How Xenoblade Chronicles 3 sent me into actual depression – A Questionable Masterpiece
Hey guys, this is Monolith Soft guy,
after having done a short joke video and the service video for newcomers, I felt like like I owe the game a little more in-depth look, now that I've finished the main story and am knee deep in my new game plus, doing all the side content.
This can never be a definitive review, if only because the game is way too fresh on the market and only time will tell where it ends up ranking among previous Xenoblade-games. But for those who played the game themselves and want to hear other voices, I will talk about what worked and what didn't in this video. There will be spoilers, so if you haven't finished the game, I recommend stoping the video now. Anyway, let's go:
Worked: Characters
What absolutely worked is the characters of your party. Unlike other games, there was basically no delay between starting the game and falling in love with every single party member. Marketing and trailers might have helped, but the game doesn't wait hours before each member has had their character arc to flesh out their personality. One reason for this is that every party member is revelant to the story at any given time. Comare this to Xenoblade 2 where Tora had his arc in the Mor Ardain factory, Zeke had his arc in Tantal and then it became quiet for them. Not so in Xenoblade 3, where all 6 party members naturally interact with each other and the occurring events, never making anyone feel like an afterthought or 5th wheel. And yes, Eunie is precious.
Didn't work: Empty environments
This became more frustrating the longer the game went on: Every colony, every settlement of sorts looks empty and has these super broad streets that would let 4 to 5 hummer jeeps drive next to each other. My inner fanboy tried to rationalize this with the pragmatic nature of Aionios' world, but even then it's just too damn empty. Compare the locations of XB3 to dense towns like Torigoth, Fonsa Myma or even Xenoblade 1's Colony 9 and there's no comparison really. So much visual detail can be found in Xenoblade 2's towns, whereas Xenoblade 3's locations are comletely sterile for the most part. You'd think there'd be at least spare parts, levnisses on standbye or or other ressources lying around, but nothing. Just vast, empty streets. Even for the cruel world of Aionios, this was too little and made settlements immensely less interesting to explore compared to previous games.
Worked: Sidequests
While the main story of Xenoblade 3 can be finished in a good 40 hours, the game does the same genius "trick" that Cyberpunk 2077 did: Sidequests are extremely relevant for the overall story, be it because of additional information, learning more about other characters or unlocking important features. This isn't like those random sidequests from past Xenoblade-games that you played because they existed, no, these are sidequests that might as well be part of the main story, but just happen to be optional. A fantastic way of creating meaningful side content. I would hope more developers adopt this style for their long-winded jrpgs, as it lets more casual players finish the main story more easily, but rewards those of us willing to put in the time and effort. It's really day and night how great the sidequests in Xenoblade 3 are compared to the first two games.
Didn-'t Work: Cheap looking cutscenes in the last two chapters
Honestly, this is what makes me think Monolith Soft ran out of budget as they neared end of development, because they certainly didn't lack time. Just have a look at this cheap looking cutscene from the final showdown in the game. You'D think this is where Monolith Soft would put in the most effort, but what we get are these basic looking air ships fyling like they're from an early Xbox 360-game. And just so you understand what I'm comlaining about, these are similar cutscenes from Xenoblade Definitive Edition and Xenoblade X. I won't even mention Xenoblade 2's ending cutscene that was pure hype. Xenoblade 3's cutscenes start out great up to the emotional peak in chapter 5. But then something must have happened and they began to look too simple, not as exciting as we'd exect from Xenoblade, and simply cheap at times. Fortunately, the very last cutscene returns to the high quality of the beginning of the game, but it's a bummer that Monolith Soft couldn't keep it up during important scenes in the game's showdown.
Worked: Battle Music
Not much to say here, except: Mitsuda really nailed all those pulse-driving battle themes. My favorite is easily the song that plays when you're fighting the consules. Reminds me of the Thundercats-opening song, if you're old like me and remember that cartoon show. So good.
Didn't Work: Vaguness
Whether or not Takahashi went for some meta message there, leaving so many questions unanswered, important questions, left a lot to be desired. Hence why a lot of people hope for the DLC to focus on the Founders and how origin came to be and what really happened before the merging of worlds. It's up to anyone whether this is a big point of criticism or not, some people like stories that don't answer questions, other peole want to know all the details. Considering there's at least 3 characters in the game that should know ALL the answers, it's very much an intentional choice not to tell the players. Personally, I wanted to know more and I still hope that the DLC will do some answering.
Worked: Story
Hyperbole incoming: Xenoblade 3 features the best story not only of all the Xenoblade-games, but pretty much any video game I've ever played. That is because its story isn't about some fantasy world and fantasy characters – at its core, Xenoblade 3 is about death, the meaning of life, and how to cope with loss. And that is told to the player both on a traditional layer of watching the party members experience these relatable events, as well as on a meta layer that directly addresses the player, subtly breaking the 4th wall.
When Z and the consuls watch these poor Keves and Agnus soldiers murder each other and it's all fun for Z and his underlings, and sitting in a movie theather althewhile, too, then even talking about how they can just make "new ones", as in "create new soldiers that will fight and kill each other", it's almost like Takahashi directly attacks the player. "This is you", he says here, "treating virtual lives just like Z, simply because you have the power to do so". And he's not wrong.
The most impactful part of the story was the end, however. As the finale went down, N and Z were explained as being villains because of their desire to keep the world from changing, to stay in the "endless now" forever. Eventually you defeat Z and prove to him that life must go on, that there is no meaning without change. And thus the game reaches its conclusion. It doesn't answer many questions, as mentioned before, but the final cutscene is quite enjoyable nonetheless. However, what really hit me at the end was how I had become Z. I didn't want the game to end. I wanted more. Inside me, I was screaming for answers, for more chapters and I was a bit upset how meaningless the end of the story felt at first glance. As someone who's suffering from depression, the sudden realization that playing this video game was just as meaningless as Z keeping up the "endless now", waiting for the slow, but guaranteed destruction of the world, sent me into a several day lasting depressive low. Instead of continuing with new game plus immediately, I didn't play the game at all for 3 full days. It took me that time to realize that the story of Xenoblade 3 wasn't actually meaningless, and thus the time I spent with it wasn't meaningless either. Ulltimately, Xenoblade 3 tells a story about making the most of life and accepting the inevitable. I'm not personally there yet, but as a message it couldn't be stronger, and I think a lot of people will be able to relate in similar ways I did.