2265: Final Fantasy XV's Going to Be Something Special

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The other night, Square Enix held a livestreamed event showing off some information about their upcoming RPG Final Fantasy XV. It was, I think, the biggest deal I've ever seen any company make about one single game, and as a marketing exercise, it was enormously successful — despite the rather irritating hosts (I now have even less desire to check out Kinda Funny Games than I did before, which wasn't much) the event did a good job of teasing the game as well as uncovering some genuine surprises.

This latter aspect is no mean feat in this day and age of leaks and rumours, and it was almost ruined earlier in the day when Gamespot "accidentally" (yeah, I'm sure you hated all the traffic you got) leaked the game's September 30th release date. Fortunately, the other surprises — and there were several — were successfully kept under wraps, and Square Enix were even able to have a bit of fun with the knowledge that the release date was already out in the wild rather than doing the usual po-faced corporate thing.

So what's so exciting about Final Fantasy XV then? Well, for me, the most interesting and exciting thing about it is the fact that Square Enix is clearly going all-out on this one. They are taking it very seriously and obviously throwing an enormous budget at both the game and its extended universe.

Yes, I said extended universe: that was one of the biggest surprises of the presentation for me. Because Final Fantasy XV won't just be telling its story through the game, though this will naturally be the main focus. Alongside the game we're also getting a prequel anime series, depicting how the main character Noctis and his friends became so close, and a feature-length CG movie called Kingsglaive, which shows a parallel story to the game focusing on Noctis' father King Regis. Not only that, but we're also getting a mobile game that actually looks like it might be quite fun, and is actually part of the main game's world.

Final Fantasy XV does have a bit of an uphill struggle ahead of it, however, for numerous reasons. Although Final Fantasy XIV built a considerable amount of goodwill for the series — particularly among lifelong Final Fantasy fans — its audience was relatively limited compared to the rest of the series thanks to its status as a massively multiplayer online game, and a subscription-based one at that. Its single-player predecessors, the three games in the Final Fantasy XIII series, however, had a somewhat peculiar reception — Final Fantasy XIII was roundly praised on its original release, but since then it has seemingly become fashionable to bash it, with complaints ranging from the protagonist Lightning being boring (she isn't), the game systems being too simple (they aren't) and the tutorial being 20 hours long (kind of true, but it actually keeps the early hours of the game moving along at a good pace).

Not only that, but Final Fantasy XV is a radical reinvention of how we play Final Fantasy. Or, at least, that's what people think. In truth, Final Fantasy hasn't been what the people complaining about XV's systems think it is for quite some time now, and XV is simply following a pattern of the game gradually experimenting, changing and innovating with each new iteration.

The reason why people feel that XV is such a sudden shift in direction — even though it really isn't — is because their frame of reference is still, for whatever reason, limited to Final Fantasy games up to maybe X at the latest, and X is the point where the series started getting a lot more experimental than it had been.

That's not to say, however, that the series had rested on its laurels; on the contrary, despite the early installments in particular seeming quite similar in terms of mechanics, each did something very different. Don't believe me? Well, all right. I'll prove it.

  • Final Fantasy: First in the series. Eschewed static character classes in favour of the ability to "promote" each of the classes to a more powerful, effective version partway through the game. Established the "Jobs" that have been used in many other Final Fantasy installments since.
  • Final Fantasy II: Eschewed a traditional progression system in favour of an Elder Scrolls-style "level it up by doing it" system. Get more HP by getting hit. Get more MP by casting magic. Get more strength by hitting things. Took some getting used to, but was an interesting twist on the standard RPG formula, and is all the more remarkable considering it came out in 1988.
  • Final Fantasy III: Returned to a traditional levelling system but combined this with the ability to switch character Jobs without having to completely respec or reset levels. You could change your party makeup on the fly without having to change characters, in other words.
  • Final Fantasy IV: First 16-bit installment in the series. First use of the Active Time Battle system, which combined the strategy of turn-based combat with a real-time element. Stronger emphasis on story and characterisation through static, non-customisable characters.
  • Final Fantasy V: Revamped Final Fantasy III's Job system and made it even more flexible with the ability to equip abilities you had learned from other Jobs, allowing you to effectively create hybrid characters. Used Active Time Battle.
  • Final Fantasy VI: One of the most impressive games on the Super NES, both technically and in terms of storytelling. First use of the "learning abilities from equipping things" system used in several other installments — here, abilities were learned by equipping Espers, the summonable creatures. Used Active Time Battle.
  • Final Fantasy VII: First 32-bit installment in the series, first CD-based installment in the series and first 3D polygonal installment in the series. A spectacular achievement of the time, both technically and in terms of storytelling. Introduced Materia, which have made an appearance in a couple of other Final Fantasy games. Used Active Time Battle, brought to life in animated 3D rather than relatively static 2D for the first time.
  • Final Fantasy VIII: First installment to have realistically proportioned characters. Outlandish character development system in which character level was less important than the Guardian Force (summon) you had equipped on the character, and what magic spells you had Junctioned to stats. An unpopular installment due to its initially baffling and easily gamed mechanics, but a solid story and visually very impressive for the time. Used Active Time Battle.
  • Final Fantasy IX: A supposed "return to the roots" of the series, featuring less realistically proportioned characters but maintaining the polygonal characters on pre-rendered backdrops aesthetic of VII and VIII. Brought back the "learn things by equipping stuff" system, this time with abilities attached to equipment. Used Active Time Battle.
  • Final Fantasy X: First entry on the PlayStation 2, and first entry to have full 3D polygonal environments both on the field and in battle. Also first entry to have voice-overs, which also meant the end of being able to rename your characters — except for the protagonist, whom no-one ever said the name of throughout. Did not use Active Time Battle, instead using a turn-based system with a manipulable turn order called Conditional Turn-Based Battle. Also eschewed traditional levelling in favour of the "Sphere Grid" system, which allowed either a little or a lot of control over character development depending on if you chose the original or "advanced" version at the outset of the game.
  • Final Fantasy X-2: First direct sequel in the series. Returned to Active Time Battle, but revamped it with variable length turn bars. Also brought back the Job system, but revamped it with the ability to change Job in mid-battle. First non-linear entry in the series, with the whole world map open from the outset and the freedom to tackle challenges in whatever order you want, level and gear permitting. Also featured multiple endings according to how much optional content you saw.
  • Final Fantasy XI: First massively multiplayer installment in the series. First entry since the original Final Fantasy to feature a player-created character. First entry to use a freely rotatable over-the-shoulder camera rather than fixed camera angles. First entry to feature pretty-much-kinda-sort-of-real-time combat.
  • Final Fantasy XII: First single-player installment to feature MMO-style pretty-much-kinda-sort-of-real-time combat. First truly open-world single-player Final Fantasy in which it was possible to run from one end of the world to the other without having to go to a separate "World Map" screen. First (and only) use of the License and Gambit systems, allowing for a considerable amount of character customisation and tweaking of party members' AI respectively.
  • Final Fantasy XIII: First PlayStation 3 entry in the series. First use of Paradigm system, allowing for switching of roles in mid-battle — though these weren't the old Jobs from past installments. Changed focus in battle from micromanaging turn-based combat to switching your party lineup (and, consequently, abilities) to respond to situations. Had a lot more tactical depth than people in the last few years gave it credit for.
  • Final Fantasy XIII-2: Built on XIII's base systems and mixed things up a bit with two fixed party members and a third slot taken by recruitable, trainable, nameable monsters. Featured an absolutely baffling non-linear time-travelling storyline, showing everyone that XIII's linearity perhaps wasn't such a bad thing after all. First Final Fantasy to have DLC. (Oh, yay.)
  • Lightning Returns: Final Fantasy XIII: First second sequel in the series. First game to focus exclusively on one character (with the arguable exception of Final Fantasy XI, though you try doing anything solo in that game). Featured a Job-like system where you could change outfit in mid-combat for access to different abilities, and each outfit had its own independent Active Time Battle-esque bar. Allowed free movement and dodging in combat. Featured a non-linear, time-limited structure designed to be replayed.
  • Final Fantasy XIV: Second attempt at a massively multiplayer installment in the series. Massively ambitious — too much so. Gave players a great deal of freedom but not enough direction. Had a seamless open world. Technically impressive — if you could run it — but a disastrous failure.
  • Final Fantasy XIV: A Realm Reborn: The most impressive "phoenix from the ashes" I've ever seen. A Realm Reborn ditched its predecessor's more unconventional aspects and adopted a more traditional MMO structure with a heavy focus on matchmaking cooperative content and a Job system in which you could individually level Jobs as if they were completely different characters. The most story-heavy MMO I've played for some time, and a true love letter to fans of the series, with guest appearances from characters including Gilgamesh, Ultros, Shantotto, Lightning and numerous others. Expanded by Heavensward.

