How Xenoblade Chronicles 3 Surprised Me
You can do a lot with 100 hours. I’ve spent less time at some part-time jobs, read Anna Karenina in less, and took an entire trip to Washington D.C. last month that, door to door, took me less time to complete. You can take a semester of a class, learn the basics of a new language, or remodel your kitchen. It’s less than a week, but a large enough span of time to be notable when you spend it on just one thing.
I’ve spent nowhere near 100 hours with Xenoblade Chronicles 3. By my best estimate, I’m about halfway through the main story, and I have done a lot of the larger sidequests, though very few of the small ones. But increasingly I’m finding the 100-hour time scale, the benchmark by which this game has marketed itself and been described in awe since its release, to be an impoverished way of talking about what it has to offer.
I say this because historically, spending 100 hours with a game is not something I’ve been excited about. This is partially because before this spring, I hadn’t played a JRPG in years, let alone one with the reach and reputation for length of the Xenoblade series. The last one I played, Final Fantasy VII Remake, is now one of my favorite games of all time, but ditches a lot of the quirks of the genre I have little patience for: overblown story, combat that’s difficult to understand and execute, millions of sidequests that all amount to giving someone something you picked up off the ground three hours ago. It’s not that I don’t like JRPGs, but that the bar they have to clear for me to enjoy them is often high.
Even after reading some favorable reviews of Xenoblade Chronicles 3, I was still nervous it wouldn’t be for me. But after spending a few days with it I’ve been pleasantly surprised to find that it’s not only an enjoyable, balanced, and emotionally moving experience, but one that is friendly to someone skeptical about a lot of its component parts. Elements that I was nervous wouldn’t gel with me, like the multi-hour cinematic cutscenes and the MMO-style combat, fit so naturally into the structure of the game that they almost disappear into its flow.
Xenoblade Chronicles 3 tells the story of two nations, Keves and Agnus, who kill each others’ soldiers in perpetuity. Those soldiers are born from test tubes and live only 10 years, if they don’t die in battle first. Their lives are tied to devices called Flame Clocks, which store the essence of their enemies and kill their inhabitants if that essence runs out. Noah, the main character, is an Off-seer, a musician in charge of making sure the souls of lost soldiers are returned to the earth in death, which is a responsibility that’s made him skeptical of the cycle of violence required to sustain his life. Yes, that’s a lot of proper nouns, but it helps that the central premise is so emotionally strong: the six main characters are child soldiers whose lives are tied to killing each other, and the inciting events of this story are the first time most of them have questioned whether that’s an exchange they can live with.
Xenoblade 3 has MMO-style combat, a phrase I wouldn’t know the meaning of were it not for a former roommate of mine who liked to play Overwatch in our living room. Your team is divided up into healers, defenders, and attackers, with the first two playing a support role for the third. You switch back and forth between your six playable characters in order to release timed Arts, powerful attacks that recharge over time or through performing auto-attacks, another MMO staple that Xenoblade 3 borrows. This can be sped up by canceling, which takes its name from the same strategy in fighting games. Pressing your next attack at the moment the first one hits gives you damage and recharge speed bonuses, making combat feel more like an exchange as you swap back and forth between your party members.
I’ve never felt unfairly challenged by anything Xenoblade 3 has thrown at me. There was only one fight where I got really stuck, and figuring out how to use chain attacks solved the problem for me. That’s something I appreciate about Xenoblade 3’s combat system: it’s extremely flexible. Don’t like how a class plays? Choose another one. An end of chapter boss is too hard? Level up with bonus XP. It’s a smoothness of user experience that is obscured at first by the combat’s complexity and its submenus upon submenus. But even this, which I was worried about at the start, is doled out to you so carefully through hours of tutorials that by the time you get to the game’s midpoint, you have a reasonable enough command of the combat to slide through Normal difficulty without too much trouble. This truly is the beginner’s Xenoblade—and if that’s not what you want, you can always switch to Hard mode.
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