Aside from story missions that advance the plot, there are affinity missions that develop individual characters, basic missions to collect items or hunt monsters, and normal quests that tell smaller stories within the overall narrative. Speaking of objectives, there are a wide variety of ways to spend your time in XCX. Even without a particular objective in mind, exploring Mira is a joy in and of itself. Areas are laid out on the Wii U Gamepad in colorful hexagons, and planting probes at specific locations will reveal the surrounding terrain, as well as unlock fast travel to that spot. (More on that later.) In line with the game’s central theme, one of the most important things you’ll do is map out uncharted territory using a system called FrontierNav. Traversal is fast and smooth, especially once you’ve unlocked the ability to pilot a Skell - your very own outrageously stylish, fully customizable giant robot. XCX is a visually stunning game that’s easy to get lost in for hours at a time, its massive world easily rivaling this year’s other open-world giants like The Witcher 3.
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Each of its five continents represents a distinct biome full of secrets to discover and vistas to behold.
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However, I feel confident in my ability to assess it as a whole and will update this review if any late-game story content significantly changes my opinion.)įar more interesting than the central narrative is the planet Mira itself, with its astounding biodiversity and wonderfully bizarre flora and fauna. (Full disclosure: even after spending weeks with the game, I have not beaten it as of this writing. At the very least, the core cast of battle-hardened soldier Elma, mechanical genius Lin, and goofball alien merchant Tatsu is likeable - which is important, because you’re locked into traveling with these characters throughout the majority of the game’s story missions. There’s a deceptively large cast of playable characters, but they too feel a little generic, as they’re essentially just modified player avatars and draw from a pool of identical visual animations. The aliens in XCX are cosmetically diverse, but ultimately behave like quirky humans the more hostile sort squabbles endlessly over territory while friendlier types don’t hesitate to send BLADE on banal errands. Conflict is on a relatively small scale and antagonists’ motivations feel petty. The story takes a few twists and turns over its twelve chapters, but it doesn’t completely capitalize on the potential of an entirely unknown universe populated by a multitude of other species. The remnants of humanity are forced to flee the galaxy on an ark called the White Whale, eventually crash-landing on a planet they dub “Mira.” As a new member of joint military and colonization organization BLADE, it is the player’s task to retrieve missing pieces of the Whale and develop Mira into humanity’s new home. An intergalactic skirmish between two alien races, situated in space above Earth, leads to the planet’s untimely obliteration. In place of Xenoblade Chronicles’ character-focused tale, XCX takes place on a grander scale.
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It trades some of its predecessor’s straightforward sensibilities to create an experience that is larger in scope and breadth, but perhaps less streamlined and intimate. In many ways, XCX is the original Xenoblade Chronicles filtered through a Western lens. Their sophomore effort in this Xeno- subseries, Xenoblade Chronicles X (hereafter XCX), features a new cast and narrative disconnected entirely from the first game, as well as a nearly-inverted gameplay structure. When you’re a developer whose previous game took place in an awe-inspiring world composed of the colossal husks of dead gods, where else can you set your next game but on a whole different planet? Many of us here at RPGFan agreed that Monolith Soft had some Bionis-sized shoes to fill in the wake of the critically acclaimed Xenoblade Chronicles.