Xenoblade Chronicles 2 Review

The true sequel to the best-loved contemporary JRPG is unrestrained in its ambition, and the result is a chaotic kind of brilliance.

Xenoblade Chronicles 2 is a fantastic RPG and a welcome addition to the Nintendo Switch library. You'll spend several dozen if not hundreds of hours exploring Alrest and all it has to offer, and it only gets better the more time you sink into it.

Rex is a boy whose virtues are so gleamingly obvious and uncomplicated that they threaten to render him friendless. He spends his days industriously, niggling at sea beds in a Victorian diving costume - all brass and glass curves - salvaging trinkets from wrecks. Only the bare minimum of the profits Rex earns from this work are kept: he dutifully sends the rest home to support his distant, impoverished family. Together with his friend and father-figure, Azurda, a dragon-Muppet on whose back Rex rides (and, rather rudely, on which he has erected a rusty salvage crane) the pair tour the cloud sea without complaint or quarrel. Who can stand to be around that kind of blinding decency for long?

Xenoblade Chronicles 2

  • Developer: Monolith Soft
  • Publisher: Nintendo
  • Platform: Switch
  • Availability: Out December 1st on Nintendo Switch

Certainly not the writers of Xenoblade Chronicles 2. They soon interrupt Rex's wholesome routine with the offer of a freelance contract accompanied by such an eye-wateringly tall fee that Rex agrees to the job before asking for any of the details. Naivety and virtue have always been the twin characteristics of the RPG protagonist: the former is necessary to draw the hero into the story's grand mess, the latter to empower them to triumph over it. But it's one of only a few clichés to be found in Xenoblade Chronicles 2, a game that is just as wildly ambitious and imaginative as its celebrated predecessor. Once he becomes a killer, even Rex becomes bearable.

In Xenoblade Chronicles 2, humanity is a parasite that lives on the backs of Titans, continent-sized mythical beings whose limbs stretch as great plains off into the distance, whose spinal columns rise like the Himalayas, and whose guts drop like caverns. The Titans are so tall that the clouds through which they once burst have become the sea on which humans sail. They're also, it turns out, dying. And when a Titan dies it's bad news for everyone who live on its surface: their world collapses.

It's a setting in which the team at Monolith Soft, who, earlier this year, provided support in building the latest version of Hyrule for Nintendo, flourish. Every landscape is, at once, beautifully familiar and alien: we recognise the fields and copses, the rocky outcrops and dizzying cliffs, but the arrangement is pleasingly off. Trails lead upward in grand spirals. The Titans' bodies provide meshes and struts, femurs and columns that take you up, up, up through vast natural cathedrals.

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This much was also true of the Wii U's Xenoblade Chronicles X, a pseudo spin-off to the 2010 original which provided similar exploratory joys. This formal sequel, however, is a much more focused piece of narrative work in which you're bustled along clear plot lines via story missions pausing only, if you so wish, to aid the residents of the various cloud cities you visit. These side-missions are often plain, but they serve a grander purpose: as you, for example, clean up the industrial pollution spoiling a local river, or solve some local petty crime mystery, you enrich the city (your civic relationship to which is quantified by a five-star rating), unlocking new items in the local shops as you do so.

Those who choose to ignore the little problems along the way are nevertheless kept well-occupied. Rex soon meets Pyra, a curious and guarded woman who, it seems, everyone wants a piece of. Rex, in his naivety, decides to become Pyra's protector. He pledges to deliver her to Elysium, a place where they will both be safe from the crashing death of any Titan. The damsel-in-distress cliché is upset by the fact that Pyra is a Blade, a character upon whom Rex wholly relies to provide power and energy to him in battle. Without her, he is a weakling. As with the humans and the Titans, through symbiosis, the pair's fates are intertwined.

