== sync, corrected by elderman == @elder_man |
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== sync, corrected by elderman == @elder_man |
Teimuya Takahashi came to his attention after the release of his first big project, Xenogears, whose script is still considered one of the best in the industry. Then the game designer founded Monolith Soft, where she worked on the trilogy of Xenosaga, a space opera, soaked equally with philosophy, thinking about IE, and confused corporate intrigues. Then the first Xenoblade Chronicle appeared, a game with Final Fantasy XII, seriously extended the scope of the genre and proved that JRPG could feel fine without a step-by-step battle, and complex stories could also be told in a giant open world. Until then, there was a distinctive feature of the studio in general and Takahashi in particular, a multi-layered story with a large number of living characters, events and unexpected turns. Even Xenobla Chronicles X, where the marching of freedom was driven by a player in the march of freedom.
However, with Xenoblade Chronicles 2, something went wrong. Monolith Soft released a completely untypical game -- her story would have been perfect for a medium-sized anime, but it didn't match the level we used to expect from these developers. It felt like Takahashi and the team just wanted to take a break from the previous games and throw themselves into a full roll of boob jokes and battle robots. After the sudden Xenoblade Chronicle 3, I had only one question: did the monoliths really decide to seriously change their approach to the scenarios? Unfortunately, the triquell answered the question in the affirmative.
♪ She wanted to call you by your name
And it's very, very embarrassing to watch the studio fall to the average temperature of the JRPG hospital. If the second part has stopped acting like a joke and became serious only in the last quarter, then the third situation is the opposite. It's starting to be quite intrigued: the two factions are fighting an endless war against each other for the life force that is pulled out of the fallen enemies. And the fighters raised in special incubators are only 10 years old. If they don't die earlier. That's what happens to our six wards who aren't so many left in this world. By chance, the heroes become the Uroboros, the ones who end centuries standing up against the mysterious Mobius, and after getting the skills of the kids, they've become both their own and their strangers, and after the first hours, I'd like to know more about who needs this conflict.
However, the further you move on to the story, the more you want to see if the console has a crankcase with Xenoblade Chronicles 3 in place of some Mary Skelter. The game with a fight of military themes is moving pretty quickly to a sugary love drama, where characters suffer comically, carry a ton of paphos crap, suffer even more, and almost all of the passage of the former comrade's business is being persuaded to get involved with evil deeds. Personally, the triquell died when one of the most important plot points was explained by what . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
In doing so, the developers apparently decided that the story was actually about, so every 300 meters, at least the lazy interest in each other grows, the other four are among the most static statistics I've seen in Japanese role-playing projects. After Xenogears, Xenosaga and the first Xenoblade Chronicles with bright, familiar personalities in the triquell team, they look very pale in this respect. The fairness to say, the games mentioned have also at times been incredibly Japanese at times, but these were minor on a generalised background.
There are many of them, but each one of them says the same thing, but different words. They say for a long time -- almost every battle with plot bosses takes an hour because of several battle phases, between which we have to hear long speeches about how we're going to be stopped and that we're actually nobody. As a cherries on a tale toast, the whole game is remembered by two or three events from the past -- the same flashbacks show so often that after the tenth time we've seen a familiar scene, we want to climb the wall.
We live to fight, and we fight to live.
Saved from the main story could be in side assignments and research, but almost all the additional quests are tied to improving relations with a colony and are not very interesting, and climbing into some dungeons makes little sense because of the almost total absence of awards: the equipment is limited to accessories, and there is nothing more to collect. At the same time, the military system has finally completed the transformation into offline MMO. In the game, party fighters can change classes — a lot of them, but they are divided into three major groups: tanks, DDS, and shillers.
The most universal party is a couple of fighters per group, plus guest characters can increase protection, damage, or treatment of spells, so there are seven heroes on the battlefield at the same time. Six of them can be controlled, the guest always acts on their own. This number of people leads to a mess of special effects on the battlefield, where it's sometimes not clear what's going on, where you're targeting and where you are at all.
But trouble comes in battles with particularly powerful enemies and bosses, especially because the game doesn't have a basic concept and an off-tank, for those who don't know the MMO terminology: the main tank has to keep the main opponent's attention on itself, the second one has to attack, distract the emerging mobs, and be willing to take the fall if anything happens to a friend, so the characters of other classes with a much smaller number of lives will still be safe even if one fighter loses.
However, there is a game in Xenoblade Chronicles 3, both tanks not only regularly "take" each other out of each other, forcing him to go back and forth, when the AoE attack has arrived well enough to destroy all the healers, the battle can begin again. Of course, some difficulties can be avoided by keeping only one hero in the party with maximum protection, but more often than not, it is killed faster than re-charged spells.
