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Forums - Nintendo Discussion - Xenoblade Chronicles 3 launches July 29

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So this game will have classes

The mechas they transform into (Ouroboros) when fusioning give me Evangelion vibes.



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Link_Nines.XBC said:

So this game will have classes

The mechas they transform into (Ouroboros) when fusioning give me Evangelion vibes.

Except hopefully, unlike Evangelion, this game won't be needlessly bleak and/or have an unlikable female lead in a red mecha.



CaptainExplosion said:
RolStoppable said:

Splatoon 3 was scheduled for a summer release without a specific month being named. So yes, the most likely scenario is that XC3's and Splatoon 3's release dates got swapped.

Maybe they're even planning on Splatoon 3 being a launch title for Switch 2.

They won't delay Splatoon 3 by 2+ years.



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Early theory: The glowing red eye seems like a characteristic of people who've lost their 'partner'. Probably why they're so bitchy.



Welp at least most of the early theorizing people did is out of the window.

Also, it seems the game will be similar XC2 of doing things, being more it's own story rather than just really being a connected narrative between the first two games.

Otherwise, it's just incredible how pack the trailer is from the cutscenes, the characters and new ones, new gameplay mechanics, battle system.
It's plain sensory overload. I need to process this.

Also, the release date actually went up sooner .... Can't say anyone expected this.



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This release date bump kind of shows how Nintendo will quite often sit on completed games for long or short periods of time. My guess is that Splatoon 3 needed a few more months so they swapped it with Xenoblade 3.

For the trailer, definitely looks like some more Xenoblade goodness, so i am very happy. Hope the story is good like the 1st and 2nd game. X was just bad. All signs of course point towards this having a great story. Can't wait for this to finally release.



     

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With the Gears involved, it looks like they’re making more of a full fledged Xeno-game. This might be the closest game to a Xenogears style game yet (including Xenosaga which had some truly horrific map design, but typically made up for it with some very juicy cinematics). Not making a Xenogears-like game to this point isn’t necessarily a creative desire so much as a creative necessity; the transition to full 3D massively increases the scale of what needs to be done to replicate the experience. But Monolithsoft seems to be reaching that productive capability.

I have a few hope based on what I’ve seen from the trailer, largely based around (maybe most of) my biggest gripes with the past games:
1. A Xenoblade Chronicles X scale world, with NLA sized cities and other XC2 sized towns. XCX had my favourite world of the bunch by far, but it had one big flaw IMO - no major towns outside of NLA, there were expanding camps (which was awesome) but too much emptiness. So yes, towns + cities like Xenoblade has never seen before - with lots of side quests to build out the world, but less in the way of cheap ones with fetch goals and flavour text, and more in the way of fully developed ones—can’t let Witcher 3 get away with topping them on side quests. Also, no more of the maze-maps from XC2, I hated wandering around for hours trying to find one damn thing. Luckily, it looks like a map designer from XCX/BotW is handling this one, rather than the horrendous XC2 map designer

2. Denser storytelling. Takahashi has been making a lot of light beer stories with the Xenoblade Chronicles series. The games are exceedingly long, but relatively light and less potent in substance: twice as long as Xenogears, but about 1/4th as much happens. Takahashi built his rep on making the best premium whisky stories. No more of this lowest common denominator light beer crap, that’s not how to achieve greatness or even make it into the mainstream, FAR too many RPGs are already writing light beer stories, give us the Premium Single Malt.

3. Stop with the convoluted battle systems.I’m not against complex battle systems if they mean highly complex strategies, I’m a strategy fan, after all. But that’s not what we got with Xenoblade Chronicles 2. We got a battle system that was the most complex to operate in the history of the Xeno series, but also the least strategic in the history of the series. The challenge shouldn’t be about learning how to do a puzzle game, it should be about learning how to build a character and using strategy to smash an enemy. Using strategy in XC2 often means long, sluggish, drawn-out, religious battles (yes, I used the synonyms to drag out the sentence more and more and more to illustrate how the battle system feels). The easy shortcut is the convoluted combo system - which is an elaborate puzzle game that will deal lots of damage if you score well. It makes the whole battle system annoying. Maximize the fun and satisfaction of the battle system by expanding the viability of strategic battling, and instead make combos a rare thing that can be done maybe once every 10 battles or so. Making the game about executing combos every battle is annoying and boring-asses bullshit.

4. No more field actions. XC and XCX were perfect with the automated pickups. The stupid field actions in XC2 felt ultra reputations and were a massive headache. Also, the locks were bullshit, as it was difficult to tell if you were supposed to get that ability to proceed, or if there was another path - this bullshit further aggravated the pain of the maze-like map design.

Run those four bases, and as far as I’m concerned, this game could be a home run hit.
Those are my opinions at least.



I describe myself as a little dose of toxic masculinity.

