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Xenoblade 3 review. A masterpiece with culmination. 12 -year monolith software crystal that gives unforgettable experiences (with spoilers)

12 years since the release of the first work Xenoblade. The technology and thoughts accumulated by the monolith software are fruited here. Video beauty that has evolved further from Xenoblade 2. A game system that has almost reached the completion after the accurate selection. A solid story that is finished in the content to be told to the peace. It is no exaggeration to say that everything cultivated in the cooperation of many works as Nintendo's subsidiary is packed. A masterpiece with culmination. This evaluation is appropriate for Xenoblade 3 .

Xenoblade 3 is a role-playing game released by Nintendo on July 29, 2022. Development is handled by monolith software. This work is the numbering title of the Xenoblade series, and the story is a culmination that connects the world of Xenoblade and Xenoblade 2. The general director of the work, like the past, is served by Tetsuya Takahashi.

Below, there is a spoiler about the contents of Xenoblade 3. Be careful if you clear it.

A story that asks for an uncertain future and affirms the cruel reality

The story of Xenoblade 3, which appeared as a milestone in the series, was led by three pairs of Adam and Eve, biting wisdom fruit, and aiming for a sparkle = uncertain future, and affirms the cruel reality. It is a story. Following the Zenoblade, which talks about the story that grasps an uncertain future, and Zenoblade 2 depicting Story to accept reality as a paradise, it is finished in the contents suitable for the milestone of the series. Not only does Tetsuya Takahashi's style appear in the previous two works, but also extremely modern themes such as difficulty in self-realization, mainly young people and families (parents (parents), which are main users of Nintendo Switch. For), he speaks diversifically and powerfully in a form with a strong message.

Living is a battle. The world setting of this work, which Mobius is required to fight and die in a 10-year life of a human being, is a person who is exploited by the social structure and a vested interest in a place away from the site. It clearly expresses a modern social structure, which has a large gap with a person who is scratching. It is easy to understand because many of the human side are young people, the lines that are conscious of youth are repeatedly used and many of the Mobius are in the middle age. Mobius's view of life and happiness is an old-time era, saying that living is the only success to keep kicking others for the only success. The composition that Mobius is exploiting energy by imposing the form of happiness and seeing its appearance is, for example, the boys who prioritize the consequences of assembly gymnastics, priority on victory supremacy, showdown and tradition. Remires social issues such as the current situation of the Japanese sports industry, which sacrifice the player life.

Mobius has become invisible without having a consciousness of his life (the process of living and dying) because he is afraid of the uncertain tomorrow and the cruel reality. The fact that the actual situation is unconscious is unconscious, and the awareness of the reality that following the pressed happiness theory is more exploited, even if it is exploited, is better than the now collapsed, and the message of the work is connected to the reality. I'm strengthening. On the other hand, the protagonists have a presence as a character with modern ideas. While recognizing that living is a battle, fighting is a painful and painful process to find each self-realization = how to use life, so not kicking others, but everyone holds hands as a party. I hope to continue fighting together. The word the world changes if you change simply shows their stance. Even though it recognizes the differences between races, they do not have a discriminatory awareness, and they can flexibly change their values for the roots of wars created by the war and clear them clearly.

The story of this work is Our consciousness that refuses the uncertain concept and exploits young people by pushing the only happiness theory = our consciousness that is overwhelmed by the priority of the present. And, based on the conflict of the protagonists, I want a world where people can aim for each self-realization even if the painful and painful tomorrow is waiting. We will develop carefully while involving the proposition related to the fundamental part of the concept. With a topic that we want to turn away from birth to dying, we can make a laugh, tears entertainment, and to be as honest as possible. Facing with a good attitude, promotes the player in introspection, and gives the vitality of living. It is a word of encouragement for everyone who is living now. What I was impressed with about the content is that it clearly describes the fact that people are unsuitable in terms of possibility of self-realization.

In the work, the relationship between the strong and the weak is often featured in the possibility of self-realization. The strong is a person whose talent is recognized as a strength in the days. The vulnerable is a person who lives in an era when talent is not recognized as a strength. The protagonists are mainly on the strong side, and the weaknesses will stand on the weak side. On top of that, it is the luck of time to decide what is good or as a result, and it is not a good thing from the protagonist's mouth, and it is not a self-responsibility to the weak. It is a praise of this praise to show that it is important to hold hands with each other and fight for self-realization, rather than requesting a distorted noblesse oblige on the strong side. (It is really Mr. Takahashi to give the player pain in the lesson and prepare an unavoidable development.)

As a method of play, the main story is a unique RPG that is finished in the content that is based on a large amount of subquests. Punk 2077]. As mentioned earlier, the theme of this work is not only the modern content of the difficulty of self-realization, but also the fundamental concept of life, such as what is self-realization and what to live. It also includes things related to the part. Therefore, it is important for a story to expand your thoughts from a multifaceted perspective. However, in the main story, the mainstay is the change in the way of six protagonists, and it cannot be said that the content is multifaceted (thoroughly for the drama and the drama centered on them. It is done).