I don't really understand why each of them had to give out a few million HPs. The battles are awfully long, and the enemy's 10 to 20 minutes goes through one script. No tactics, simple spams of abilities as they reload. In regular MMO, endless push-ups are compensated by a variety of mechanics who need to know and act, otherwise death. In the third "chronics", you just spend a lot of time standing on the spot and drinking another boss until blueing, which after the first and second parts, as well as Xenoblade Chronicles X, which required some kind of battle approach, was a big step backwards.
And that's what I haven't mentioned yet -- heroes are always crowding in one place, not moving away from AoE-atak, starting to treat one character at once, or trying to raise one character with three killers at once, while the rest of the fighters are out, and so on and so forth. Computer associates have had problems in the previous parts, but if the three active heroes in the party can still be controlled by their hands, then six are gone. There's no active pause in the game, or there's any way to program allies in the manner of the FF XII Gambits, so you have to rely on the will of the event and hope that silicon brains will behave adequately, which they don't always have, especially in critical situations.
***
It's a pity that Xenoblade Chronicle, after the first issue, which is rightfully one of the best JRPGs, has finally rolled to the third part of the game into an anime pit with vanilla stories. A potentially interesting slatting is destroyed by a mountain of meaningless dialogues and silly explanations, and the gameplayer triquell is doing a lot worse than the previous parts, especially battles. If Takahashi's game could have been cited as at least a scenario, then Xenoblade Chronicles 3, like the second part before it, shows that the studio seems to have decided to reach out to as large an audience as possible, rather than continue doing what it was doing from a mountain of dazzlers of the same JRPG.
Dignity:
- One of the most beautiful games on "Switch" at the moment, which unfortunately cannot be said in the scripts.
Disadvantages:
- Monolith Soft finally decided to transform itself into an anime studio of midlife; terribly boring bosses with so many lives that they're enough for a dozen other JRPGs; the combat system is a real chaos, where II often does something unreasonable, and it's impossible to influence it; empty conversations every three steps slow down, chronometrically, but in tens of hours almost never reveal the characters themselves.
==Career==The chart Monolith Soft finally joined its engine in comparison with the second part of the triquell's output has grown considerably, and the environment has not lost too much in detail. The sounds after the blast sites and the touching Xenoblade Chronicle X soundtracks in two subsequent projects have never been able to offer anything that is particularly impressive and emotional. The music in the game is purely background, and within 60 hours no track has ever been remembered. The only "Cronic" games begin to be intrigued, but are quickly sliding down into the primordial love drama, which will be monitored in an interesting way, except that it is particularly impressive and particularly impressive. The war system has turned out to be too chaotic, and the world itself, as if gathered from the pieces of the previous parts. |
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==Career==The chart Monolith Soft finally joined its engine in comparison with the second part of the triquell's output has grown considerably, and the environment has not lost too much in detail. The sounds after the blast sites and the touching Xenoblade Chronicle X soundtracks in two subsequent projects have never been able to offer anything that is particularly impressive and emotional. The music in the game is purely background, and within 60 hours no track has ever been remembered. The only "Cronic" games begin to be intrigued, but are quickly sliding down into the primordial love drama, which will be monitored in an interesting way, except that it is particularly impressive and particularly impressive. The war system has turned out to be too chaotic, and the world itself, as if gathered from the pieces of the previous parts. |
Graphics
Monolith Soft has finally gotten along with its engine; compared to the second part, the performance of the triquel has grown significantly, and the environment has not been too lost in detail.
Sound
After the location of the explosion and the location of the touching Xenoblade Chronicle X soundtrack, the studio was never able to offer anything remotely similar in two subsequent projects. Music in the game was exclusively background, and in 60 hours, no track had ever been remembered.
Solitary game
The third Chronicle begins to be intrigued, but quickly descends into a precinct love drama, which will be interesting only if it's particularly impressionable and emotional. The battle system is too chaotic and the world itself seems to have been assembled from pieces of previous parts.
Collective game
No provision.
Overall impression
Monolith Soft went from great Xenogears to medium, which, in terms of the plot, is that in terms of the Xenoblade Chronicle 3 gameplay, the Trickwell does nothing to improve the ideas of the previous parts, but adds to its own problems.
Graphics
Monolith Soft has finally gotten along with its engine; compared to the second part, the performance of the triquel has grown significantly, and the environment has not been too lost in detail.
Sound
After the location of the explosion and the location of the touching Xenoblade Chronicle X soundtrack, the studio was never able to offer anything remotely similar in two subsequent projects. Music in the game was exclusively background, and in 60 hours, no track had ever been remembered.
Solitary game
The third Chronicle begins to be intrigued, but quickly descends into a precinct love drama, which will be interesting only if it's particularly impressionable and emotional. The battle system is too chaotic and the world itself seems to have been assembled from pieces of previous parts.
Collective game
No provision.
Overall impression
Monolith Soft went from great Xenogears to medium, which, in terms of the plot, is that in terms of the Xenoblade Chronicle 3 gameplay, the Trickwell does nothing to improve the ideas of the previous parts, but adds to its own problems.
Evaluation: 6/10
Further details on the evaluation system
Video: