champ.” The more ex­pe­ri­ence you earn and the more lev­els you gain, the more abil­i­ties and skills you will be able to em­ploy in the al­ready-re­ward­ing fights. Given that it is a real-time com­bat sys­tem, you have to make your plays in mo­ments, de­cid­ing whether to heal a low-health team­mate, pro­tect them with a de­fen­sive art, or just try to whit­tle the en­e­my’s health down be­fore it deals you the killing blow.  

How will you know the killing blow is com­ing? Be­cause this game has one of the most cre­ative trans­for­ma­tions of a plot point into a game me­chanic that I have ever seen. You may re­mem­ber I men­tioned the pro­tag­o­nist, Shulk, is able to see vi­sions of the fu­ture. Well, that lit­tle de­tail is won­der­fully im­ple­mented in the game­play; dur­ing com­bat, Shulk will oc­ca­sion­ally fore­see an at­tack from any en­emy tar­get­ing the party. What de­ter­mines if Shulk sees the vi­sion is how dan­ger­ous the at­tack is; an at­tack that would wipe out one or more mem­bers of the party will likely ap­pear in a vi­sion. The in­for­ma­tion per­tain­ing to the vi­sion, who will at­tack, who will be at­tacked and how much dam­age the at­tack will do stays in a box in the top right of the screen ac­com­pa­nied by a timer un­til that fu­ture is made real.  

The hope is that you can ei­ther use an art to heal, de­fend or warn your team  if the char­ac­ter you are cur­rently play­ing as can­not ef­fec­tively pre­vent that fu­ture from hap­pen­ing. Not only is this an ex­cep­tion­ally clever bit of game de­sign, but it is also rel­a­tively unique, as no ma­jor ti­tle be­fore or since has had any­thing like it. These vi­sions also serve as an­other vari­able the game uses in later fights; some en­e­mies are al­most im­pos­si­ble to beat with­out the use of these vi­sions and chang­ing the course of the fight through them is su­per grat­i­fy­ing. 

Af­ter the com­bat comes the tra­ver­sal. Xenoblade is pro­lific for its en­vi­ron­ments; for a game tak­ing place on the corpses of two long-dead gi­ants, there are some gor­geous lo­cales. Gaur Plains is a vast, multi-tiered plain full of cat­tle-, di­nosaur-, bird-, and tor­toise-like crea­tures. Satorl Marsh is a bi­o­lu­mi­nes­cent swamp that is misty and serene dur­ing the day but turns into an Au­rora Bo­re­alis-themed wa­ter park at night. Makna For­est is a lush jun­gle with gi­ant crys­tal de­posits and In­di­ana-Jones-es­que rope bridges span­ning half-a-dozen chasms and gorges. My fa­vorite area, one I will not spoil, is called Sword Val­ley, and that is all I will say. 

Now, I have talked at length about the story, en­vi­ron­ment, and ba­sic game­play. I say ba­sic be­cause there are plenty of mi­nor me­chan­ics that come into play be­hind the scenes and add aux­il­iary ef­fects to char­ac­ters and abil­i­ties, and I could write an­other ar­ti­cle about those alone. Don’t worry, I will not, be­cause even I only have so much free time. I will con­clude with this: if any­thing I have said in­ter­ests you in the slight­est -- the game­play, the story, the en­vi­ron­ments, the me­chan­ics -- all of those make this game worth a buy on their own mer­its. I love this game, and I want noth­ing more than to share it with as many peo­ple as pos­si­ble. Thanks for let­ting me stay on my soap­box for two weeks.