So as you can hopefully see from that breakdown, Final Fantasy has consistently reinvented and updated itself with each installment. While the entries between IV and IX all used the Active Time Battle system for their battles, their core progression mechanics were very different to one another. And from X onwards, the series became considerably more experimental with both battle and progression mechanics; its only look back to the "line up in a row and take it in turns to hit things" approach was X-2, and even that did plenty of interesting things with the basic format.

Now we've established that Final Fantasy has been pretty consistently inventive throughout its considerable lifespan, XV's approach doesn't seem quite so scary a change. And it seems even less scary when you actually play either the Episode Duscae demo that came out around the time of Final Fantasy Type-0 HD — we didn't even get into spinoffs in the list above, otherwise we'd be here all night — or the recently released Platinum Demo, which primarily acts as a showcase for the game's engine and basic mechanics.

My friend Chris described Final Fantasy XV's approach to combat as taking the philosophy behind turn-based combat and applying it to a real-time depiction. This is why you don't button-mash — you hold a button down to attack. You have time to consider what you're doing rather than hack-and-slash. You have limited resources to use for casting spells or defending. The strategy is there, it's just in a slightly different form to what we might be used to.

And, having spent some time with both Episode Duscae and Platinum Demo, I'm convinced. The fluidity of the combat animations and how seamlessly you can switch from one weapon to another mid-combo is sure to make for some interesting battles, and once party members and more spectacular abilities start coming into play I don't doubt we'll be seeing some truly exciting setpieces, of which the battle with Behemoth in Episode Duscae is just a tame example.

Final Fantasy may not be what it used to be, then, but it's never really been "what it used to be", because it's reinvented itself with each and every installment. Embrace and enjoy the change — XV genuinely does look like it's going to be a real work of art when it's finally with us at the end of September, and I for one can't wait to get my hands on it.

Or, if you really can't deal with Final Fantasy doing new things… well, there's always Bravely Default, which absolutely is doing what Final Fantasy used to do, and I say that with great fondness.

2228: MegaNep: Thoughts After a First Playthrough

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Well, I finally finished Megadimension Neptunia VII for the first time. Took about 62 hours or so in the end; that was taking it fairly leisurely through the game and taking the time to unlock stuff here and there that I perhaps didn't need to do on a first playthrough. Next up for me is a New Game Plus run in which I go for the "true" ending, which leads on to a post-game segment during which you can clean up any bits and pieces you didn't finish off first time around. Or trophy hunt.

For now, though, I want to talk about my experiences with the game after a complete playthrough.

The first thing to say about the game is that, as I've mentioned before, this is Compile Heart's finest work to date. There are no significant technical issues beyond a couple of very minor frame drops in a few places; the script and translation is excellent (although there are a few more typos than there should be); and the gameplay is satisfying, enjoyable and well-balanced.

The first and last points there address two of the biggest criticisms the Neptunia series has had since its inception. From the original PS3 game onwards, the series — and Compile Heart's work in general — had been plagued with technical issues, most notably atrocious framerates that weren't really justifiable given the relative simplicity of the graphics compared to bigger-budget titles that ran a whole lot better. And, again, from the original game onwards, game balance has been an off-and-on problem: the original game (and the total overhaul Re;Birth1) was inconsistent in its difficulty, erring on the side of "suddenly way too hard" without warning; sequel mk2 and its Re;Birth counterpart was much too easy (and rather short, although it does still have the widest variety of endings in the series); Victory and Re;Birth3, meanwhile, got the closest to nailing the formula, but still had a few elements that could be a bit of a pain, most notably the heavily RNG-based Scout system.

So how does MegaNep counter these original problems? Well, in the case of the technical issues, it seems that Compile Heart is significantly more comfortable developing for PS4 than PS3. MegaNep runs at a pretty consistent 60fps pretty much all of the time; the only time it drops is in particularly busy scenes such as the "sakura"-style dungeons with cherry blossoms everywhere. MegaNep is even an improvement over the company's last game Omega Quintet, which ran very nicely in battle scenes, but which juddered a little bit in the (admirably large and sprawling) field areas. It's not going to win any awards for looking amazing, of course, but the graphics are perfectly acceptable and, as is the norm for the series, the character models and animations are very nice indeed.

As for the gameplay balancing, Compile Heart really feel like they've nailed it this time around. At no point did I feel like the game was too easy or too difficult, and progression was paced well. It's not a game that you need to grind to level 99 to be able to beat the last boss, either; my clear party consisted of characters between levels 40-60 (Nepgear being the highest at 60, not that I show her any favouritism, nosirree) and they dispatched the last boss without any difficulty. In other words, it's a game that you can stumble your way through from start to finish without running into too much trouble, but if you go a little off the beaten track from the linear storyline, there are plenty of ways to challenge yourself — and plenty of things to do in New Game Plus, too.