The relationship also provides the framework for the game's battle system, arguably its brightest and most intricate jewel of design. In battle your three party members (each of whom is supported by a Blade like Pyra) automatically attack enemies. As they do so, they build meter which can be used to execute more powerful 'Arts'. Arts, when powered up, can be strung into wild combinations, toppling enemies before sending them spiralling into the air, ripe for the finishing move that's delivered with a virtuosic flourish. Individual Arts can be set on a per character basis, and separately levelled up, and the Blade you use to support each of your characters further alters the strategic options that are available. The system is revealed slowly, so that, even in its most chaotic latter stages, an able player will be able to keep track of precisely what is happening among the firework display of particles and barked war-cries.

New Blades are unlocked regularly via crystals. These work a lot like loot boxes in that you never know which one you're going to get. While most common Blades that you collect are generic, occasionally you'll unlock a special named Blade, a legendary fighter with exquisitely drawn accompanying art and full voice acting, and collecting all thity-odd of these rare beings becomes a Pokémon-esque occupation.

The vast majority of Blades grow in power and abilities through either use on the battlefield or when specific criteria are met. Poppi, a steam-powered robot, is a notable exception, with an entire minigame associated to her development. New parts for Poppi can be scavenged via an Atari 2600-style arcade game, in which you must guide a diver toward the seabed, dodging hazards and collecting coins and flotsam. It's a terribly involved time-sink, but with every Blade, the benefits of investment extend far beyond the battlefield. Each Blade comes with other 'field' skills which, once improved, enable you to unlock treasure chests, create shortcuts and, in some cases, open up entire new areas of the world.

These core systems combine to compelling effect. Every action contributes to progress in another area, so no effort ever feels like it's misplaced. As with so much of Takahashi's work, including the barely finished Xenogears, however, the game is filled with bright ideas that aren't quite fully explored or exploited. The cloud sea, for example, is tidal. When the clouds gather around the Titan continents, like mist on the shins of a forest, access to some locations opens up and others closed down. Stay a full night at an inn and the tides change. Ingenious, except the concept is barely used.

Occasionally too, the game's freedoms become impediments. Battling a group of monsters in the wild is risky as passers-by may be inspired to pile in. You may defeat a particularly strong enemy (known, grandly, as a 'named monster') only to be defeated by an opportunistic weakling who spied an opportunity to take down a beleaguered squad. Likewise, in a world that is built with such architectural abandon, all vertical spirals and warren-like chambers, Xenoblade Chronicles 2's map is utterly unfit for purpose. By far the greatest frustration in the game is trying to figure out where the arrow you are following intends for you to go; hours can be lost to the game's poor automated plotting, and kindergarten-esque map.

For all its ingenuity - and this is a story equally and tastefully tinged with humour and tragedy - the game's script is let down by some risible voice acting. The two leads, Rex and his co-fighting companion Nia, are expertly voiced with pleasingly regional accents (in particular, Nia's thick Welsh twang never fails to delight) but the supporting cast is unendurably poor. The game also suffers, as Takahashi's work has in the past, from character design that plays to anime's worst provincial tendencies. The simpering Pyra eventually reveals hidden depths on the inside, but her back-ruining bust is nothing short of an adolescent assault on human biology.

Xenoblade Chronicles 2 is a crunchier, more chaotic proposition than the rest of Nintendo's recent output, then. Monolith Soft either doesn't have the resources or the relentless tenacity to explore every one of its game mechanics with the rigour and finality of Nintendo EAD. But while the game's individual components are far from pristine, in combination they prove irresistible. And as with Rex, it is to the wrinkles and idiosyncrasies that we are ultimately drawn, and ultimately convinced.

Action Role-Playing Game Review -

Xenoblade Chronicles 2 (2017)

Game reviewed on Nintendo Switch

Reviewed by Brady Painter - 3/8/2020

Visual Representation of Dialogue

3.5

Visual Representation of Sound

4

Visual Cues

5

Controller Vibration

5

Visually Engaging

5

Multiplayer Communication

N/A

Overall Score

4 out of 5

When I first saw Xenoblade Chronicles 2 marketed in 2017, I considered buying it for quite a long time. However, I was hesitant to purchase it because the combat mechanics and gameplay seemed confusing. Please note that I have never played any other Xenoblade title before. After I caved in and bought the game, I quickly realized I was wrong to be skeptical about it. The fascinating plot, enhanced by dynamic characters and challenging combat mechanics, focuses on the world of Alrest. The planet is covered by a sea of clouds and inhabited by giant Titans and humans alike. Some humans (referred to as “Drivers”) can summon magical combat spirits (“Blades”) in battle. The game follows the adventures of one Driver, Rex, as he accompanies his Blade to Elysium, her homeland.