Then, what is compensated for it is a large subquest prepared. The content, which handles different ways of self-realization from the protagonists, depicting the suffering of the strong and the weak, those that handle world settings, and the form of a variety of connections that are mixed with love and hate. Is a wide variety. The fun of the content itself is full of grains, and it boasts the same quality as the main story. The impression of the main story differs depending on whether you are playing or not. Fortunately, the mechanism for playing subquests is well-formed, so it is expected that the width of the impression will be smaller.

So far, we have been discussing the evaluation points mainly, but it is not that there are no drawbacks. The first thing that is listed is the number of cut scenes that are intermittently inserted. Although there is no impression that the time to watch the cut scene is longer than the game play time, the progress of cut scene → a short walk and a cut scene immediately cuts out the concentration on gameplay. It is a method that is greatly out of the recent trends of the game experience that gives priority to the immersion of players as much as possible and creating video expression in a seamless form, and it cannot be read why it is now adopted.

The next one is the lack of charm in the final battle. First of all, the biggest enemy of this work is yourself. This is because this is because it is the theme of what to do from birth to death. In fact, self in the failed world appears as an enemy, and the identity of the mastermind is unconscious. This is also derived from the fact that many Mobius's personality is weak. There is no point in expressing the theme in the dialogue itself through the battle with Mobius, but the growth through the interior of the character is an important story.

In other words, the final battle in the story has been completed when the protagonists find the answer to life in themselves. Therefore, the last battle has become a digestive game, and the redundant production using the cut scene above is added, and it lacks the excitement. Then, why I bothered the lack of charm in the final battle was the topic of the past two works. Xenoblade and its direct sequel Xenoblade 2, both of which have a composition that the climax is the climax of the story, and in this work, which is a break, the continuity in the series is dared. Of course, there were many works that were successful by betraying continuity, of course, who did not know why they were not taken over.) The ephemeralness that expresses the melting of the epilogue that follows, and the delicacy like a sunrise that oozes from the horizon. Given the sweetness of the catharsis that comes from it, the last battle that was a digestive game is a shame.

I was a personal matter, but I once loved me. The person suddenly killed himself. Whether it's the result of his own way of life or because he gave up living, he hasn't given a convincing answer even more than 10 years after his death. And I have a time when I seriously thought about pursuing him. For me, the experience of this work, which focuses on how to use life, was painful but pierced into my chest. Eight people + 1 cross the wild, cross the mountain, the valley, and the glitter of many lives that overlap each other and heal me to heal me, giving me the vitality of living. He gave me.

Noah doesn't stop thinking. Mio has a spiritless spirit. Lands with a delicate heart. Senna was able to overcome the weakness. Yuni expresses a life-sized human. Taion is gentle than any1. Riku and Manana who are lovely and reliable. Thus, paradise is lost, and I return to a cruel everyday life. But you will never forget the journey you spent with them. Xenoblade 3 pushes my back to tomorrow I haven't seen yet.

Game system that reached the completed area **

Xenoblade 3, which succeeded in providing users with a story experience suitable for the milestone of the series, boasts the highest quality in successive works. Of course, the game system in the Xenoblade series, the battle system, is known as interesting but quite complicated, so it is a difference from the first impression before the purchase, and retired before understanding the game. It also led to worsening playfeel after purchasing. Its complexity reached the top in Xenoblade 2, resulting in pros and cons. And the battle system of Xenoblade 3 is also a complicated content. However, it has been polished after the accurate selection from the past work has been well devised to keep the player from retiring while maintaining the concept of the experience.

First, I would like to explain the flow of battle in this work. Players will operate the six characters of attacker, defender, and healers in the form of classes in real time while switching in real time. Is operated. AI is very good and moves efficiently). Each person has seven arts technique commands, and if the arts are used at the right time, two types of gauges will accumulate. By opening this, you will release a great technique and defeat the enemy.

One is Uroboros gauge. When the gauge is opened, a specific two characters can be fused to make it a Uroboros, and powerful arts can be used. There are up to 4 levels from 0 to 3, and the higher the level, the more the power of the arts is. The interesting thing is that if you activate Uroboros, the number of characters will decrease by one person. For example, if you align the combination that becomes Uroboros in the same role, activation may be more disadvantageous. More specifically, if you align the duo that becomes Uroboros in the same healer, the party may not be recovered and the party will be destroyed while the Uroboros is activated.

The second is a chain attack. This is a super-large technique that makes a total damage to the enemy by six + 1 person. As a mechanism, repeat the attacking the enemy by choosing one ally, and bringing a dedicated percentage to 100 % or more. Repeat this until the gauge is gone or no one can choose. As a specific flow, if you consume a gauge → select one friend character and attack the opponent → increase the percentage → select one ally by selecting one person, one turn is over. Adding percentage to the attack ratio, the character revived as some options. Return to the stage of consuming the gauge. Although the ratio of the initial stage is 100 %, the power of the attack increases by the rising percentage, and ultimately can hit the attack with a power that boasts a magnification of 1000 % or more.

