What The Hell Is Xenoblade Chronicles And Why Should I Care?
https://basementmtl.blogspot.com/2015/04/what-hell-is-xenoblade-chronicles-and.html
Set to release in April 2015
on the New 3DS, Xenoblade Chronicles 3D will likely
take those who perceive reality in three dimensions by storm.
What their lives were like before the release of the New 3DS, its traffic
stopping 256 MB of ram, and its ability to play games originally developed for
the Wii is anyone’s guess…Except my own guess of course, because I’ve finally
decided to try out Xenoblade Chronicles for the Wii.
I’ve often wondered if I’d ever get the chance to play Xenoblade
Chronicles. When it was first released back in 2012 in NA, I felt compelled to
borrow someone’s Wii. But then I thought against it: there were other games to
play, and other systems to play them on. Time passed, as it oft does, and I
soon forgot about Xenoblade and its chronicles.
It’s sort of sad in some ways actually, because I was a huge fan of Xenogears’
convoluted mess, and actually enjoyed Xenosaga
enough to finish all three episodes. Part of me was convinced I enjoyed both
series because they were flawed in some glaring way; because others dismissed
their importance; because they were worth investing time into. That same part
of me was immediately dismissive of Xenoblade Chronicles because it appeared to
exist as a compromise of sorts. Rather than be heavily burdened by storytelling
and narrative scope, much of the game’s focus was on its combat and exploration…and
scope. As you might have guessed, The New 3DS has opened up old wounds, or
certainly some form of personal introspective discourse that I had put on hold
until recently.
I guess what I’m trying to get at is that Xenoblade Chronicles is a
pretty good game, and certainly worth the time of those who appreciate strong
gameplay in RPGs. The game’s combat system appears outwardly like an MMO, but
its tempo is frighteningly manic and enormously rhythmic. Actually, scratch
that. I’m sure the game is an MMO, from a combat perspective. I’ve never played
enough MMOs to know what one plays like anyway.
Importantly, I often lose myself to a compulsive need to
automatically launch off skills as soon as they refill. This primal urge is coupled with the game’s
light QTE features: the player can rally their allies during combat, which
increases several of their offensive stats by pressing the “B” button whenever
it appears on the screen. Additionally, when one of the player’s party members
is about to die, a flash of them dying interrupts combat, showing the player how
they die, by what attack, and by which enemy. The player can then interrupt
this death by manually administering a command to either that party member or
to another one who can prevent that death.