55 hours into Xenoblade Chronicles 3, time to start spoiling!

Me at the end of every playing session

All right, I’ve gotten the exploration bug out of my system so it’s time to progress the story.

Heh, you actually believe that? Nope, what happened was I explored and explored until Xenoblade Chronicles 3 itself intervened and stopped me with a Genshin-style “Let’s explore the area ahead later.” I laughed my head off at that point, I was like “Finally! Finally, I got you to admit defeat!” Not so open world now, are ya? 😀 If you want to experience a similar stoppage, try exploring up to Dow Dolmen when you’re supposed to go through Maktha Wildwood.

When I eventually did do Maktha Wildwood, I found out the reason why they don’t let you go through Dow Dolmen. It’s because that route leads to the end of Maktha Wildwood where there’s a major cutscene waiting for you, and they didn’t want any sequence breaking. What major cutscene? Ehehe… I don’t know. [spoilers follow, non-players stop reading]

Thing is, when I got to the end of the woods, there were bosses waiting for me. I mean, they didn’t show up as bosses but I knew we would end up fighting. I was already fed up with all the talking and the boss battles where we never ever manage to defeat the enemies, so I did a little skippity-doo, and another little one… and next thing I knew, Ethel and Cammuravi were dead. Oops, tee hee! So, uhh, if anyone knows what happened there and wants to share, be my guest.

I wish I could say I’ve been faithfully watching the cutscenes ever since, but they seriously talk too much. Blah blah meaning of life, blah why are we fighting, blahhy blah blah. Just get on with it already! I blame Square-Enix first and the Xenosaga series second for making every developer think they’re a movie studio. But I’m LOVING the vast spaces I get to explore, so Xenoblade Chronicles 3 gets a slight pass from me. Slight.

All the purple space with the fuzzy borders is mine to explore.

Speaking of slight, I have a slight complaint about the maps. There are too many palette swaps! Not enough enemy variety. Same old bunnits, Gogols, Volffs, Ropls. They just change their names and levels slightly but they look almost identical. That’s lazy programming. It doesn’t make fighting exciting, so I avoid it as much as I can these days. Besides, cowardly me always goes where the enemies are at my level or slightly below so I can explore and grab items in peace without hassle. More maps! More areas! And hopefully more variety later?

It’s the same with the colonies – every new place looks the same, the people dress the same, live in the same tents. So boring. However I believe – or I want to believe – that the colony thing is deliberate on the writers’ part. The bad guys have stripped people of individuality and sentenced them to an eternity of killing and being killed, so they had no time or leisure to develop different cultures. Once I free them of their living hells, things will surely change. Unfortunately it will almost certainly change after the credits roll, so I’m not getting my hopes up too much.

It’s coming… You can’t have a JRPG without “the power of friendship.”

Time to spoil the story~ No special reason, just musing to myself. So there’s these guys in white and these guys in black (like chess pieces) and they have to fight to absorb each others’ life force to go on living. Eventually some of them find a way to break free of this cycle of fighting. The people who were making them fight don’t like that very much, so now the escapees, i.e. our party, are on the run to a safe haven while liberating other people as we go. Things are slightly more complicated than that, but not by much.

Where I’m at right now, the bad guys have gotten an evil superweapon they’re menacing the whole world with, so we’re fixing to storm their stronghold and destroy it. Never mind that they could just build another one, never mind that this whole thing is a huge and obvious trap and we would be better off heading for safety ASAP. The characters even admit it’s a trap, but the game has already established that Noah is a massive goody-goody and the rest of the party likes it that way, so *shrug.* Don’t blame me if you all end up “Sol Triggered,” is all I can say.

Credit where credit is due: Taion hasn’t betrayed me yet. Doesn’t seem like he’s going to either, with all the focus on his backstory and character development. It’s almost like they’re setting him up to be a replacement protagonist for when Noah betrays us… or dies.

…or betray it.

Hmm? You think I’m trippin’? The seeds have already been sown, first with how ridiculously “good” Noah is shown to be and secondly with the reveal of his evil alter ago on the bad guys’ side. BTW I don’t know why I bothered to specify “evil” alter ego, it’s not like there’s ever a good alter ego. Said alter ego wears a mask like it’s some big secret or something, but it’s so obviously Alter-Noah. I wonder if there’s some significance to naming him Noah, like in Noah’s Ark? 🤔

Anyway, for all my complaining about the story, I’m quite interested in where things go from here. Us storming the bad guys’ castle 50 hours into a 200-hour game is obviously not going to end well. Total Party Kill? And then we start over with a fresh set of “reborn” characters? Might be fun, but it would reset all of our affinity progress with the colonies, so that’s out. Maybe we’ll succeed by the skin of our teeth and continue on our merry way. Hmm, it’s faster to play it than speculate – though speculating is more fun than the hour-long cutscene I’m shortly going to be subjected to. I’ll get to it and report back later. See ya~

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