• Hey everyone, staff have documented a list of banned content and subject matter that we feel are not consistent with site values, and don't make sense to host discussion of on Famiboards. This list (and the relevant reasoning per item) is viewable here.

StarTopic Xenoblade 3 |ST| Σ Become One

Almost 100h into the game, on chapter 7 and doing side content.

I'll elaborate more whenever I finish the game, but so far I feel that this is the best JRPG since Xenoblade 1 (unless the ending is the worst thing ever), it's such a massive and polished game and a huge improvement over Xc2 that I'm surprised they had it finished so quickly and even released it before they planned to.

Of course it's not perfect, there are several worldbuilding elements that seem kind of vague or contradictory (so far), and the "collect X or Y rare items" quests are as bad as in previous games, but everything else is really, really good.
 
Not really spoilers, but maybe some endgame traversal speculation that some people would rather not see:

I'm in the endgame, about as endgame as it gets, and it seems like there are a handful of areas I still can't reach no matter what. Maybe I get some secret traversal skill to reach these, like flying or launching myself or something
 
And that's really the main thing 2 has over 3: Blade affinity trees. These ALWAYS give you tons of reasons to explore, since you might find a set of monsters that you need to kill to unlock a node, or items that you need for a node, or a Unique Monster that you need to kill for Zenobia, or like... 5000 other things. Blade affinity trees basically reward you for doing literally everything there is to do in the game, and it creates a really nice feedback loop that I feel like isn't quite as present in XC3.
I’d be into these so much more if you didn’t have to swap out blades to actually fulfill the requirements. Unless you somehow have every affinity tree memorized, you aren’t gonna know what you need to do with each blade until you’re actually devoting time to them, in which case they turn into a slog of backtracking. Same deal with field skills.

The constant swapping out of blades to complete affinity charts and pass field skill checks is what holds 2’s exploration back for me. It’s just such a pain in the ass, and the issue is compounded by the slow menus. Drags the pacing to a crawl, even if the content is more substantial overall.
 
What was really all that magical or joyful about the actual experience of exploring Alrest?

6129340C-7AE7-4D74-98F0-49A762B1D92E.jpeg

6567927E-F41B-42AF-A703-80E6CFDB82C7.jpeg

2687811F-4AA8-4CFC-B82F-2429931D3624.jpeg

A8B4E978-06C4-40BA-AF3E-F628DFBC415F.jpeg

38D93175-2FF4-4C2D-8729-994ED75D57FD.jpeg

8ACA3A16-C15D-49A6-95FF-B204CE244159.jpeg

F3A870C9-CE63-4AB4-B268-6CE723E24872.jpeg
 
Remember how hard Gormott was to navigate?
I don't recall a single person complaining about Gormott being hard to navigate. I remember people complaining about the map system, but not Gormott's level design, which is incredible and well crafted.

Will add of course there are great, magical parts of XC2 as well, Leftheria is my favourite but even places like Uraya, Tantal failed to connect on a “Xenoblade” level.
First person I've ever heard have anything negative to say about Uraya, but ok

Uraya looked nice but it was mostly a linear path to a boring town. Tantal had huge areas of absolutely nothing.
Regarding your point, this is how you can describe every area in 3 (huge linear areas with nothing except for NPCs and enemies), minus the "you are inside a big fish" factor.

Getting to the top of Ribbi Flats and being able to see pretty much the entire Fornis region and everything you experienced over the last 10 hours, that’s magical to me. I know it’s not “you are inside a big fish” but it suits the game wonderfully.
I believe this also suited Xenoblade 2 when you could do it then
 
I do think, at times, XC3 has scale for scale’s sake - so many areas are big, open and flat.

At certain points in the game you can spend minutes just running forward. It almost feels like X in a way - without sprinting and mechs.

Take the XC/XC2 set-dressing out of most environments in XC3 and they lack a creative spark and charisma you found in both of those games, in my opinion.

There are times where it does come together in XC3, but I still miss the visual flair of the older games.

I could probably write a mini essay about how clever the central tree in Gormott is, I’m not sure I could do that for any area in XC3.

I will second the praise for affinity charts on the previous page too, it gave play a purpose and I found a lot of satisfaction in filling them out.
 
3's world design definitely has less of a "wow" factor than the other two games. Feels more like a traditional JRPG world than the creative settings of the previous two games, at least from a visuals standpoint (from a story perspective I think the setting is quite well done, at least from where I'm at in Chapter 5).

