@pw2566ch: Not only are there huge bosses, there are tons and tons of huge regular enemies. Even when you start the game out, in some of the first areas you encounter you will come across level 80-100 enemies - I finished the game at level 79, and there is a new game + mode which lets you go back and strengthen your "Affinity" (basically, how many skills you can link with other characters - think Lost Odyssey and the skill linking system, if you've played it) and also challenge these stronger monsters.
@StarvingGamer: Like Karkarov said, you can have all three of your characters casting spells at the same time, as long as the cooldown for that spell is achieved. For others out there who are curious about the battle system here's a little summary. Each skill can have up to three characteristics:
Colour: A skill's color indicates how chains are built. If, while in a "Chain Link" (A mode that occurs when youre party gauge is full), your party members attack with skills all of the same color you will get damage bonuses. Usually, Red is the more populated color but you can chain any set of similar colors together. Using a different color will end the color chain and grant you regular damage.
Effect: Skills have effects which will be obvious. "Shutdown" is a skill which puts enemies to sleep, etc. However, there is a set of status effects which can be linked to create other effects. They are, in the order they must be inflicted, Break -> Topple -> Daze. Break skills have a pink color, Topple is green and Daze is Yellow.
Conditional Effects: To my knowledge, every skill has a c-effect. Some are harder to attain than others. In fact I can't remember what they're technically called so I'm just calling them "c-effects". These MOSTLY have to do with the direction your opponent is facing. Sometimes a requirement of "Use Skill Y after Skill X" and so forth. This is one thing that makes aggro crucial - it's impossible to get a flank- or back-attack c-effect when you are the opponents target, so get your tank to gather aggro and hit him from the side or back for the c-effect. All c-effects when inflicted contribute a small amount to the Party Gauge as mentioned above, which can be used for reviving allies or, when full, initiating a Chain Link (Which is where the whole "colours" thing will come into play). Most skills do have c-effects which can only be attained under certain conditions. The main character Shulk has a move called Slit Edge which requires him to attack the enemy side on for a Physical Defense Down. If he hits them head first, it's just simply a small damage dealer. These attacks are crucial for building the Party Gauge so movement on the field is important.
An example of a skill which mixed all three is Shulk's Air Slash. It's pink, therefore signifies a Break effect, and if hit on the side the enemy suffers Slow. Slit Edge is an example of a red skill with no main effect, but with a c-effect.
@drac96: To be honest, I've only played the first 5 hours of FFXII. The only real similarity I found is in the very active battle system involving auto-attacking and it really stuck out to me. I vastly prefer Xenoblade's combat system, based from the first 5-6 hours of XII.
@liquiddragon: The story is excellent and so far fetched from what JRPGs are like today. It has a somewhat philosophical meaning and is heavily involved with Sci-Fi. After completing the game, the closest thing I can think of to compare it to is Nier - they both contain very avant-garde, psychological, sci-fi means of conveying their stories. Keep in mind the gameplay is nothing like Nier so if you didn't like Nier you'd have no reason not to like Xenoblade. I am thoroughly impressed and I honestly think it's one of the best stories in RPGs that I've played. I actually think I might like it more than Mass Effect 1's story. The characters with the exception of one are all excellent, especially Dunban, Alvis and Dickson. Really well done characters.
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