The game systems, having been significantly revamped from the Victory/Re;Birth formula, work extremely well. Skills don't feel over- or under-powered, and the basic combo attacks each character can perform are actually useful for things other than building up the EXE Drive meter now, too. Each character feels unique, too, with a variety of different skills, weapon types, combo arrangements and multi-person formation attacks to play with; there are a clearly number of "optimal" party setups that provide you with the most flexibility in terms of formation and partner moves in particular, but the systems are balanced well enough that you can take pretty much any combination you like into battle and have a good time. Oh, and while there are a few recycled dungeons from past games — it's series tradition by this point — there's also a ton of brand new, original content, including the wonderfully inventive (and infuriating) Neplunker dungeons as well as the mapless Senmuu Labyrinth.

Now, narrative and characterisation has never really been an issue for the Neptunia series, though my one criticism has been that it tends to have slightly weedy finales, particularly the final boss fights, which have previously been quite underwhelming at times. Pleasingly, MegaNep's finale (at least in the ending I got) is spectacular, dramatic and even emotional; it really tugs on the heartstrings as you see what these characters — characters who many players have spent many hours with — are going through to resolve the latest crisis.

The story in general is very good; split into three distinct acts, each with their own focus and expanding scale, it's interesting, enjoyable, varied and clever. It's not a rehash of the previous games' stories at all and it has worthwhile things to say, but it's never forgotten the series' roots in satire and parody. It's laugh-out-loud funny in places, tearjerkingly emotional in others. It's the best script the Neptunia characters have ever had to work with, and, like so much else about this game, feels like such a magnificent step up from the previous games that it's a delight to see. I'll talk more about this after I've seen the "true" ending and how it resolves things in an alternative manner.

In other words, it's not just a great Neptunia game, it's a great RPG, period. The only thing that saddens me is the fact that so many people will write it off without even giving it a shot for themselves; still, I guess that makes it all the more special for those of us in the know who can enjoy and appreciate it, both on its own merits and as, to date, the absolute pinnacle of the series.


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2224: Megadimension Neptunia: 50 Hour Report

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50 hours deep in Megadimension Neptunia VII and I'm just starting the third and final "episode", Heart Dimension Neptunia H. So far I haven't set foot in the titular Heart Dimension, but the plot has been set up; in the meantime I've been doing a little bit of questing and grinding with the CPU Candidates, who are the focus of the initial part of the H arc.

The game continues to be the most enjoyable Neptunia game yet. Everything about it is honed and refined to round off the scrappy edges of the previous installments; while the Re;Birth remakes provided small, incremental improvements on the format set in place by Hyperdimension Neptunia Victory, MegaNep is, as I've previously noted, a complete overhaul of pretty much every system in the game, from the battle mechanics to the way "shares" work.

Perhaps one of the best changes is how unique each character now feels to play in battle. Rather than all essentially working in the same way outside of the SP-powered special skills and super-powerful EXE Drive attacks, now each character very much has their own distinctive feel and circumstances in which they are useful. This is achieved in several ways, largely to do with the weapons and combo attacks they are able to use.

Each weapon in MegaNep not only has the usual stats, but it also has a specific arrangement of combo slots, split into three categories: Rush, Power and Standard. (Break attacks have gone the way of the Guard Points bar that they were used to damage; I can't say I miss the system, since it became largely irrelevant after a certain power level in the old games.) As in previous games, Rush attacks focus on a high hit count, with less power per individual hit, and also have a more significant impact on the EXE Drive meter, which now, incidentally, resets between every battle rather than carrying over as in the previous games. Power attacks, meanwhile, have fewer hits, hit harder and in many cases carry an elemental affinity, allowing you to exploit weaknesses. And Standard attacks are somewhere in between the two.

Where things get interesting is in trying to arrange these combos optimally. Characters learn new combo moves as they level up, but each can only be put in a single slot. Moreover, the first attack a weapon performs is fixed and not tied to the character's unlocked skills; this comes into play when considering the individual combo moves' Combo Traits, which, if fulfilled when you use them in battle, means that the combo move that triggered it will 1) be guaranteed to hit and 2) be guaranteed to crit with every hit, increasing overall damage considerably. Combo Traits vary from "All previous attacks did not use a Combo Trait" to "Haven't used Power attacks" and numerous others besides. The challenge when customising a character is to give them as many workable combos with Traits as possible, enabling them to respond to different situations in an optimal manner. It seems to be impossible to build the "perfect" combo — every move triggering a Combo Trait — at my current level, but I wonder if it will be an option with later weapons and/or combo moves.

Anyway. Given that each character has their own set of combo skills and their own set of weapons (each of which has its own arrangement of combo slots as well as its own area of effect) there's a considerable degree of flexibility in how you set up your party, particularly with the sheer number of playable characters on offer in the game. And you'll want to rotate them around, too; back-line characters no longer gain experience points (with a couple of exceptions) and there are certain circumstances where you're obliged to use one or more specific characters in a fight, so they better be suitably set up when that time comes! The series' Lily Rank system is back, too, only this time Lily Ranks are gained by characters fighting together in the front row, making them somewhat easier to gain — at least it feels that way so far — and in order to max these out you'll need to tweak your party arrangement every so often, particularly if you're Trophy hunting.

Elsewhere in the combat, while there are a lot of disposable popcorn enemies — particularly on the world map, where after a certain point random battles become more of an inconvenience than an actual hazard in getting to your destination — the highlights of the game are the boss fights. The game knows this, too, presenting you with unique interface elements, including one thing that I oddly like very much and can't quite explain why: the boss HP meter with multiple bars. Yes, rather than depleting one bar very slowly while battering down a boss-level enemy, MegaNep takes a Final Fantasy XII-esque approach of having a number of "lights" beneath the main HP bar for a boss, with a light dimming each time you empty the bar. Dim all the lights and you've won. It's essentially a variation on the system that was used in titles like Shining Force and Senran Kagura, where different coloured HP bars represented how many "extra" bars a character or enemy had over the maximum possible to display on screen proportionally.

Outside of my rather specific, peculiar tastes in HP meters, though, back to the boss fights themselves: a lot of them are pretty good, and this is largely thanks to a couple of new mechanics introduced in MegaNep. One is the "Parts Break" system, whereby certain enemies have breakable sections with their own durability counts. In order to damage the part, your character needs to be standing in an appropriate place when they either unleash their combo or a special move. Break the part and you get extra XP, credits and a chance at some extra drops. In many cases, breaking the part also has an effect on the boss, either reducing an aspect of its defences or removing the capability for a particular attack. In one particularly memorable confrontation, a boss is completely immune to all damage except Parts damage until you break the cape on his back — to make matters more challenging, the cape can only be damaged by attacks with an elemental affinity. The fight quickly turns into an entertaining dance as you decide whether to try and break his gauntlets and the horn on his head to cripple his special attacks, or whether to focus on trying to get behind him to destroy his cape and be able to deal some real damage.