Exploration is kinda mixed for me. I do enjoy the sheer scale of the environments and the fact that there can be multiple biomes in a single region. The layout of the areas is also pretty solid, while it can be a bit flat there's still enough going on to get some interesting level design. Exploration rewards are definitely a step down from 2 and maybe even 1, but there's still enough of them that it's engaging to explore (I'm typically the type not to mind if the rewards I'm getting for exploring are actually useful if the process of getting those rewards is relatively painless. Just giving me a random useless thing with a fun sound effect behind typically does the job for me).

On the topic of affinity charts, I feel like I like those more in theory than in practice. Both those and the Blade gatcha are fine, and even good concepts on their own (the Blade gatcha helps make exploration feel consistently rewarding even if you're just getting common crystals from random chests, because those crystals could be something useful), but the combination of both can leave progression feeling overly obtuse and tedious. I think I prefer 3's progression, even if there's less depth to it, since it's just a lot easier to actually engage with.
 
For as inventive and creative as Xeno 2’s world was, I don’t think I actually enjoyed exploring it in the same way I did 1/X/3. I’m not sure I could point out what it is about it that I found lacking in comparison though, maybe it’s the field skills, or maybe it’s that I found it pretty confusing to navigate sometimes.
 
I think XC3’s biggest strength is it’s elegance. It’s a very streamlined game - one that doesn’t completely escape information overload, but does manage it well.

Even if the comparison isn’t strictly accurate, it almost feels like it has the systems and mechanical complexity of XC2, but with the refinement and readability of DE.

There‘s a lot on offer and a lot less friction. I think, for the average player, that’s a great thing.

I just wish we could have gotten the denser design of XC2’s maps - and the variety, not just visually but in terms of layouts - with all the QoL XC3 has.

I do respect MS. There’s probably a fusion of everything XC and XC2 did well in Takahashi’s mind’s eye, but XC3 is very much it’s own thing.

Intrigued to see where the devs go after this, because I still don’t think this is ‘the‘ Xenoblade game to end them all. But as with all of them, the building blocks are there.

There’s certain parts of the game that show XC2’s towns could be challenged… but the team decided it wasn’t appropriate for this story and world.

I understand that… but man, I still miss those towns. Same with the interiors, more Abandoned Factory-style locations please!

XC3 does feel more like a crowd-pleaser than XC2, but as someone who wants these worlds to just wash over me, I miss the vibrant colours, the alien environments, the towns, the complex history of the nations, so on and so forth.

Take the classes for example. It’s a cool system, but in terms of progression, and if you could stomach the affinity chart menus like me, I preferred the ‘Beat these five enemies‘, ‘Talk to X NPCs of this region’ and ‘Discover this area’ nodes in XC2. It wasn‘t just about fighting to level up your combat prowess, charts encouraged you to explore, talk to new characters and reach new areas. And in return you power up blades for combat, get XP and likely more cores during the process. They had unlockable H2Hs and blade quests housed within too - so story content was on the cards as well. It was a clunky web of systems, but they all fitted together.

For tinkerers like me who just love diving into the nitty gritty, there was so much there.

I won’t see anyone talking about XC3’s economy, but it’s broken and pointless, more so than any of the other games. At least in XC2 you could invest in shop deeds which unlocked permanent upgrades.
 
First person I've ever heard have anything negative to say about Uraya, but ok
Uraya is gorgeous, but the actual journey of getting to Fonsa Myma from Garfont is needlessly complicated. Doesn’t help that there’s a pretty significant stretch with no landmark; I can’t count how many times I got sent back to the Eight-Rock Skip the first time I played.
I do think, at times, XC3 has scale for scale’s sake - so many areas are big, open and flat.
Can’t say I really agree with this take. A few areas fit this description, sure: Everblight, Eagus, and Rae-Bel are the “worst” offenders, but outside of the latter I think they’re justified considering their respective settings. I guess you could argue for a few other locations like Yzana and Dannagh, but I think there’s plenty enough variety there, although I suppose that’s personal preference.

However, there are so many other locations that are just so damn wonderful. Alfeto, Melnath, Ribbi, Elaice, Great Cotte, Maktha, Swordmarch, the City, and of course Erythia are all some of the best Xenoblade locations yet, and I’m a big fan of those borderline locations like Yzana and Dannagh that I mentioned before.
 
I’d be into these so much more if you didn’t have to swap out blades to actually fulfill the requirements. Unless you somehow have every affinity tree memorized, you aren’t gonna know what you need to do with each blade until you’re actually devoting time to them, in which case they turn into a slog of backtracking. Same deal with field skills.

