@cav829: I want to reiterate that there are problems with the narrative of Chapter 12 that I can not defend. I am expanding that to the whole of Xenoblade Chronicles X's main Story.
The ticking bomb is ever present in the main Story. I forgive it's overbearing usage since it clear from progressing (and not progressing) in the story chapters that it is not an in-game threat but a narrative framing device. The energy levels drop the same amount whether you spend 10 hours between Story Missions or 50 hours. I took its usage in Chapter 12 as another hammering that the heaviest shit is about to go down. I was amused that the game asks the player twice that this is the point of no return.
As for Lao...
I just kinda dig and am interested in Lao's survivor's guilt and nihilism as the foundation of the main story's intimate antagonist. Because of the protracted way I played the game kept my time with the main story relatively short, Lao and his themes maintained their novelty for me. I attribute the tiredness felt from the long march to Lao's reveal as a traitor from the game story's general failure to develop empathy for its narrative. I can imagine the characters reluctance to immediately and forcefully reveal Lao is because humanity has already lost so much, is still facing incredible and hostile odds, and Elma and others don't want to lose another person at all. I assume almost no player of Xenoblade Chronicles X gives a shit because the game as a whole utterly fails to develop their prominent characters to be able to carry any amount of drama. I can see a lot of players feeling betrayed by Chapter 11 because even I, a player who chooses Paragon as a default in games that ask and who tries my best to do so in life, wanted to shoot Lao. I mean, that mother fucker, in the most disdainful tone, suggested that the Mary Elizabeth Mcglynn avatar voice to just cut off her hair if the Miran winds were messing it up so much. You do not get to say that to Major Motoko Kusanagi! Luckily for Lao, I like Lin enough to accept her words in the matter.
Speaking on character development throughout the narratives of Xenoblade Chronicles X, it is such a personal disappointment how poor it is. From reading the Iwata Asks, I knew going in that the focus on narrative will be different and lesser when compared to Xenoblade Chronicles. Monolith Soft was developing their first high-definition game, a bigger world than the already gargantuan Xenoblade Chronicles, a world that functions and sings on three radical scales (on foot, in Skell, and in flight), arbitrarily filling each designated hex with at least one big thing to do, creating layers and tangles of systems that interact in an interesting way, and doing all of this on the Wii U. From the perspective of "it's a wonder video games are made and released at all," Xenoblade Chronicles X will always be a triumph.
But this came at the cost of scattered and lighter story from Tetsuya "Ye shall be as Gods" Takahashi and co. It was a design goal to have a shorter main story and more side content. Most disappointing, it was a design decision of Takahashi to further curb his Xeno-ness, furthering a downward trend from Xenogears (as I gather from more dedicated fans of his work). It is clear now, at least, that the aim of Xenoblade Chronicles X's narrative is depth from breadth.
Even knowing all this, it is distressing to me how thin the characters. After 251 hours in, how little there is to know of Lin as a person, of Irina as a person, of Hope as a person, of Nagi, of L, of Vahndam, of the Murderess, of Frye, of Phog, of everyone, but most of all Elma. Austin Walker's assessment of Elma as the story's actual protagonist is correct, and I don't have enough of a sense of her as a person at the end of Chapter 12. This is the most saddening for me because Elma is the most obvious candidate Xenoblade Chronicles X has for the next Smash Bros. and the game she is in doesn't do her many favors. From indulging all the official pre-release coverage I can find, I was so ready to love adventuring alongside Elma, and it is such a bummer that the game has precious few moments to support that love.
It is painful in many ways that the strongest emotional reactions I have from characters in Xenoblade Chronicles X came from Grette and Aldebart.
Some personal context: Xenoblade Chronicles is my front-runner for most favorite game of all time. I will gladly fall with Xenoblade Chronicles in the discussion "The Best JRPG of Recent Times" against the much deserved winner Persona 4 which correctly started the future of exploring emotional spaces rather than expansive spaces. While some critics will at best award Xenoblade Chronicles's story with functional competence, I love every moment and heart-to-heart of its tale. Most of all, I love playing as Melia and watching her arc in the story unfold as the game's most complete and fully-developed.
From this stand point, Xenoblade Chronicles X was doomed to be a personal disappointment. Elma, considering the design goals of the game she's in, was doomed to be compared poorly to Melia. No creator has created two works back-to-back that become the personal most favorites for a single audience member (or at least it hasn't happened to me). I accept this fate for Xenoblade Chronicles X, painful for me as it may be. It is after accepting this that I can move myself to see Xenoblade Chronicles X away from the shadow of it predecessor and see the many joys it has in its own light. Hopefully, I'll find the time to write about that in the future.
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