The new EXE Drive system works well, too; rather than encouraging you to get into a bunch of random fights in a dungeon just to charge it up before a boss fight, the fact it 1) resets at the start of combat and 2) fills much more quickly than in past games means that you're much more likely to be using the spectacular, entertaining EXE Drive moves, which is good, because there are a lot more of them, including several multi-character ones that necessitate surrounding an enemy in appropriate formations. Transforming the CPUs and their sisters into their HDD (and, later, their Next Form) incarnations also costs a bar of EXE Drive rather than SP, meaning you can pretty much guarantee the ability to transform in every fight if you need it — to discourage spamming this, however, transforming now costs Shares, though getting KO'd costs significantly more Shares, so you'll want to weigh up the pros and cons before doing anything rash. Shares work like their original intention in the first Hyperdimension Neptunia game: the more shares one of the nations has, the stronger their CPU (and her sister) is. They're no longer a zero-sum game, however; increasing one nation's shares no longer means taking them from someone else; it's possible to have all four nations with maxed-out share bars, all enjoying the benefits of being Top Nep.

Anyway. I've waffled on for over 1,300 words on the systems in this game and not even mentioned the story and characters, which are still my favourite bit of the series. I'll save that for another day, though, perhaps when I've finished my first playthrough: there's a lot to talk about, with this being by far the most interesting Neptunia game story-wise as well as in terms of mechanics.

It's pretty good, in other words. Very good, in fact. Buy it. Support it. I want to see more Neps. (At this point, I don't think we have a lot to worry about there.)

2187: Entering the Caves of Qud

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It's been a while since I delved into a full-on proper roguelike — and by "proper" I mean none of that "roguelite" nonsense — so I was excited to give Caves of Qud a go after picking it up in the Steam sale a while back.

So far I feel like I've barely scratched the surface of this game — largely because it's very fond of killing players off even in its introductory quests — but I like it a whole lot already, simply for the sheer amount of depth there is to it, while simultaneously remaining pretty much as accessible as it's possible to be for an almost-ASCII roguelike.

Caves of Qud is a far-future roguelike in which you play the part of Some Dude/Gal who shows up in a small settlement one day and… well, there's no real initial goal beyond finding out what interesting things there are in the mysterious and far-off region of Qud up in the top-right corner of the map. The inhabitants of the first village are more than happy to present you with a few quests, however, and it's these that will provide the motivation for your initial explorations.

Caves of Qud gets interesting before the game proper starts, though. Being set in the far future, we're not in a land of elves, orcs and goblins here; we're in a land where horribly mutated individuals are the norm, and indeed it's entirely possible for you to play the game as a four-armed furry narcoleptic esper who is good at butchery and first aid, and perhaps beneficial to do so. For those who prefer slightly more "conventional" characters, you also have the option of playing as a "True Kin", who start the game with better attributes, but less customisation, and as such are, in theory, better for beginners.

The mutations are pretty interesting, since many of them have attached game effects, not all of which are directly related to dealing or soaking damage. A character that is able to spit slime, for example, doesn't do so to damage enemies — instead, slime causes anyone who steps on it to have a chance of slipping, including yourself. In this way, it can be used as a defensive measure when gobbed out between you and the enemy while you're attempting to sprint away and heal the wounds you've taken.

That's not to say the more conventional aspects aren't interesting, though. The game has an intriguing twist on the usual roguelike formula of having unidentified items: as you progress, you'll occasionally come across "artifacts", which you can use your character's intelligence to attempt to make some sense of by examining them. Sometimes these artifacts are useful pieces of equipment; at other times, they're a folding chair. You can, however, use this knowledge to your advantage by offloading the aforementioned folding chair to a character that isn't all that bright on the grounds that it's a Mysterious and Wonderful Artifact From the Old World. There are lots of wonderfully subtle touches that the game doesn't explicitly tell you about, too. Little graphical effects may look like glitches until you realise that they're raindrops, or water splashing as something moves beneath the surface; characters, enemies and monsters can get splattered with blood during combat; and not every enemy is worth engaging "just because it's there". Stumble across a Slumberling in a dungeon, for example, and you'll discover that poking it with your sword is a very bad idea indeed; take a moment to examine it before poking it, however, and you'll discover that these are creatures that spend most of their time in a deep hibernation, completely oblivious to their surroundings — and that they really don't like being disturbed.

As I say, I feel I've barely scratched the surface of all the possibilities this interesting game offers so far, but it keeps me coming back for more despite its high level of difficulty — rather than easing you in and then spiking after an initial "tutorial" area, Caves of Qud starts hard and stays hard — and one day I might actually get beyond that first dungeon… until that time, however, I shall enjoy building new characters with increasingly outlandish combinations of mutations and watching them die at the hands of a swarm of snapjaws as they bleed to death after tripping over a thorny plant in the floor having been terrified by a nearby piece of Dreadroot.

2154: Another Xenoblade X Post

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In conversation with a friend the other day, I realised one of the things I really like about Xenoblade Chronicles X: it feels like a new perspective on a genre of game I liked but was never particularly good at: the strategy/management/"god-game" genre, particularly with a sci-fi focus. Stuff like Alien Legacy, Outpost and its ilk.

The "new perspective" I mention refers to the fact that rather than acting as an overseer to your colonisation efforts, taking a somewhat detached view of everything that is going on and rarely, if ever, getting up close and personal with your colonists, Xenoblade Chronicles X sees you right in the middle of things. You're not running the colony as such, but everything you do has such a significant impact on the game world that you might as well be.

The feeling of "being inside" a strategy game is further compounded by the game's FrontierNav system, which uses the Wii U's GamePad to display a hex-based map of the planet Mira, the game's setting. Through methodical exploration and completion of objectives, you gradually "conquer" Mira hex by hex, setting up an infrastructure in the process. Placing data probes not only allows you to generate passive income of both credits and the raw material Miranium, it also allows you to collect rare resources from specific hexes, store more Miranium, increase the output of connected probes and all manner of other things. There's actually a rather deep metagame of chaining probes together to maximise your income between all your sites.

And it's important, too; this isn't an RPG where you can just grind out money until you can afford the best equipment in the game. Instead, this passive income is one of the only ways for you to be able to afford things, and Miranium is incredibly important for a wide variety of purposes: investing in arms manufacturers to unlock new gear, upgrading existing equipment, crafting new items and donating to various causes in exchange for credits and other rewards.