The constant swapping out of blades to complete affinity charts and pass field skill checks is what holds 2’s exploration back for me. It’s just such a pain in the ass, and the issue is compounded by the slow menus. Drags the pacing to a crawl, even if the content is more substantial overall.
That never really bothered me, since I was constantly motivated to check skill trees and keep a sort of running mental checklist in my head of things I needed to be doing and to watch out for. And the menu tax was a thing, but honestly didn’t bother me much either; only Merc missions occasionally maybe. I didn’t honestly mind field skills too much, other than maybe having to switch them up for really bad ones, but even then it was fine. I don’t know, to me the variety of objectives in XC2 just motivated me more than most things in 3. As well as the environments themselves feeling more enjoyable to explore and more tantalizing in their secrets.
 
I believe Xeno3 is spectacular, but the artstyle for Xeno2 in terms of environments is my favorite one.

In therms of characters, the only thing I’m not that fond is the fact that some characters seems like from another different game. Like Jin, Malos, Mikhail, Akhos, Patroka looks like from a different game than Rex, Mythra or Pyra.

But glad to see the beautiful landscapes of 2 again on those pics.
 
I can’t believe they’ve named a character Ghondor. Literally every time I see this name my head immediately goes “Ghondor calls for aid”.
 
For as inventive and creative as Xeno 2’s world was, I don’t think I actually enjoyed exploring it in the same way I did 1/X/3. I’m not sure I could point out what it is about it that I found lacking in comparison though, maybe it’s the field skills, or maybe it’s that I found it pretty confusing to navigate sometimes.
It feels way more compact and complex, and the terrible map system and field skills didn’t help at all. I pretty much never explored for explorings sake in 2, despite how cool the environments looked
 
XC2’s world design is significantly more layered, which is probably the biggest difference besides the shift in visual direction. Mor Ardain and Temperantia are really the only “flat” locations, and even then they feature more changes in elevation than a number of XC3 locations.

As a result, the locations feel a lot more dense at the expense of their scale, even though the walkable area is probably pretty similar when comparing against most locations in XC3. Nothing wrong with either approach, but some will certainly prefer the former over the latter.
 
The affinity chart not unlocking things retroactively (or at least not everything, I remember having to go back for a lot of stuff) almost made me want to explore less in 2, not more. Unlocking Zenobia late in the game and having to go back to every single UM if you wanted to unlock her chart is a strike against the gacha and affinity chart systems, not a positive, and there's a lot of examples like that. I vaguely remember wanting to use the Theory blade and having to grind out another blade's chart just so I could unlock hers further.

XB3 is just way more comfy to explore for the sake of exploring while in 2 it tied into way too many checklists and stuff for me.
 
I do think a huge amount of the Xenoblade 3 exploration experience is impacted by the lack of distinct field themes despite the environments being just as good if not better than ever. It definitely was bothering me in the middle of the journey where I felt I should probably like certain areas more than I do. I booted up the Xenoblade 2 soundtrack last night and the moment I put on songs like Gormott, Mor Ardain, and Tantal all these warm, tangible emotions rushed back and I could see and feel those maps clearly. By contrast, the Xenoblade 3 field themes are all mostly muted which makes you feel lonely which helps firmly establish the game’s tone which I appreciate, but it does negatively impact the exploration experience.

So yeah I feel music shapes these lands and imbues meaning in them as much as the scenery itself does. My favorite area in Xenoblade 3 which I discussed in a prior post is actually defined by its lack of music though lol.

Edit: Just want to add the only field theme that’s positively stood out to me so far is the sea’s theme. It’s a very quiet jazzy piano, but it fits for me.
 
I do think a huge amount of the Xenoblade 3 exploration experience is impacted by the lack of distinct field themes despite the environments being just as good if not better than ever. It definitely was bothering me in the middle of the journey where I felt I should probably like certain areas more than I do. I booted up the Xenoblade 2 soundtrack last night and the moment I put on songs like Gormott, Mor Ardain, and Tantal all these warm, tangible emotions rushed back and I could see and feel those maps clearly. By contrast, the Xenoblade 3 field themes are all mostly muted which makes you feel lonely which helps firmly establish the game’s tone which I appreciate, but it does negatively impact the exploration experience.

So yeah I feel music shapes these lands and imbues meaning in them as much as the scenery itself does. My favorite area in Xenoblade 3 which I discussed in a prior post is actually defined by its lack of music though lol.