The opening cutscenes of Xenoblade Chronicles 2 introduce you to the world of Alrest with subtitles displayed by default. Yay! However, as the subtitles are white with a fine black outline, they are somewhat difficult to read during bright or light-colored scenes. I would have preferred a dark, semi-transparent background for the subtitles. The game also does not provide the option to alter the color or size of the subtitle font, and speaker labels are not provided during cinematic cutscenes. This can be frustrating, as deaf and hard of hearing gamers will have to scan characters’ mouth movements to see who is speaking at the moment, and cutscenes occur quite frequently during gameplay. Thankfully, the game offers speaker labels during in-game interactions, but I would have preferred them to be used throughout.

Subtitles with speaker labels are provided during interactions with Non-Player Characters (NPCs), but you cannot interact with every NPC. Subtitles are even used when NPCs are speaking to themselves, a cool feature that makes the game more engaging and appealing to deaf and hard of hearing gamers. While I appreciate the extensive use of subtitles in Xenoblade Chronicles 2, I was disappointed that the game does not provide them during combat scenes or for dialogue spoken between party characters outside of cutscenes and NPC interactions. For example - during combat, party members will shout various catch phrases like, “I could do this with a blindfold!” or, “This will be a walk in the park!” Likewise, if it gets dark when you are out exploring, Rex sometimes asks, “When did it get so late?” and another character replies, “Do we really have to stop and rest when we’re having so much fun?” I would have never known these conversations occurred if not for my hearing boyfriend. Without subtitles for these interactions, deaf and hard of hearing gamers may miss out on enjoyable dialogue, character development, or even hints that help with game progression.

The tutorials in Xenoblade Chronicles 2 are more extensive than I’ve ever seen because the combat mechanics and skill progressions are so complex. In fact, tutorials continue almost halfway through the game. In terms of accessibility, the tutorials are generally comfortable to read. When a keyword is discussed, the font color will change to orange, ensuring you can identify the keyword and make progress in the game.

On top of helpful and accessible tutorials, the game also provides fantastic visual cues to aid with navigation and collection of various items. These visual cues are easily distinguishable from the rest of the environment and vary depending on the object or location they mark (e.g. dig site, treasure chest, ladder, etc). Specifically, the quest markers, which indicate how many steps and in which direction to go, are easy to follow and color coded (red - main quest, blue - side quest). These come in handy as the world continues to grow in complexity and the landscapes become larger, allowing little details to be overlooked. The collectible objects are important because they bolster the physical and magical stats of your characters, in addition to the main skills progression system.

Chronicles

While the visual cues for exploration and discovery of collectible items are clear, I personally had trouble getting used to the cues provided during combat. Due to the complexity of combat mechanics, the game often uses various overlapping visuals, which can be difficult to distinguish from each other. However, after doing some level grinding, the cues become more helpful, allowing you to deal more damage with combo and elemental attacks. Another accessibility feature I appreciate is the use of specific controller vibration patterns when new skills or game features are unlocked. This comes in handy, as the game contains a lot of visual information that may be distracting. I found it nice having the controller vibration alert me to an advancement in the game.

Overall, I am extremely pleased with Xenoblade Chronicles 2. The character development, story line, combat system, and accessibility features allowed me to have an enjoyable and immersive gaming experience. The subtitles are on by default, cover most of the dialogue in the game, and are comfortable to read. Likewise, the easily distinguishable visual cues and controller vibrations are helpful when navigating the game. I recommend it to anyone who enjoys spending hours level grinding and exploring. The world of Alrest provides such lush environments, engaging personalities, and captivating local lore, that it instantly hooked me from the opening cutscene and never let go.