Jumpin said:

With the Gears involved, it looks like they’re making more of a full fledged Xeno-game. This might be the closest game to a Xenogears style game yet (including Xenosaga which had some truly horrific map design, but typically made up for it with some very juicy cinematics). Not making a Xenogears-like game to this point isn’t necessarily a creative desire so much as a creative necessity; the transition to full 3D massively increases the scale of what needs to be done to replicate the experience. But Monolithsoft seems to be reaching that productive capability.

I have a few hope based on what I’ve seen from the trailer, largely based around (maybe most of) my biggest gripes with the past games:
1. A Xenoblade Chronicles X scale world, with NLA sized cities and other XC2 sized towns. XCX had my favourite world of the bunch by far, but it had one big flaw IMO - no major towns outside of NLA, there were expanding camps (which was awesome) but too much emptiness. So yes, towns + cities like Xenoblade has never seen before - with lots of side quests to build out the world, but less in the way of cheap ones with fetch goals and flavour text, and more in the way of fully developed ones—can’t let Witcher 3 get away with topping them on side quests. Also, no more of the maze-maps from XC2, I hated wandering around for hours trying to find one damn thing. Luckily, it looks like a map designer from XCX/BotW is handling this one, rather than the horrendous XC2 map designer

2. Denser storytelling. Takahashi has been making a lot of light beer stories with the Xenoblade Chronicles series. The games are exceedingly long, but relatively light and less potent in substance: twice as long as Xenogears, but about 1/4th as much happens. Takahashi built his rep on making the best premium whisky stories. No more of this lowest common denominator light beer crap, that’s not how to achieve greatness or even make it into the mainstream, FAR too many RPGs are already writing light beer stories, give us the Premium Single Malt.

3. Stop with the convoluted battle systems.I’m not against complex battle systems if they mean highly complex strategies, I’m a strategy fan, after all. But that’s not what we got with Xenoblade Chronicles 2. We got a battle system that was the most complex to operate in the history of the Xeno series, but also the least strategic in the history of the series. The challenge shouldn’t be about learning how to do a puzzle game, it should be about learning how to build a character and using strategy to smash an enemy. Using strategy in XC2 often means long, sluggish, drawn-out, religious battles (yes, I used the synonyms to drag out the sentence more and more and more to illustrate how the battle system feels). The easy shortcut is the convoluted combo system - which is an elaborate puzzle game that will deal lots of damage if you score well. It makes the whole battle system annoying. Maximize the fun and satisfaction of the battle system by expanding the viability of strategic battling, and instead make combos a rare thing that can be done maybe once every 10 battles or so. Making the game about executing combos every battle is annoying and boring-asses bullshit.

4. No more field actions. XC and XCX were perfect with the automated pickups. The stupid field actions in XC2 felt ultra reputations and were a massive headache. Also, the locks were bullshit, as it was difficult to tell if you were supposed to get that ability to proceed, or if there was another path - this bullshit further aggravated the pain of the maze-like map design.

Run those four bases, and as far as I’m concerned, this game could be a home run hit.
Those are my opinions at least.

Thank goodness those are just your opinions cuz mine don't agree much with those of you take a more critical look at what you want to be changed.

Though I like a little debate. So I'll begin by the last point. I agree about the removal of skill/field actions. Collections points however, especially the reworked version of Torna is the best version we got of that mechanic to this day. Easily identifiable, multiple items by collection point and not much distance travel to do so. Reverting back to a XC1 like system would hurt the pacing of collection of resources grandly due to the travelling needed to collect a suffisant amount + the tediousness of finding rarer collectibles . An hybrid system combining both would be better obviously.

Now, onto your 3rd point, your philosophy of what an interesting battle should be is quite convuloted. You don't have to strain so much to understand how the variety and complexity of the different combinations at your disposal form a strategic approach to any battles. XC2 challenge mode especially amplifies this.

Anywoo, XC3 seems to take a page of pretty much everything that's game before with mechanics reminiscent of XC2 art system, XC1 more fix party member structure while enabling a class change to any character enabling tons of compositions possible to satisfy your tactic needs.

Your 2nd point is about how you wished for the new game to have a more densed and "better" written story. I mean we all wish for peak fiction sure, yet the example of using Xenogears is quite counterintuitive as well considering it's story is anything but dense with a LOT of characters plot not finishing to any conclusion and a 2nd disc that's basically a visual novel because of the ambition of Takahashi and it's team. Therefore the project runtime came to be smaller of course, but also less complete. That's ain't something I want to satisfy myself with.

I think you're quite understandly undermining the format used for the Xeno games nowadays.

Finally, your first point. I wonder what you mean by "maze-maps" ? Do you refer to the map UI overlay ? Cuz yes, it's definitely something to change, but appart from that if you mean the terrain design ... There isn't anything much to change here really. Can't get lost in these open vast environment unless you only look at the map to begin with lol.



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Can't wait, Xenoblade is one of the best franchises in gaming.



I noticed some things immediately since the first trailer. This second trailer reaffirmed my suspicion.

Character movements, running, etc seem sped up/faster than previous games. The environments look huge and interconnected that actually got me so excited.