Edit: Just want to add the only field theme that’s positively stood out to me so far is the sea’s theme. It’s a very quiet jazzy piano, but it fits for me.
Big disagree on the music. Outside of a few exceptions (which XC2 has as well) I’ve found the XC3 area themes to be just as good as XC2, even if they aren’t as distinct as XC2’s are compared to each other. Certainly hasn’t been a deterrent for exploration on my end.
 
The affinity chart not unlocking things retroactively (or at least not everything, I remember having to go back for a lot of stuff) almost made me want to explore less in 2, not more. Unlocking Zenobia late in the game and having to go back to every single UM if you wanted to unlock her chart is a strike against the gacha and affinity chart systems, not a positive, and there's a lot of examples like that. I vaguely remember wanting to use the Theory blade and having to grind out another blade's chart just so I could unlock hers further.

XB3 is just way more comfy to explore for the sake of exploring while in 2 it tied into way too many checklists and stuff for me.
I do wish more of them were retroactive, no doubt, but for me checklists/spreadsheets/minmaxing/economizing/management sim-y type stuff is 100% my jam, so it really hit that part of my brain.
 
I do think a huge amount of the Xenoblade 3 exploration experience is impacted by the lack of distinct field themes despite the environments being just as good if not better than ever. It definitely was bothering me in the middle of the journey where I felt I should probably like certain areas more than I do. I booted up the Xenoblade 2 soundtrack last night and the moment I put on songs like Gormott, Mor Ardain, and Tantal all these warm, tangible emotions rushed back and I could see and feel those maps clearly. By contrast, the Xenoblade 3 field themes are all mostly muted which makes you feel lonely which helps firmly establish the game’s tone which I appreciate, but it does negatively impact the exploration experience.

So yeah I feel music shapes these lands and imbues meaning in them as much as the scenery itself does. My favorite area in Xenoblade 3 which I discussed in a prior post is actually defined by its lack of music though lol.

Edit: Just want to add the only field theme that’s positively stood out to me so far is the sea’s theme. It’s a very quiet jazzy piano, but it fits for me.
100% agree. I think the soundtrack on the whole is utterly fantastic, and has wonderful battle themes and cutscene music in particular. But the area themes are the big negative. Well, negative is the wrong word, since I still think it's very high quality music; but a lot of them tend to blend together and they don't give areas nearly as much of an identity. They're also not nearly as catchy. I have multiple area tracks from XC1 and 2 that I listen to regularly in the car and such, and I don't really see (any? maybe?) of the area themes in XC3 filling that same role. So far, I think my favorite area themes have all been ones that are remixes of tracks from 1 and 2, lol.
 
I honestly don’t like the progression of Xenoblade 3 compared to 2.

It’s being heavily simplified for the unusual folks like that like leveling up stuff consistently. Like upgrades to arts are by class levels, no pumping experience like in 2. And you don’t even see what the upgrade is, the most satisfying part was seeing how stronger and less recharge it would take for the move to do, here you miss out on that info. Just get a “upgraded at this level” sign. Affinity charts in 2 were a checklist that I really enjoyed. “Perform this action” “kill this specific monster” “give them their favorite food” “walk a lot”.

Weapons as well. Adding an extra boost to your stats if you added a attachment.

There’s just little satisfying things missing in Xenoblade 3 combat. For me personally

As for music. My biggest issue is that there’s way more people talking in battle then ever with each their own separate sound effects lol. You never really hear the music fully. Also, the game automatically warps you in day time. I don’t think I can even tell you a single night time since I always took advantage of the fast travel. And I recently learned after 80 hours that you can choose the time of day to fast travel too lol. So I always accidentally
Choose day time.

But as a whole. Music is subjective obviously. But this soundtrack is fantastic for its themes of the game and on its own. I can’t really understand when people say its bad. I can understand if they didn’t like it tho.
 
Man, big disagree on the area themes not being as good. They’re definitely not as bombastic as the themes of 1 and 2, but I think they’re great. Colony Gamma, Ribbi Flats and Daghna Desert in particular I could listen to for hours.
 