Early in the game, this metagame doesn't seem all that important, since you quickly find yourself with far more money than you know what to do with, meaning you can spoil yourself rotten on gear purely for aesthetic value thanks to the game's "fashion gear" system. Once you gain the ability for you and your party members to use the giant walking mechs called "Skells", though, your expenses start to mount up. Miranium is used to refuel them, while credits are needed to purchase frames, armour and weapons for them. Multiply these expenses by all the party members you want to equip with Skells (which is probably all of them eventually) and you'll be spending a lot of money in total — but these investments are ultimately for the good of the colony as a whole.

What's really interesting about Xenoblade Chronicles X compared to many other open-world games — and particularly MMOs, which it's most commonly compared to — is the fact that, as mentioned earlier, your actions have a clear and tangible effect on the game world as a whole over the course of the whole story. For example, one chain of sidequests sees you helping to gather resources to build a water purification plant out in the wilds of Primordia; later, you're sent there to investigate an incident out there, and it's actually there on the lake where there was once just a rocky beach. Characters that were once standing around in town are now there, and it has its own little plotline to follow.

You're not alone on Mira, either; the main scenario introduces you to a few members of other alien races on the planet — both indigenous and extraterrestrial — but there are plenty more sidequests that bring you into contact with all manner of other weird and wonderful peoples, and completing their requests causes them to immigrate to your colony. Once they're there, they set up shop in a particular area and you'll see them wandering the streets. Many of them provide beneficial services to the colony as a whole, and so your experience grows.

It's a really satisfying, organic sense of progression through more than just bars getting longer and numbers getting bigger. There's a wonderful sense of New Los Angeles becoming a real, living place, with people going about their business and clashing cultures learning to understand one another. It is, by far, the heart and soul of Xenoblade Chronicles X, which doubtless won't be entirely to everyone's taste — particularly those who prefer more structured linearity in their RPGs — but, for me, it's basically created the sci-fi game I always wanted to play: a game where I not only get to build a colony on a new world, but where I get to actually run around inside that colony, meet people, help them, go out into the world and make an impact on said new world as I help humanity spread its wings in its new home.

Did I mention Xenoblade Chronicles X is an amazing game? No? Go buy it now. I want more of this sort of thing, please.

2148: Xenoblade X Tips and Tricks

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I've been playing Xenoblade Chronicles X for about 25 hours so far, and I've picked up a few tips and tricks along the way. I will now share them with you, in case you're a newcomer to the game somewhat daunted by the sheer scope of what's on offer.

Your character

  • Don't sweat early decisions like which Division to join too much; you can change most things later. About the only thing you can't change is your character's basic appearance.
  • Progression is measured in three main ways:
    • Your character level (sometimes referred to as your "inner level") which increases with experience points gained, and affects your base capabilities.
    • Your class rank, which increases with class experience, and which unlocks new Arts and Skills as you rank up. When you reach rank 10, you unlock one or more new classes in that particular tree.
    • Your BLADE level, which increases with BLADE points, acquired through pretty much everything you do in the game, and which unlocks new facilities in the Barracks as well as allowing you to level up your Field Skills. The rate at which you acquire BLADE points for various activities is determined by your Division, so pick a Division that encourages you to do the things you enjoy the most for fastest progress.
  • Speaking of Field Skills, level up Mechanical first, since you'll always need this to install probes.
  • You can change class at any time. Note that each class has its own signature pair of weapons, so ensure you have appropriate gear before changing.

Equipment

  • Determine whether your class's strengths are in ranged or melee combat — this is partly determined by the weapons you use, and partly by the Arts you have equipped. Focus on acquiring equipment that plays to your strengths; for example, the Enforcer class tree particularly specialises in ranged combat, so pick equipment that emphasises your Ranged Attack and Ranged Accuracy stats.
  • A higher Attack value on a weapon isn't necessarily better; check the attribute of the weapon, too. Sometimes a weapon with a non-physical attribute and a lower Attack score can be more effective than a physical weapon with a higher Attack attribute; insectoid enemies, for example, are weak against Thermal damage and strong against standard physical damage.
  • The colour of a piece of equipment indicates its rarity and quality. White equipment is basic, green is Unique, blue is Rare, yellow is rarer (I've forgotten the official term offhand) and orange is Intergalactic.
  • Augments are important. Two weapons that look the same but have different augments can have a very different impact on your character. Using the ranged Enforcer class as an example again, there's not a huge amount of point equipping a gun that boosts your Melee Attack stats; better to play to the class's strengths and try to boost range.
  • Don't forget Augments can be upgraded at the AM console in NLA. You'll need Miranium and crafting materials to do this. By upgrading Augments, you can make a piece of equipment several orders of magnitude better than it was when you first acquired it, but note that there's a maximum total number of times each weapon can be upgraded.
  • New equipment will become usable every 5-10 levels or so, but you should also make sure you level up the AMs by using their equipment and donating Miranium to unlock additional options within each "tier" of equipment.

Combat

  • The most important thing in combat is positioning. Try and put yourself to the side or rear of the enemy whenever possible, as this boosts accuracy and damage. Use the Sprint function liberally in battle to change position quickly, and take note of the position indicator at the bottom right (the thing that says something like "FRONT / MIDDLE") — this indicates your relative horizontal and vertical positions to the enemy. Ideally, you want to be at "BACK / ABOVE" and least ideal would be "FRONT / BELOW".
  • When using Arts, there's really no reason not to go for positional bonuses when available. Familiarise yourself with your equipped Arts outside of battle and be prepared to shift your position to unleash them from the appropriate location.
  • For Arts that offer bonuses for things like Aura use, keep an eye on your TP meter, because you may need that TP for something other than an Aura at some point.
  • Pay attention to Soul Voice; it's the main way of keeping your party standing. When a character calls out to you, match the colour of their speech bubble to the colour of an Art for a bonus effect and a small heal to both you and the person calling out. (Appropriate arts will also pulse on your action palette to allow you to pick a suitable one to use.)
  • Set up your own character's Soul Voice to play to your party's strengths. If you're rolling with a group of melee specialists, you're not going to be much help yelling for them to use ranged Arts. Also take the time to customise the four Custom Voice options to suit your play style; there's some really nice effects in there, such as temporarily invincibility if you Sprint for three seconds.
  • Hit every Soul Challenge you can. Not only does this trigger a Soul Voice from your character, it also does a significant heal on the whole party. In longer fights against tougher foes, it is essential you hit these, so practice that timing!
  • Watch your enemies closely. There are no telegraph markers for most attacks, so you'll need to learn the visual cues to avoid taking too much damage. A helpful indicator is whether the position indicator is flashing red or not; if it is, you're in melee range, and will be hit by melee Arts. You'll hear a buzzer sound when you enter melee range, too, so take a step or two back if you're wielding your ranged weapon at the time.
  • Breaking enemy appendages is useful for several reasons. Firstly, the more appendages you break, the more damage the enemy takes. Secondly, certain special attacks are tied to particular appendages. Thirdly, breaking an appendage usually triggers a Soul Voice. Fourthly, breaking specific appendages allows you to acquire specific drops from the enemy related to that appendage.

Exploration

  • You're actually fairly mobile even on foot. Sprint when you can, because not only do you move faster, but you also jump significantly higher. This is useful for hopping over obstacles or "mountain goating" up cliff faces.
  • Install every probe you can. Every successfully installed probe nets you Miranium and credits income, but also acts as a fast travel location.
  • Probe sites shoot a beam of light into the sky to help you find them. If you know you're in the right hex but can't see the beam of light, look up to see if it's on top of a mountain or cliff, and if you still can't see it, it's probably underground in a cave somewhere.nearby.
  • When you install a probe, the hexes around it on the Segment View map reveal their main feature. To complete a hex's Sector Recon, you need to complete the objective indicated by the icon. A page icon indicates a mission takes place there (but doesn't necessarily start there); a sparkle icon indicates a specific treasure to be found; a monster icon indicates the Tyrant in that hex must be defeated.
  • NPCs with recon info will have a gold smiley face speech bubble icon over their heads. Walk near them to eavesdrop on their conversation and automatically update your map. The hex they referred to will be marked with "New" on the GamePad; tap it once to reveal the details, and it will be marked with a checkmark to show you've read the information but not yet acted on it.
  • The world layout isn't like an MMO, with "levelled" zones; instead, each hex on the map has an overall danger level in relation to your character's inner level. Don't be afraid to go into areas with higher level enemies, because sometimes you need to pass through these to get to where you're going. Do take care around enemies with red eye or lightning bolt icons, however; steer clear of them to avoid detection.
  • If you see something that looks interesting, go and check it out. It might be a landmark, scenic viewpoint or unexplored area, and these are all worth experience.
  • Grab every Collectible you see lying around on your way to a destination. Some are used as quest items; some are crafting materials; some are simply things to put into your Collectopedia. Curators in particular also gain a decent amount of BLADE points per Collectible acquired.

Online

  • It's worth playing online if you can, since there are helpful rewards available, including:
    • Division Spoils, which unlock at midnight each day according to the total number of BLADE points each division acquired
    • Squad Tasks, which are shared objectives (usually killing specific enemies or types of enemy) that reward everyone in a Squad with Reward Tickets for completing them
  • Reward Tickets can be traded in for a huge variety of material items. If a quest or upgrade is calling for a specific item and you don't feel like killing hundreds of enemies in the hope of a rare drop, see if you can afford it with your Reward Tickets; just use the terminal in the BLADE Barracks to check.
  • If you're stuck on something, try sending a Free Report asking for help; someone might have an idea. Free Reports have a very tight character limit, but be as specific as you can, since it may not be obvious where you are or what you're talking about.
  • Don't forget to register your character as scoutable at the console in the Administration District. You can also hire other players' characters here, and you can also team up with other players' characters if you come across them in the field. Note that they'll only stick with you for half an hour if you do this, whereas hiring them from the console will keep them with you for 2-4 hours depending on their Scout Level. The former is free, however; the latter can get expensive!
  • To encourage other players to scout your character, be sure to customise your Public and Personal greetings as well as your Fashion Gear. Having a distinctive character means people are more likely to pay attention and hopefully hire you.

Think that'll do for now. More tips once I get a bit further and unlock Skells!

2146: More Xenoblade

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Pretty much all I've done today is finish off a bit of work I had to do and play Xenoblade Chronicles X, so I'm going to talk a bit more about my experiences with the latter.

If yesterday's entry didn't already make it clear, I love it. It's actually not the kind of RPG I traditionally used to love, so this surprises me; it's open world, it's non-linear, it's nowhere near as story-centric as many other RPGs out there… but it's compelling, addictive and beautiful.

I think one of the things I like most about it is that it feels something like the realisation of a longstanding fantasy. Let me explain.

Way back in secondary school, I was renowned among the teaching staff as someone who put way too much effort into creative writing assignments, usually delivering pages and pages of epic prose where my classmates would put in maybe one or two at most. I can still remember most of these stories I wrote, from early example Timeslip (a riff on Back to the Future, which my friend Daniel was obsessed with, that featured a time-travelling lorry rather than a DeLorean, and what was essentially Rainbow Road from Super Mario Kart to represent the pathways between times) to later pieces such as my A-Level English Language assignment, where I delivered a surprisingly confident but harrowing first-person stream-of-consciousness narrative from the perspective of a girl who was raped.

Anyway. One of the stories I wrote — I forget exactly when, but I do remember writing it — was called Colony. Having somewhat grand plans for what I had written, I had tagged it Chronicles of the Scorpio, Book 1, despite having not even finished the entire story of Colony. That is beside the point; what is important is what Colony was about.

Colony was loosely inspired by a PC CD-ROM game I'd been playing called Alien Legacy. This concerned an interstellar colonisation ship waking up its crew a long way from where they were supposed to be, and the crew and colonists having to make the best of the situation in which they found themselves. Colony featured a similar kind of situation, with the UNS Scorpio finding itself pulled through a wormhole into (if I remember correctly) the Beta Caeli star system, which conveniently had an M-class planet for humanity to plant itself on. The remainder of the story — which I finished — described the colonists' struggle for survival as they discovered they were not entirely alone on this planet, and so on and so on.

To the point, then: the thing I like about Xenoblade Chronicles X is that it feels like I'm exploring that story: one that's been stuck in my head since I was a teenager. I don't think I've ever played a game with such a brilliant sense of exploration, discovery and having to fend for yourself on a very alien world, and Xenoblade Chronicles X's handcrafted setting puts the randomly-generated locales of Minecraft and its ilk to shame by being absolutely fascinating to explore. The experience of surveying planet Mira is exactly how I pictured the characters in Colony spreading out from their initial base camp to discover exactly where they had landed.

There's so much to do, with an excellent sense of constant progression. You can follow the story missions — something that I haven't done much yet so far — or you can make an effort to survey as much of the planet as possible. It's extremely satisfying to take a look at the Segment Map on the GamePad screen and see a number of little checkmarks indicating that you've completed that particular area… but it's also somewhat daunting to see how many other areas don't have little checkmarks in them and realise quite how much there is left to do.

I am fine with this, though. The sheer amount of stuff to do in Xenoblade Chronicles X distinguishes it significantly from MMORPGs, which is what it's getting most frequently compared to: rather than grinding out the same content over and over again in an effort to get an incrementally small reward and creep up in power week by week, you can pretty much always be doing something different and be making progress somehow: you can be levelling up your character, or increasing the rank of your current class, or increasing your rank in the BLADE organisation, or earning money, or gathering resources, or researching weapons for the arms manufacturers, or… you get the idea.

The online seems like fun, too, though I've only dipped my toes into it so far. Taking the form of short, instanced missions for up to four players at once, the Squad Missions feature allows you to play with others and cooperate to take down some tough challenges together. The game is set up in such a way that direct communication isn't necessary, with characters instead using the "Soul Voice" system to automatically shout out things to each other and boosts to your abilities being appropriately applied if you respond correctly to these shouts. It's also possible to communicate through emotes and, if you so desire, the slightly clunky "Free Report" system, which is not quite real-time text chat, but it's testament to the game's solid systems that four strangers can come together and take on some significant challenges without any need for voice or text chat to coordinate things. I wonder if this will still be the case at higher levels? We shall see, but being only level 15 so far, I have a way to go yet!

Anyway. If you've been dithering over whether or not Xenoblade Chronicles X is worth a purchase, stop; it absolutely is. (And, to answer a question from the comments yesterday, no you don't need to play Xenoblade Chronicles first, because they're two completely independent games.) It's one of the most ambitious, impressive RPGs — no, games, full stop — that I've ever played, and it deserves a big, appreciative audience. I'm telling you now, games industry; if this game gets passed over in Game of the Year talk, we are going to have some serious words…

2145: Xenoblade Chronicles X First Impressions

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So, Xenoblade Chronicles X came out today, and I picked up a copy.

Is it any good? Well, after eight hours of play in one day, I think it's fairly safe to say that yes… yes it is.

38 words is not quite enough to articulate why this game is worth your time and attention, however; so I shall attempt to elaborate somewhat. I wrote a little the other day about how much I enjoyed the previous Xenoblade Chronicles game on the Wii, and much of that still applies, though as I suspected from what I'd heard prior to release, Xenoblade Chronicles X is a bit of a different beast to its predecessor.

Let's start from the beginning, then. Xenoblade Chronicles X casts you in the role of a survivor of a spaceship crash on the planet Mira. The game begins with you being rescued from your stasis escape pod and emerging into this strange new world with no recollection of who you are/were. You're surprised to discover that the remnants of humanity have been somewhat busy in the intervening two months between the ship crashing and your rescue, but you quickly adjust to life in New Los Angeles, a city constructed from the wreckage of your former ship's habitation module.

In those two months, it seems said remnants of humanity have organised themselves in what appears to be a fairly efficient manner. Of chief importance to the building of humanity's new life on Mira is the organisation known as BLADE, which stands for Building a Legacy After the Destruction of Earth, but which everyone just calls Blade, because that's cooler.

BLADE is responsible for most of the day-to-day running of life on Mira for humanity. Its employees go out and explore the world, gather materials, keep the more feisty members of the local fauna in check, deploy probes and set up resource infrastructures. It doesn't take long for you to be inducted into the ranks of this group, and before long you're swearing allegiance to one of the "Divisions", which determines the most efficient means you have of ranking up within the BLADE organisation, though regardless of your allegiance you're free to pursue any activities you see fit.

Once you step outside New LA onto Mira proper, there's plenty to do. Like the previous Xenoblade game, the world is strewn with collectables that can be put into the Collectapedia; there are plenty of enemies to fight of all shapes and sizes — with the biggest being some of the biggest… things I've seen in any video game ever, including Shadow of the Colossus — and there's a ton of exploration to be done. By wandering around, you'll discover landmarks, sightseeing spots, unexplored areas such as caves and ruins, places to install mining equipment and all manner of other things.

When you get into combat, you're presented with a system somewhat like the previous game's, but with a number of refinements. Of chief importance is the "Soul Voice" system, whereby party members can chain attacks together by shouting things out during battle based on various trigger conditions. By using the appropriate Arts when your companions yell out the relevant things (which are colour-coded to make things easier for you) you can achieve various helpful bonuses and special effects. Likewise, when you perform a particular ability and then hit the B button at just the right time, you can encourage your allies to trigger a Soul Voice in the same way. Combat feels fluid and interesting, and the fact you can switch between ranged and melee weapons at will means you can tweak your playstyle how you see fit — a fact that is further compounded by the array of different character classes on offer, which you're free to switch between whenever you like.

There's also some online functionality that is pretty interesting. After clearing the third chapter of the main story, you sign up for a "Squad", which is an online group of up to 32 players. Once you're in a Squad, you receive notifications about their achievements and gain the ability to make "reports" about things that go on around the world, things you've done or simply to chat. You can trade things with other players, too, and there are communal Squad objectives to complete collectively as a group.

For those who want to take things a step further, there's a full multiplayer mode where you can take on Squad Missions together in parties of up to four people. These tend to be short, timed missions where you have to achieve specific objectives such as defeating enemies, but playing alongside other people and chaining your Soul Voice effects into each other has a markedly different feel from playing with the AI characters. It's also a good opportunity to admire other players' custom avatars, since the game features a vanity system whereby you can wear one set of gear for its stats, then apply the appearance of a different set for your own custom outfit.

Xenoblade Chronicles X is a game that appears to be incredibly daunting in its scope, with numerous intertwining game systems that, after the initial few story chapters, it leaves for you to explore for yourself rather than guiding you through by the hand. The electronic manual is essential reading, since not everything in the game is explained in tutorials, and there are a few bits and pieces that will doubtless prove bewildering without explanation.

So far I've had an absolute blast, though. The environments are spectacular, the creatures are weird, wonderful and gigantic, the combat is fun, the story is enjoyable, the characters are pleasant to hang around with, and the setting is well-crafted with a pleasing sense of coherence to the whole thing.

In short, it's pretty gobsmacking, not only as a game in its own right, but in how much of an improvement over its predecessor it is, too. And it's doubly impressive for being quite this spectacular on the Wii U, by far the least powerful of the current generation of consoles. Frankly, if this game doesn't shift a few Wii U systems, nothing will, because I find it hard to believe anything more impressive will be squeezed out of Nintendo's hardware.

2144: Link's Awakening

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Closing in on the end of The Legend of Zelda: Link's Awakening, and I've really enjoyed it — quite possibly more than A Link to the Past, which was previously one of my favourite Zelda games alongside Majora's Mask.

I haven't quite finished it yet so I'm not sure of the complete "truth" behind everything, but I'll comment on what I have seen so far, which is up to about halfway through the eighth dungeon, Turtle Rock.

One of the things I like a lot about Link's Awakening is its strange blend of melancholy and silly humour. This is something that Nintendo has been quite good at with the Zelda series in particular, but it's particularly pronounced in Link's Awakening. The frequent suggestion that everything that is going on is a dream of the "Wind Fish" — and whether or not this is the case is yet to be revealed to me, so no spoilers, please! — allows the game to throw in peculiar and unconventional things along the way, as well as cameos from numerous other Nintendo characters.

