André Jeworutzki

Reviewer

André Jeworutzki

Xenoblade Chronicles: Definitive Edition

Xenoblade Chronicles: Definitive Edition is a JRPG that feels like a single-player MMO: sprawling fantasy landscapes, countless side quests, and a combat system built around auto-attacks with timed abilities.

The main story is engaging, driven by a sense of mystery and discovery that keeps you curious about what is happening and why. The narrative is staged through elaborate in-game cutscenes that remain impressive even by modern standards. Most main characters have their moments and are not forgotten later in the game. Overall, the cast is good, and each main character struggles with personal issues. However, compared to JRPGs like Tales, Trails, and Final Fantasy, I found this cast and its group chemistry weaker, though still decent enough to carry the story including occasional deeper character moments. The tone is mostly serious, punctuated by lighthearted moments and a comic relief character (Riki the Heropon) – I found the humor not to be the strongest suit of this game. Ultimately, the real star of the game is its world: two dormant titans that serve as both setting and lore foundation. Exploring this colossal beings feels unique and creative, and the vistas are breathtaking.

The level design is one of the game's strongest aspects. Despite the engine's age (2013), the environments are vast, varied, and visually striking. Verticality and horizontal diversity create interesting paths and viewpoints, making exploration feel grander than in many modern titles. However, the sheer size of some areas can be exhausting. Certain areas, like the palace, are absurdly large, requiring extreme long walks even with fast travel. Warp points exist but are sometimes too sparse, and there is no option to run or fast-forward time. The inclusion of an "auto-run" feature feels almost ironic — it automatically moves your character straight forward, not toward objectives.

Exploration suffers from diminishing returns. While the landscapes are beautiful, rewards for venturing off the beaten path are often minor, and enemy drops feel lackluster. Collectibles scattered across the world add some incentive, and there is occasional platforming like climbing, jumping, and even diving from great heights (Shulk might be the greatest high diver in JRPG history). Fortunately, this is kept basic, since movement does not feel that smooth. Still, the overall experience leans toward "walking simulator" territory in its most extreme moments.

In addition to the mini map, there are two larger maps. The menu map has fog of war; the other overlay map does not. Additionally, some objectives only appear on the map when you are within a certain distance of them, which can be a bit annoying to find them. The control keys on the gamepad are also unintuitive: there is a different key for opening and closing the map for fast travel.

Furthermore, the game has well-written pop-up boxes that serve as tutorials and explain the different game systems. More information can be obtained via the game menu. It is quite a recommended read, as the game systems are not always intuitive.

The combat is better than expected. When I first watched videos of this game, I thought it looked static and boring, but that's only true for normal attacks. Most of the combat seems to happen automatically, but it is more dynamic than it looks. Timing abilities, managing positioning, and countering status effects add layers of strategy. Chain attacks with teammates create synergy, and Shulk's ability to see the future introduces a unique mechanic: predicting devastating enemy moves and reacting in time. While clever, these vision sequences become tedious due to their length. Over time, combat grows repetitive as you cycle through the same abilities and most enemies require little variation in tactics. Boss fights offer some challenge, but the majority of encounters lack strategic depth.

Each main character plays differently, with distinct roles and abilities, which is a plus. However, the control scheme on the gamepad is awkward: switching abilities with the D-pad forces you to stop moving, which is problematic for characters like Shulk who rely on positioning. Shoulder buttons would have been a better choice.

Progression is steady but grind-heavy. Completing hundreds of simple side quests is essential for leveling up, as fighting enemies alone yields minimal experience. While I appreciate that grinding random battles is not the main path to progress, the sheer volume of fetch quests becomes exhausting. Most quests boil down to killing or collecting, with little variation or surprise. Some NPCs offer interesting dialogue, but the gameplay loop remains monotonous. At times, it feels like these quests exist primarily to populate the massive world with something to do. Switching between day and night to find quest givers at the same location adds another layer of inconvenience (say hello, Final Fantasy XIII-2).

Eventually, I burned out on too many side content and switched to "casual mode", focusing solely on the main story — a decision that significantly improved my experience.

Leveling up grants ability points to upgrade skills, initially capped at four levels but later extendable to twelve via purchasable books. While functional, progression lacks excitement. The gem slot system adds customization but is not deep enough to encourage experimentation. Gem crafting, intended as a feature, devolves into a tedious mini-game that I abandoned entirely later in the game.

Furthermore, affinity between characters improves gradually, unlocking passive abilities and "heart-to-heart" scenes which are short cutscenes that flesh out relationships. These moments are charming but also inconvenient: many require specific affinity levels and party compositions, forcing players to backtrack to already visited locations. since the game does not log their requirements, you have to manually take notes to backtrack to them later in the game. You can also increase your affinity with cities by completing quests for NPCs, who will then sell you better equipment. However, this can be very time-consuming due to the sheer number of available quests.

By the way, the extra story content in the Definitive Edition addresses most of my gameplay complaints. Although the story itself is somewhat lackluster and rather quite compared to the spectacle of the main game, it is still a nice addition.

Music is good as the soundtrack complements the game's tone well. Most voice performances are good as well, though some characters have unusual accents. However, the repetitive post-battle shouts ("bunch of jokers") quickly become grating.

Graphically, the game looks excellent for its age. Equipment changes are reflected visually, which is a nice touch, though some outfits, like bikinis, break immersion. Character shadows are minimal, and certain clothing appears unnaturally glued to models, but these quirks are forgivable given the old engine. Monster and character designs are generally strong, though some characters and creatures look unintentionally comical so that I could not take them seriously. Oddly, monster size does not correlate with danger: enormous beasts can be extremely weak.

All in all, Xenoblade Chronicles: Definitive Edition is a game of contrasts. Its world-building, cutscenes, and level design are exceptional, offering a sense of scale and creativity. Exploring a titan is a not only a cool concept but is also seamlessly interwoven into the story and lore. The main story delivers intrigue and spectacle told in elaborate in-game cutscenes. However, the experience is weighed down by excessive walking, repetitive combat, and hundreds of uninspired side quests that feel more like chores than adventures. Progression systems lack depth over time. Despite these flaws, the ambitious scope and imaginative setting is still remarkable. The journey is worth it for players who can endure its tedious length and appreciate exploration and wonder.