Note: As always with discussing RPGs, there will be spoilers. I'll try to avoid the most egregious ones, but what I talk about is what I talk about, so consider yourself warned if you care about such things.

JRPGs are a genre of games always looking for a hero to come along to lead them to the promised land. Once a dominant genre of games, it's always seemed to me like JRPG fans are fighting an uphill battle for mainstream acceptance, with mainstream critics often having only the slightest of experience with the genre ("I played FF7 and it was good! Is it like that? Are there espers?") and many others looking at it like the genre itself is some sort of stodgy relic of the past.
In a lot of ways the criticism the genre gets is sort of unfounded, anymore. Despite the popular conception that the genre plays to similar mechanical tropes that have somehow gone universally unchanged since the 90s, JRPGs these days are probably the most mechanically diverse genre outside of, like, puzzle games. Even aesthetically I have a hard time thinking of a more creatively varied major genre in games today. So when Xenoblade was making waves back in 2011, I was all-ears. I grew up with the genre, I love those games, and will always be open to playing new ones.
And make waves this game certainly did. It sits at a 92 on Metacritic, and reviews glowed about this game with such lines as "This is a landmark achievement in the genre. As of its release, you can no longer talk about great RPGs, or maybe even great games, without also talking about Xenoblade Chronicles." "Xenoblade Chronicles is like a collage of all the best elements taken from the JRPGs that came out in the 2000's." "Probably the best Japanese RPG in years, and hands down the best of this generation." "It's one of the best games on the Wii, it's one of the best RPGs in this generation, and more than that, it's one of the better JRPGs ever made."
Which makes me wonder, what the hell game was I playing?
Xenoblade has a good story, when it's not cock-blocking the player with bullshit filler.

Xenoblade opens with a short monologue setting up the history of the world very succinctly: In ages past, there were two great giants, the Bionis and Mechonis, fighting an eternal battle. Eventually, these two titans fatally wounded each other, falling into a deep slumber, and life flourished on top of them both. On Bionis, organic life, and on Mechonis, the detestable Mechon, which more or less kill innocent organic life on sight. In the prologue, you're told that the life of the Bionis (the Homs chiefly among them) are in a constant state of war with the Mechon, with only one sword capable of truly destroying them: The Monado. A great battle is won against the Mechon signalling a hopeful end to the conflict, and time leaps forward a year to our hero, Shulk, in his hometown of Colony 9.
I like stories with simple beginnings, where the characters have a very basic goal in mind, and the story balloons out of control and becomes several orders of magnitude more complicated as time goes on. Xenoblade's story uses this exact style of plot progression. Shulk is a weapons researcher (aka, a geek) studying the Monado, with his two best friends Fiora and Reyn. Eventually the Mechon not-so-surprisingly invade, kill Fiora, Shulk discovers he is capable of wielding the Monado, and he and Reyn set off on a quest to kill the faced Mechon that murdered Fiora. Xenoblade starts off as a revenge quest, and that's all well and good.

In the beginning I was pretty enraptured by what the game shows you. The UK voice acting gives the game a distinct flair that most Japanese RPGs lack. The soundtrack is easily one of the best soundtracks composed for an RPG in recent years, and even made me set aside my growing contempt for Japan's obsession with the violin. (Seriously, violins are great but you can give them a rest, guys.) The zones are gorgeous and every aspect of the map is used for some purpose, with secret areas tucked away, high level monsters to come back to down the road, and travel within a zone being instantaneous. The characters all have simple, but sympathetic motivations.
However, it quickly becomes apparent that there are simply way too many sidequests. Each area will have several of them right out of the gate, most of which are the worst parts of MMO quest design. "Collect five Dance Apples for me!" "Could you please go kill four of the M64 Mechon? They scare me!" If you raise your affinity with an area enough, accomplished by doing the menial bullshit tasks they're not interested in doing themselves, you could get more meaningful quests, but this requires the player to be comfortable doing hours of petty busywork before you get any of the good stuff. If you don't want to miss things, it's pretty much a Guide Dang It situation. (I completed the game not managing to unlock more than the base three skill trees for all my characters. Why? Because the game gives absolutely zero indication that there even are additional skill trees to unlock, let alone where to find them. Each character also requires separate questlines to unlock them. Hope you have that FAQ open.)

Eventually I wised up and stopped forcing myself to finish out sidequests. I would pick them all up, hope I completed them on the way, and if I didn't, well, fuck it. This had an unfortunate side effect, however, of making me realize how unbelievably thin the story is for the first 25 hours. Not that much actually develops until you reach the High Entia. Once there, you uncover a plot to assassinate Melia, the Empress-in-waiting, and get attacked by a secret order dedicated to killing the holder of the Monado. It all gets very compelling, leading to climactic scenes where the Mechon launch an assault on the High Entia, and Shulk and his party must rush to Prison Island, where they can unlock the hidden power of the Monado.
BUT WAIT. Because this is where the game starts integrating the shitty filler into the main plot progression. Immediately after all of this goes down and you're heading to Prison Island, you have to drop everything you're doing and fix the teleporter that can take you to there by running all over the Eryth Sea and flipping switches and grinding away at a bunch of enemies in the way. Scenes that build up to a great moment in the story have their tension completely ruined for no reason except to pad out the game by another hour or two. Why couldn't I just rush straight to Prison Island, as the game insists the characters do? How does it make more sense that it takes them hours to get there? You mean to tell the the assault just continues for hours while my characters are off fucking about playing tech support?
Pacing in storytelling is key, and the second half of Xenoblade forgets this completely.

What Xenoblade has in its story is the equivalent to a studly guy that has a huge cock, with no idea how to use it. Whenever Xenoblade gets going with telling me its story, I always end up wanting more than what it's willing to give me at the time.
The second half of the game is plagued with examples of anemic pacing and tension killing goose chases. Once Shulk and the party reach the Mechonis, everything about the level progression becomes a series of finding elevator switches, fixing power supplies, and generally running back and forth across drab-looking rustic brown environments because of course you can't just progress to the next part of the story, that would allow you to save a few hours of running around pulling levers, and we can't have that, can we.
What pissed me off about this is that there's clearly such a deep story here that the game is waiting to tell me, yet it acts as if it's terrified to sew up plot threads and move on to the next one. The Metal Face arc spans the first 35 hours of the game, and it's told through the same confrontations again and again. Metal Face shows up, insults you, you kick his ass, he insults you again and runs away. And this happens over, and over, and over. Another example is when the group discovers the Machina village (the Machine-like people who live in the shadows of the Mechonis, and also despise the Mechon) and talks with the Machina chief. He asks Shulk to kill Egil, the leader of the Mechon, who is his son. This comes as a shocking moment, but the tension is squandered yet again. Shulk says he'll need time to think about it, and in the mean-time goes off in search of an item that can heal Mecha-Fiora. When he returns, he is asked again if he will kill Egil, and Shulk says he'll sleep on it. The next morning, he's asked again, and says he still needs more time to consider it. WHY. WHY ARE YOU BELABORING THIS POINT.
Once you reach Agniratha, the Mechonis capitol where Egil lies in wait, you again have to find four separate towers to fix the teleporter to meet the supposed big-bad. There's no other word for what this is: padding. Straight up.
Thankfully, the plot goes nuts in the best possible way from this point forward. Dickson turns evil (and this is actually very subtly foreshadowed, in contrast to a lot of Xenoblade's other predictable plot turns) and you realize Shulk was dead all along and never truly existed. All sorts of crazy shit takes off here, and I really enjoyed it, because it was finally when the game stopped beating around the bushes and told me what was really going on. Surprisingly, everything more or less makes sense within the logic the game creates, too. (Except, Lorithia's motives don't really make much fucking sense, but whatever.)
But then Xenoblade does that thing. That old JRPG thing that no one ever likes. The last areas of the game suddenly shoot up like eight levels and unless you've been significantly overleveled the entire time, you're going to have to stop and grind before you can actually handle the last slew of bosses, of which there are shitloads. Xenoblade never seems to waste an opportunity to make you spend more hours doing busywork, and for a genre so focused on story, it's an unfortunate contradiction.
At least the climax of the story is pretty phenomenal.
Where Xenoblade draws mechanical inspiration it does so better than I expected.

