Xenoblade Chronicles Definitive Edition is Literally the Best Game Ever Made
Channel: NintenDex
Date: 2020-07-12

NintenDex: Xenoblade Chronicles Definitive Edition is Literally the Best Game Ever Made
 
Timestamps: 

00:00 Intro
01:15 Visuals and UI
04:24 The World
06:56 Sound
09:46 Gameplay
22:02 Story
40:46 Future Connected
 
Intro:
 
Xenoblade Chronicles is my favorite game of all time. As such, I’ve always wanted to cover it. Imagine my excitement when Nintendo announced a full HD remaster, which would add more content in the form of an added epilogue. I was screaming when this happened you guys. And really, I just want to review Xenoblade Chronicles, tell you why I love this game so much, and why I truly believe that this game is one of the best ever made. Join me as I dive deeper into the world of the Bionis and Mechonis, to uncover why this game is so phenomenal. That being said, I am going to spoil everything about Xenoblade 1 and the epilogue Future Connected, along with some major spoilers for Xenoblade 2. I will go into Future Connected at a seperate part at the end of the video, so you can go through the first part about the main game without any spoilers for the epilogue. If that’s all good with you, let’s dive right in.

So in terms of the original Wii release, this game looked… far from stellar. The character models and facial expressions were often incredibly derpy-looking, and sometimes didn’t really convey the emotions they should. This problem was even worse on the 3DS, which is the version I first played. A lot of people also found the UI to be very clunky at times. I personally never had too many issues with it, so I would have been fine if, for Definitive Edition, Monolithsoft had chosen to leave it untouched. But, instead of leaving it, Monolith reworked it to be more accessible. For example, you can now more easily tell when an art will deal its additional effect, for example making it easy to tell where you’re positioned around an enemy for arts that require it. Quest tracking has also been improved. One big issue I had with quest tracking before, is that for the main story, quest flags would almost always reveal when a cutscene was going to happen. This part of the design of the game was unfortunately left untouched. It isn’t a big deal, but I would have liked to see that part of the quest flagging and tracking system reworked. However, Monolith did obviously make other changes. You can now tell where items for side quests are that you need to collect, and a dotted line will guide you to your destination. Quests are also indicated with little timers if they won’t be available throughout the entire story, and will run out. I do think this change in particular might spoil that some big twists are coming, but for overall convenience all of these changes certainly help a ton, but as someone who doesn’t mess too much with side quests, I wasn’t dying to see them. But for people who go all-out with 100%-ing these games, this will be incredibly useful. 

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