What is also interesting is that the percentage growth varies depending on the role of the selected character. For example, attacker has a large percentage growth. Conversely, the healer attack will stop at 99 %. As soon as one turn exceeds 100 %, it is possible to aim for a total of 200 % or more by stopping at 99 % on purpose. In other words, if there are many or less specific rolls, the power of the chain attack will not increase. Furthermore, percentage growth is different depending on each character. For example, Taion is officially introduced as a recovery role, but he has the best growth. Therefore, if you are aware of the chain attack, you want to be an attacker as much as possible. On the other hand, Lands, which are introduced as shields, have poor numerical growth. Therefore, healers who do not need to worry about the growth of numbers are also appropriate.

As mentioned earlier, the player needs to sort the ranges of attackers, defender, and healers to the six characters. By setting such a mechanism, it is wonderful that the player's idea is not kept at the stage of I only need to put out two rolls for the time being, and it is a mechanism that encourages trial and error. The classes corresponding to each roll have a clear characteristics, and it is interesting to think about synergies together with gems, which are elements from past works. Nevertheless, the content of the battle is a simple content of attacking with six people and saving gauge and deciding a big trick. By the way, the combos of arts have diminished with each element, and the enforcement power executed in this work has been considerably weakened. From Xenoblade 2, which needed to be performed many times at the same time in parallel, I got the impression that it was really slim while keeping the depth of play.

The user who touches the series from this work has been sufficiently followed. First of all, it is better to be more notable for tutorials and tips. The slowness of the windows with the description of the description is clearly the intention of not skipping. Above all, the existence of a training mode that allows you to practice the action during battle many times will encourage players to step up together with the existence of auto battles that can only be used by small fish enemies. The AI of this work is very good and it moves quite accurately even if it is not an auto battle, but it will never have the highest efficiency unless the player intervenes. In other words, the waste is intentionally conspicuous, and the player's psychological state can be brought in the direction of if you can move it better.

When talking about the game system in the Xenoblade series, it is also indispensable to search for fields. In the past work, the size of the space came to the front of the impression, but the field in Xenoblade 3 gives the impression that it has become quite slim like the battle system. This does not mean that the scale has shrunk, but that there is no waste area that players will not go. The feature of the field design of this work is that there is a main street that clearly guides players at the center of the area, and there are various areas as branches and leaves around. Heroes, subquests, and superb views are waiting at the end of the branches and leaves. It is interesting that inserting areas that can be explored in the player's view as a scenery do not make you feel narrow.

It is noteworthy in the field design of this work is that the power to move the player is extremely strong. Players will run around the field mainly to unlock the hero, but unlocking a single hero will show several attractive subquests. If you run a subquest, you will find a new area halfway to do the use. When the subquest is done, many NPC conversation content changes continuously, and the element from the first work changes. In some cases, quests to enhance the hero you have become a friend appear. Then, while walking around the field to make the odd search during the subquest execution, you will meet a new hero.

In other words, as soon as the player has taken a step, he enters the loop of Search → Hero Discover → Subquue Resolution & New Area Discovery → Search → Hero Discover. On the way, the collection items used in the subquest and Zako enemies who gain a lot of experience are scattered, and the players do not shorten their breath. In addition, it is nice that the leveling work that is based on RPG is not necessary because the experience value is naturally obtained in the loop. There is also a line that can be heard by taking a specific hero to a specific place, and there is no time to devise players. Then, the reason why we keep moving the players so far is large in the story above. This work is designed to deepen understanding and satisfaction with the content of the story by the detour, and Tetsuya Takahashi also recommends a detour in the main story. Thanks to the abundant Fast Travel Points and the presence of the main street indicating the route, it is wonderful that it is easier to return from the main story to the main story from the exploration.

Just one drawback. There is a problem that it is difficult to inherit the class because the level rises through the search. In this work, multiple battles are required to inherit all party members of the classes obtained with the hero joining. However, even if you fight a lower-ranking enemy, it is difficult to inherit the class. However, if you repeat the search, the enemy will naturally fall down, so you will have to look for an appropriate enemy. Although it is a mechanism to encourage exploration, it is useless in this work that it is clear that it will be clearly better to have many classes experiencing many classes. I want you to modify this by update.

Overall, the game system of Xenoblade 3 has almost reached the completion area after accurate selection from the past work. While maintaining the identity as a play, he succeeded in squeezing the parts pointed out in the past, and still producing a clear color unique to this work. It boasts a suitable appearance to be called the latest in the series.

A story suitable for decorating the milestone of the series. A game system that boasts the highest quality ever. What do you call this a masterpiece? Starting with Xenoblade, the trajectory of Zenoblade Cross and Zenoblade 2, all of the 12-year monolith software, is packed in Xenoblade 3 without any deficiency. It's like a monolith that appeared in the 2001 Space Journey, and gives us the courage to live as a person in the modern age where it is difficult to live in an unforgettable game experience and live itself. is. Xenoblade 3 will definitely be one of the works that represents this year.

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