0
I do wish more of them were retroactive, no doubt, but for me checklists/spreadsheets/minmaxing/economizing/management sim-y type stuff is 100% my jam, so it really hit that part of my brain.
You should really check out the XC3 spreadsheet lol
 
0
The biggest problem with XC3's OST in my case is that area themes are way too quiet to properly appreciate and by the time you get to a good part, you:
A) immediately bump into an enemy because avoiding enemies in this game is as hard fitting a rope through a needle or B) have to open the menu (giving the menu its own theme this time around is probably one of the weirdest design choices they made with this game). What I've heard of Ribbi Flats is pretty good, and catching that bit of Machina Village in Elaice Highway's track gave me goosebumps
 
To be clear, my complaints here are pretty nit-picky: I'm loving the crap out of this game, and it's an excellent game. I just think it doesn't quite do as many things that I loved as in previous games and might end up not as high as them to me. But since XC1 and XC2 are both some of my favorite games of all time, that's a massively high bar. I still can't wait to get to the end of the game and see how it all plays out, and it's been a great experience.
 
I like that some of the field themes aren't as loud and bombastic, Dannagh Desert is one of my favorites in the franchise, something really mysterious and imposing about it.

Menu music is a weird choice though, same for chain attack music.
 
Nothing in XC3's OST slaps as hard as Mor Ardain - Roaming the Wastelands, but then again that's one of the best songs I've heard in any game ever.

Count me in team loving the XC3 sound track. 90 hours in and none of the songs have gotten old for me. Maybe the chain attack music but that's more because it over rides the current battle music which is sometimes really inappropriate.
 
What the hell...

is Gray's hero quest supposed to be achivable at the recommended level??? It sent me to search for a thing in an island and all the monters are like 65+ and kill me in a few seconds. Even try to go undetected but there are flying monsters that catch me
 
I feel deja vu when reading ya all's discussion about the music and sound design of XC3 vs previous entries, it feels like 5 years ago when BotW was released. In either cases the designer team went with a function over form approach, and it shows very clearly in the following aspects:
  • Dynamism, especially for battle theme. The major ones come with both an overture, a climax and a closing components. They are timed along with the progress of the fight and kick in at the right time. i can say for sure that XC3 battle themes go above and beyond every prior entriy, even Torna and Future Connected.
  • Ambience, i e. almost all field themes. They are not designed to attract our attention, but to keep a low profile and blend in along with the environment. For me my favorite is still Eagus Wilderness theme, both the day and night versions. When I hear the flute and the duduk (not sure pls correct if false), I immediately imagine that the melody comes from the desert wind itself. On the other hand Maktha Forest feel mysterious but a bit uneasy just from a handful of instruments which play in fairly irregular beats.
Kind of random, but the eyes of the characters in 3 are just so beautiful. I could look at those eyes for hours. I think Mio's are the most beautiful. She is the most beautiful in the game after all.
Giving characters eye twitching is the best decision from MS in term of character designs tbh. Their eyes now convey so much emotion and complement their facial gestures. I remember a cutscene during the main story, where
the City folk gives the party the chokeholds from their perished comrades. At that point Noah's eyes looked down and clearly expressed sadness without the need to say it outloud.
Has anyone else decided to go ahead and complete the Tau-Tirkin Alliance quest by doing the actual fetch quest just out of pure stubbornness? 💪
Raise hand meh meh meh. At least I found a good reason to burn my money at Ferronis Hulks lol.
 
Last edited:
Kind of random, but the eyes of the characters in 3 are just so beautiful. I could look at those eyes for hours. I think Mio's are the most beautiful. She is the most beautiful in the game after all.
 
The highlights of the game thus far for me (Chapter 5) have been the combat, the worldbuilding/side content, and the characters. The combat may not be as purely satisfying as 2 but there's still a lot of fun to be had there, and the fact that character building is so much more streamlined and accessible than 2 makes that part of the game a lot more fun as well. Plus I'm a sucker for progression systems and while this one is more wide than deep, there's still a lot of numbers and gauges to tick up.

Meanwhile the world and side content has really captivated me so far, loving seeing the relationships between characters and colonies develop, and everything is pretty well handled. It's a bit of a shame losing the sort of stories you can tell with a more traditional fantasy/sci-fi setting like 2 and to a lesser extent 1 had, but I think the gamble the team took there paid off for the most part. In a lot of ways, despite losing the Titan gimmick, Aoinos is the most high-concept setting MonolithSoft has had and seeing how the people of the colonies adapt to the changes the party brings has been pretty great so far. The side content also hits some really solid emotional beats, which is pretty neat.