One of the most recent things in video games I'm always pleasantly surprised by is when people say "It's like a single-player MMO, sort of" and this doesn't turn out to be a bad thing. Some of the first combat tutorials in the game openly talk about "aggro," "buffs," and "debuffs" in a way that only make sense if you have MMO experience. In fact, the combat system itself works best if you play it like you would the "Holy Trinity;" with a healer, tank, and DPS/support. Reyn is explicitly meant to be a tank, with several abilities that raise aggro, while Shulk is meant to avoid damage with abilities that imply he does best with positional attacks and abilities that cause aggro reduction. Sharla is a healer. Riki casts several DoTs. Dunban is like an evasion-tank.
They call it the Holy Trinity for a reason, because it works, and Xenoblade makes moving from combat encounter to combat encounter as little of a hassle as possible, which is nice. You heal up super fast in between battles, the UI is unique, but still very simple, and all party members level up at the same rate, solving the age-old JRPG problem of characters becoming useless over time because they're not in the active party. Status effects and damage over time spells also come in super useful, which stands in contrast to so many other RPGs. The game also does some smart things in subverting gameplay and story segregation. Because Shulk can see visions in the plot, this is integrated in the battles, giving you the ability to quickly react to attacks that will likely kill your party members otherwise, also solving an old, often JRPG-specific thing, of sudden or unfair deaths, and even if you do die, you're quickly resurrected at a nearby monument with minimal time loss. Outside of battle Shulk will often see visions of future quests, tipping you off as to what collectibles you're picking up are important or not. This at least makes the egregious amount of sidequests a little easier to swallow.

There are also several small ways the game tries to take the edge off the grinding, by giving you generous EXP rewards for discovering new locations, landmarks, and secret areas all over the map, and an achievement system that similarly heaps on EXP and skill points for engaging in certain amounts of crafting or questing. As far as JRPGs go, this is considerate stuff. (It's only a shame that the main level progression isn't nearly as respectful of your time.)
That being said, though, there are many more instances here where Xenoblade again buckles under the weight of its own side-systems. There is a crafting system that allows you to create various gems that allow you to attach several fairly potent effects onto your weapons and equipment with crystals that you collect from monsters or mine from the environment, but this system is way more complex than it ever needed to be. From the Collectopaedia (a menu that gives you rewards based on how many of the collectibles you gather from a certain zone) you're given plenty of high power gems, and the gem crafting menu itself is a terribly organized nightmare, making actually finding the gems you want to use a hassle, particularly when you need to swap between them based on your encounters. In general there is very little rhyme or reason to the way items are organized, and the sheer number of items is another negative side effect of how many filler sidequests there are in the game.
But I don't mean to be so negative in this case. The act of playing Xenoblade is actually pretty fun. Combat flows really well, picking characters that synergize better with one or the other encourages you to experiment with your group lineup, and in general the positional nature of many of the attacks means you're always engaged with movement or helping your allies. There is very little downtime in Xenoblade's combat and that's a fantastic thing.
Xenoblade is an alright JRPG, but not at all one of the best games in generations.

When I think back to some of my favorite JRPGs, I just think of games that were paced way better than this game. That abided by a more consistent schedule in telling its story, more respectful of my time, with mechanics that were not so bloated. Final Fantasy X's plot structure perfectly matches its journey, the nature of the pilgrimage allowing for significant story events and character development to happen at a regular pace. Persona 4's murder mystery, and the nature of its school calendar and unique dungeons attached to every character, has a story that doesn't feel unevenly told (there's some tonal weirdness in the last month, but it doesn't really get in the way). Suikoden 2 never wasted my time with its stories of rebellion and political intrigue. Lost Odyssey does a better time letting you savor the environments you are in just enough before moving on, instead of lingering for hours upon hours.
Xenoblade is a beautiful 25 hours surrounded by monotonous dozens of others that simply could've been better. It is not a bad game. I don't even believe in the ever pervasive idea from some mainstream critics that all JRPGs would be better if they were shorter just on principle. That's bullshit. But sometimes that is the case, not because long games are bad, but because there are times when your storytelling comes at a trickle like Xenoblade's so often does. Xenoblade feels like a game that had an additional game just randomly attached to it, completely incongruous to its desire to tell you a world-crushing, twisty story. Sidequests are wonderful, but those sidequests should have meat to them, and not be given prominence over your main story. (Seriously, when unlocking the Colony 6 reconstruction sidestory, the game outright tells you "Hey, come back here and do this stuff during breaks in the story!" Why would you sideline the main plot of your own game in such a way?)
People were already declaring this game one of the greatest JRPGs ever made before it even got here. The myth surrounding Xenoblade, that it was an incredible game being kept away from us for too long, that it would be one of the JRPGs that revived the glory days, seems odd having played it alongside other JRPGs of the last decade and beyond. I don't think the game is bad, overall, but this shit's just a JRPG, you guys. It is by no means a revolution. It's strange to me that it ever got such a huge following.
Thanks for reading.
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