Pleasingly, these cameos don't feel overly forced and, in most cases, aren't shoehorned in — they're just there. For example, there are characters who look like Mario and Luigi, but they're never referred to as such. There's a Yoshi doll in one of the shops that kicks off one of the major sidequests in the game. Mr Write from the SNES version of SimCity is there, indulging in a romantic, long-distance letter-writing relationship with a young goat-woman, who is misrepresenting herself using a photograph of Princess Peach. Goombas show up in several dungeons as enemies, as does a monsters that looks and acts remarkably like Kirby. The list goes on.

Another thing I like is how the game blends elements of the original Legend of Zelda and A Link to the Past. There's the stronger sense of narrative from the latter coupled with the challenging but satisfying exploration of the former. Dungeons incorporate the side-view "cellars" from the original Legend of Zelda, but in a more fleshed-out manner — rather than simply being somewhere that you either get an item or find a route to another part of the dungeon, these cellars are often mini platforming challenges in their own right that make use of the "Roc Feather" item that allows Link to jump manually for, so far as I can remember, the only time in the series.

The dungeons are beautifully designed, too. While their layout is simpler than their counterparts in A Link to the Past, being single-screen rooms rather than larger, scrolling rooms, navigating them is a pleasure, and very often the game rewards experimentation with its mechanics, and even demands it in places. This is not a game that holds your hand in the slightest, which I appreciate, but I also very much appreciate that the game does have the facility for you to get a hint or two to nudge you in the right direction if you're really struggling.

For me, the only slightly underwhelming part has been the bosses, which, although decent enough, don't seem to be quite as interesting and challenging as those seen in some other Zelda games, and several of them are reused once or twice in later dungeons. At least they're better than the ones from the original Legend of Zelda, mind, and there are a few interesting mechanics to play with on some of them. I also like the use of "mid-bosses" in dungeons as well as the big bosses at the end; I'm a fan of boss fights in general, so getting more than one per dungeon is something I enjoy.

Anyway. I'm hoping I finally beat the game this evening, because when I get home from holiday, it's going to be Xenoblade Chronicles X time for the foreseeable future, and I'd just feel bad if I got this far in Link's Awakening and didn't see it all through until the end!

2143: Anticipating Xenoblade

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I'm picking up a brand new game release on Friday. It's not often I buy a new game the moment it's released, but in the case of Xenoblade Chronicles X, I feel almost obliged to, given that it's not only a game that's been a long time coming, but also a game that's likely to be one of the most impressive titles for Nintendo's underappreciated Wii U console — much like its predecessor was for the original Wii.

I don't know a lot about Xenoblade Chronicles X as yet save for the fact it's a bit of a departure from the style of the previous game; I've been deliberately avoiding too much coverage of it because it's one of those titles for which I'm keen to go in almost completely blind, much as I did with Xenoblade Chronicles. I can, however, talk a little bit about my memories of Xenoblade Chronicles, and why they lead me to anticipate Xenoblade Chronicles X quite so much.

I'm not massively familiar with the overall Xeno metaseries. I played Xenogears back when it was originally released on PS1 and enjoyed it a lot, despite its rushed second disc. To date, I know nothing at all about the Xenosaga series, and my next contact with the overall Xeno quasi-franchise was Xenoblade Chronicles on Wii. Again, I came to this knowing almost nothing about it save for the fact it was one of three games for the Wii that a pressure group known as "Operation Rainfall" had been encouraging Nintendo to bring to the West, the others being The Last Story from original Final Fantasy creator Hironobu Sakaguchi, and the unconventional, wonderful Pandora's Tower from Ganbarion.

In other words, I picked up Xenoblade Chronicles based entirely on hearsay — people whose opinion I respected said that it was an important release, and that as someone who enjoyed JRPGs, I would do well to check it out. It was also noteworthy in that it actually made it to Europe before North America, which is not something that tends to happen all that often with localisations, and its dub featured English, rather than American, voiceovers — a fact which gave it a considerable degree of charm as well as inadvertently creating a number of memes that persist to this day, including "I'm Really Feeling It" and "Now it's Reyn Time", the former of which was helped enormously by protagonist Shulk's inclusion in the Wii U version of Super Smash Bros.

Anyway. Booting up Xenoblade Chronicles for the first time, I was confronted by a JRPG experience quite unlike any other JRPG I'd played to date. Well, that's not quite true; it was a bit like Final Fantasy XII in many ways, but it definitely had its own unique identity that combined influences from traditional, story-heavy Japanese role-playing games; open-world, mechanics-centric Western role-playing games; and the sheer, daunting amount of content found in your typical massively multiplayer online RPG.

Of particular note was its combat system, which is the main aspect that Xenoblade Chronicles X carries across from its predecessor. Allowing you to take direct control of any of your current three party members, gameplay changed significantly according to how you chose to play each character. Each party member had a fairly obvious "role" in the party that they were supposed to play, but there was a decent amount of customisation between learning new Arts and Skills for them, as well as the limited number of Arts the characters could have equipped (and, thus, usable) at any given moment.

Combat was much more than simple hack-and-slash; in fact, simply running up to an enemy and hoping to whittle down its health was an invitation to disaster, even early in the game. Instead, you needed to know your characters' abilities, including positional bonuses, and make appropriate use of them at the right times. This is where MMO influences showed themselves once again; since you were only controlling a single character, you had to trust that your AI-controlled companions were up to the task of doing their job — which, to their credit, they usually were — while you concentrated on doing yours.

I typically played as Shulk for most of the game; Shulk, in party-based MMO terms, would have been a melee DPS class somewhat akin to a rogue, dragoon or monk in Final Fantasy XIV. In other words, his abilities were largely focused on both dealing damage and inflicting debuffs on enemies, and many of them were conditional on him being in a particular position in relation to the enemy. One of his Arts required him to hit an enemy from behind, for example, while another had bonus effects when used from the side. Mechanics such as this kept combat dynamic and interesting rather than simply having two groups hacking away at each other until one or the other's HP ran out.

Then there was the world. Oh, goodness, the world. Xenoblade Chronicles was running on one of the weakest consoles of that particular generation, but it managed to be one of the most impressive games there was in terms of scope and visual design. Unfolding on the overgrown, long-dormant bodies of two mysterious giant mech-type things known as the Bionis and the Mechonis, Xenoblade Chronicles' world combined the realistically natural with the fantastic to create an absolutely beautiful, memorable world with some genuine landmarks that were worth seeking out just to admire the visual majesty of. I still remember vividly the first time I came across Makna Falls and had to stop and just admire this beautifully crafted environment for a few moments; it was somewhere I'd want to actually go in reality, such was its beauty.

To reiterate an earlier point, I know very little about Xenoblade Chronicles X, and that includes details about its world. If it's half as interesting and thrilling to explore as its predecessor, though, I'm excited to jump in and start running around… and later, to start stomping around it in the big mech-like Skells.

Xenoblade Chronicles X is out on Friday. There are online and multiplayer features in the game, so if you're planning on playing it and would like to do stuff with me, let me know and we can exchange Wii U friend details.