The characters are a bit more grounded than previous titles, which I'm not honestly the biggest fan of, but they make up for it in spades with by being well-rounded, fully realized characters in their own right. Definitely my favorite cast in the series at this point. I do also like how the team's gone out of their way to establish relationships among each pairing of characters. I think there's still a few underdeveloped ones, but that's inevitable, and there's still time to round out those relationships as well. Overall, really great character work

Main negative so far is probably the main narrative. I think it's hit the emotional beats fairly well so far but in terms of "coolness" factor it's definitely a step below either game. I've heard the climax of chapter 5 is a doozy though so my opinion on that may change fairly soon

Music is mixed for me. It's definitely solid and the battle themes are pretty great, but not on par with 1 or 2 for me at least. I do like A Life Sent On quite a bit though, which is great because boy does that play a lot.
 
What the hell...

is Gray's hero quest supposed to be achivable at the recommended level??? It sent me to search for a thing in an island and all the monters are like 65+ and kill me in a few seconds. Even try to go undetected but there are flying monsters that catch me
Just gotta be careful. You can do any side quest at the recommended level, but sometimes it requires sneaking past things.
 
Has anyone else decided to go ahead and complete the Tau-Tirkin Alliance quest by doing the actual fetch quest just out of pure stubbornness? 💪
I did the collection because I'm a good boy. Hopefully the game doesn't give people who didn't do it the same ending for that quest because I'm gonna be pissed

Also I finished the game tonight and will probably spend tomorrow going through this thread and opening all the spoilers
 
In terms of 2 vs. 3 there definitely is no accounting for taste because the Blade Affinity tables were one of my most hated things in that game and I'm amazed to see people saying they miss it here.
Just different strokes. I love goals and incremental objectives and slowly powering up in games, and accomplishing small tasks that’s basically a checklist (that also feeds back into combat and improving your power level and such) is something I absolutely love. I’m someone who legitimately enjoys doing all 420+ side quests in XC1, for example. But that kind of gameplay drives one of my best friends up the wall, so shrugs
 
Look, I get that life is precious and all but is it really worth 50 collectibles
It's not about the collectibles, it's about sending a message

Hopefully the game doesn't give people who didn't do it the same ending for that quest because I'm gonna be pissed
It didn't. I know because I tried to walk through without collecting everything and they attacked me right off, and I got a bad end to the quest. I then reloaded a save because I had sunk like an hour into collecting already and wasn't gonna let them void that for me 😅
 
Last edited:
I ended up saving the Tirkin quest until late postgame and the quest apparently auto completed with the items (just from collecting throughout the game), I'll never know the suffering of that quest I guess lol
 
The music is probably the biggest reason I'm loving this game significantly more than previous entries. It's wonderful and so much better than I expected based on 2.
Exploring the world actually feels immersive.
 
Has anyone else decided to go ahead and complete the Tau-Tirkin Alliance quest by doing the actual fetch quest just out of pure stubbornness? 💪
I did not read properly the quest and went with them.

Glad that I took that decision and not collected whatever they asked for 😎
 
The music is probably the biggest reason I'm loving this game significantly more than previous entries. It's wonderful and so much better than I expected based on 2.
Exploring the world actually feels immersive.
This is where I'm at. They nailed the tone perfectly for this game imo.
 
Okay so like

All the stuff I was saying before about the terrain not being what I expected or look for in a Xenoblade game..

Yeah. Eating my words now.

Basically the entirety of the Erythia Sea is what I wanted. Every island is blowing my mind more than the last. I don't even know why this is all here because so far there's been no story reasons or quest reasons to visit most of it. They just flexed hard on these massive goddamn islands for.. fun, I guess?

God this place is awesome. This is that Monolith shit I love.
 
I did the collection because I'm a good boy. Hopefully the game doesn't give people who didn't do it the same ending for that quest because I'm gonna be pissed

Also I finished the game tonight and will probably spend tomorrow going through this thread and opening all the spoilers
This is exactly what I did when I beat it lol. I bumped so many sub-conversations by replying to them. Congrats on finishing it, I'd love to hear your thoughts in the spoiler thread
 
0
Okay so like

All the stuff I was saying before about the terrain not being what I expected or look for in a Xenoblade game..

Yeah. Eating my words now.

Basically the entirety of the Erythia Sea is what I wanted. Every island is blowing my mind more than the last. I don't even know why this is all here because so far there's been no story reasons or quest reasons to visit most of it. They just flexed hard on these massive goddamn islands for.. fun, I guess?

God this place is awesome. This is that Monolith shit I love.
My favorite area in the game so far too. Blown away by it.
 


Back
Top Bottom